]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
hide one's own refraction (NOT reflection)
[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, ShadowMap_Parameters.xyz))\n"
1062 "# else\n"
1063 "#  ifdef USESHADOWMAPVSDCT\n"
1064 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1065 "{\n"
1066 "       vec3 adir = abs(dir);\n"
1067 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1068 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1069 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1070 "}\n"
1071 "#  else\n"
1072 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1073 "{\n"
1074 "       vec3 adir = abs(dir);\n"
1075 "       float ma = adir.z;\n"
1076 "       vec4 proj = vec4(dir, 2.5);\n"
1077 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1078 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1079 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1080 "       return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1081 "}\n"
1082 "#  endif\n"
1083 "# endif\n"
1084 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1085 "\n"
1086 "#ifdef USESHADOWMAPCUBE\n"
1087 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1088 "{\n"
1089 "       vec3 adir = abs(dir);\n"
1090 "       return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1091 "}\n"
1092 "#endif\n"
1093 "\n"
1094 "# ifdef USESHADOWMAPRECT\n"
1095 "float ShadowMapCompare(vec3 dir)\n"
1096 "{\n"
1097 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1098 "       float f;\n"
1099 "#  ifdef USESHADOWSAMPLER\n"
1100 "\n"
1101 "#    ifdef USESHADOWMAPPCF\n"
1102 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1103 "       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"
1104 "#    else\n"
1105 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1106 "#    endif\n"
1107 "\n"
1108 "#  else\n"
1109 "\n"
1110 "#    ifdef USESHADOWMAPPCF\n"
1111 "#      if USESHADOWMAPPCF > 1\n"
1112 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1113 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1114 "       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"
1115 "       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"
1116 "       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"
1117 "       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"
1118 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1119 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1120 "#      else\n"
1121 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1122 "       vec2 offset = fract(shadowmaptc.xy);\n"
1123 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1124 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1125 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1126 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1127 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1128 "#      endif\n"
1129 "#    else\n"
1130 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1131 "#    endif\n"
1132 "\n"
1133 "#  endif\n"
1134 "#  ifdef USESHADOWMAPORTHO\n"
1135 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1136 "#  else\n"
1137 "       return f;\n"
1138 "#  endif\n"
1139 "}\n"
1140 "# endif\n"
1141 "\n"
1142 "# ifdef USESHADOWMAP2D\n"
1143 "float ShadowMapCompare(vec3 dir)\n"
1144 "{\n"
1145 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1146 "       float f;\n"
1147 "\n"
1148 "#  ifdef USESHADOWSAMPLER\n"
1149 "#    ifdef USESHADOWMAPPCF\n"
1150 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1151 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1152 "       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"
1153 "#    else\n"
1154 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1155 "#    endif\n"
1156 "#  else\n"
1157 "#    ifdef USESHADOWMAPPCF\n"
1158 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1159 "#      ifdef GL_ARB_texture_gather\n"
1160 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1161 "#      else\n"
1162 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1163 "#      endif\n"
1164 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1165 "       center *= ShadowMap_TextureScale;\n"
1166 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1167 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1168 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1169 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1170 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1171 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1172 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1173 "#     else\n"
1174 "#      ifdef GL_EXT_gpu_shader4\n"
1175 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1176 "#      else\n"
1177 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1178 "#      endif\n"
1179 "#      if USESHADOWMAPPCF > 1\n"
1180 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1181 "       center *= ShadowMap_TextureScale;\n"
1182 "       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"
1183 "       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"
1184 "       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"
1185 "       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"
1186 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1187 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1188 "#      else\n"
1189 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1190 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1191 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1192 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1193 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1194 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1195 "#      endif\n"
1196 "#     endif\n"
1197 "#    else\n"
1198 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1199 "#    endif\n"
1200 "#  endif\n"
1201 "#  ifdef USESHADOWMAPORTHO\n"
1202 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1203 "#  else\n"
1204 "       return f;\n"
1205 "#  endif\n"
1206 "}\n"
1207 "# endif\n"
1208 "\n"
1209 "# ifdef USESHADOWMAPCUBE\n"
1210 "float ShadowMapCompare(vec3 dir)\n"
1211 "{\n"
1212 "       // apply depth texture cubemap as light filter\n"
1213 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1214 "       float f;\n"
1215 "#  ifdef USESHADOWSAMPLER\n"
1216 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1217 "#  else\n"
1218 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1219 "#  endif\n"
1220 "       return f;\n"
1221 "}\n"
1222 "# endif\n"
1223 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1224 "#endif // FRAGMENT_SHADER\n"
1225 "\n"
1226 "\n"
1227 "\n"
1228 "\n"
1229 "#ifdef MODE_DEFERREDGEOMETRY\n"
1230 "#ifdef VERTEX_SHADER\n"
1231 "uniform mat4 TexMatrix;\n"
1232 "#ifdef USEVERTEXTEXTUREBLEND\n"
1233 "uniform mat4 BackgroundTexMatrix;\n"
1234 "#endif\n"
1235 "uniform mat4 ModelViewMatrix;\n"
1236 "void main(void)\n"
1237 "{\n"
1238 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1239 "#ifdef USEVERTEXTEXTUREBLEND\n"
1240 "       gl_FrontColor = gl_Color;\n"
1241 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1242 "#endif\n"
1243 "\n"
1244 "       // transform unnormalized eye direction into tangent space\n"
1245 "#ifdef USEOFFSETMAPPING\n"
1246 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1247 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1248 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1249 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1250 "#endif\n"
1251 "\n"
1252 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1253 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1254 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1255 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1256 "}\n"
1257 "#endif // VERTEX_SHADER\n"
1258 "\n"
1259 "#ifdef FRAGMENT_SHADER\n"
1260 "void main(void)\n"
1261 "{\n"
1262 "#ifdef USEOFFSETMAPPING\n"
1263 "       // apply offsetmapping\n"
1264 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1265 "#define TexCoord TexCoordOffset\n"
1266 "#endif\n"
1267 "\n"
1268 "#ifdef USEALPHAKILL\n"
1269 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1270 "               discard;\n"
1271 "#endif\n"
1272 "\n"
1273 "#ifdef USEVERTEXTEXTUREBLEND\n"
1274 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1275 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1276 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1277 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1278 "#endif\n"
1279 "\n"
1280 "#ifdef USEVERTEXTEXTUREBLEND\n"
1281 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1282 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1283 "#else\n"
1284 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1285 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1286 "#endif\n"
1287 "\n"
1288 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1289 "}\n"
1290 "#endif // FRAGMENT_SHADER\n"
1291 "#else // !MODE_DEFERREDGEOMETRY\n"
1292 "\n"
1293 "\n"
1294 "\n"
1295 "\n"
1296 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1297 "#ifdef VERTEX_SHADER\n"
1298 "uniform mat4 ModelViewMatrix;\n"
1299 "void main(void)\n"
1300 "{\n"
1301 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1302 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1303 "}\n"
1304 "#endif // VERTEX_SHADER\n"
1305 "\n"
1306 "#ifdef FRAGMENT_SHADER\n"
1307 "uniform mat4 ViewToLight;\n"
1308 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1309 "uniform vec2 ScreenToDepth;\n"
1310 "uniform myhalf3 DeferredColor_Ambient;\n"
1311 "uniform myhalf3 DeferredColor_Diffuse;\n"
1312 "#ifdef USESPECULAR\n"
1313 "uniform myhalf3 DeferredColor_Specular;\n"
1314 "uniform myhalf SpecularPower;\n"
1315 "#endif\n"
1316 "uniform myhalf2 PixelToScreenTexCoord;\n"
1317 "void main(void)\n"
1318 "{\n"
1319 "       // calculate viewspace pixel position\n"
1320 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1321 "       vec3 position;\n"
1322 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1323 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1324 "       // decode viewspace pixel normal\n"
1325 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1326 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1327 "       // surfacenormal = pixel normal in viewspace\n"
1328 "       // LightVector = pixel to light in viewspace\n"
1329 "       // CubeVector = position in lightspace\n"
1330 "       // eyevector = pixel to view in viewspace\n"
1331 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1332 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1333 "#ifdef USEDIFFUSE\n"
1334 "       // calculate diffuse shading\n"
1335 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1336 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1337 "#endif\n"
1338 "#ifdef USESPECULAR\n"
1339 "       // calculate directional shading\n"
1340 "       vec3 eyevector = position * -1.0;\n"
1341 "#  ifdef USEEXACTSPECULARMATH\n"
1342 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1343 "#  else\n"
1344 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1345 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1346 "#  endif\n"
1347 "#endif\n"
1348 "\n"
1349 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1350 "       fade *= ShadowMapCompare(CubeVector);\n"
1351 "#endif\n"
1352 "\n"
1353 "#ifdef USEDIFFUSE\n"
1354 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1355 "#else\n"
1356 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1357 "#endif\n"
1358 "#ifdef USESPECULAR\n"
1359 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1360 "#else\n"
1361 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1362 "#endif\n"
1363 "\n"
1364 "# ifdef USECUBEFILTER\n"
1365 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1366 "       gl_FragData[0].rgb *= cubecolor;\n"
1367 "       gl_FragData[1].rgb *= cubecolor;\n"
1368 "# endif\n"
1369 "}\n"
1370 "#endif // FRAGMENT_SHADER\n"
1371 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1372 "\n"
1373 "\n"
1374 "\n"
1375 "\n"
1376 "#ifdef VERTEX_SHADER\n"
1377 "uniform mat4 TexMatrix;\n"
1378 "#ifdef USEVERTEXTEXTUREBLEND\n"
1379 "uniform mat4 BackgroundTexMatrix;\n"
1380 "#endif\n"
1381 "#ifdef MODE_LIGHTSOURCE\n"
1382 "uniform mat4 ModelToLight;\n"
1383 "#endif\n"
1384 "#ifdef USESHADOWMAPORTHO\n"
1385 "uniform mat4 ShadowMapMatrix;\n"
1386 "#endif\n"
1387 "void main(void)\n"
1388 "{\n"
1389 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1390 "       gl_FrontColor = gl_Color;\n"
1391 "#endif\n"
1392 "       // copy the surface texcoord\n"
1393 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1394 "#ifdef USEVERTEXTEXTUREBLEND\n"
1395 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1396 "#endif\n"
1397 "#ifdef USELIGHTMAP\n"
1398 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1399 "#endif\n"
1400 "\n"
1401 "#ifdef MODE_LIGHTSOURCE\n"
1402 "       // transform vertex position into light attenuation/cubemap space\n"
1403 "       // (-1 to +1 across the light box)\n"
1404 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1405 "\n"
1406 "# ifdef USEDIFFUSE\n"
1407 "       // transform unnormalized light direction into tangent space\n"
1408 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1409 "       //  normalize it per pixel)\n"
1410 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1411 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1412 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1413 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1414 "# endif\n"
1415 "#endif\n"
1416 "\n"
1417 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1418 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1419 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1420 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1421 "#endif\n"
1422 "\n"
1423 "       // transform unnormalized eye direction into tangent space\n"
1424 "#ifdef USEEYEVECTOR\n"
1425 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1426 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1427 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1428 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1429 "#endif\n"
1430 "\n"
1431 "#ifdef USEFOG\n"
1432 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1433 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1434 "#endif\n"
1435 "\n"
1436 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1437 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1438 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1439 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1440 "#endif\n"
1441 "\n"
1442 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1443 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1444 "\n"
1445 "#ifdef USESHADOWMAPORTHO\n"
1446 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1447 "#endif\n"
1448 "\n"
1449 "#ifdef USEREFLECTION\n"
1450 "       ModelViewProjectionPosition = gl_Position;\n"
1451 "#endif\n"
1452 "}\n"
1453 "#endif // VERTEX_SHADER\n"
1454 "\n"
1455 "\n"
1456 "\n"
1457 "\n"
1458 "#ifdef FRAGMENT_SHADER\n"
1459 "#ifdef USEDEFERREDLIGHTMAP\n"
1460 "uniform myhalf2 PixelToScreenTexCoord;\n"
1461 "uniform myhalf3 DeferredMod_Diffuse;\n"
1462 "uniform myhalf3 DeferredMod_Specular;\n"
1463 "#endif\n"
1464 "uniform myhalf3 Color_Ambient;\n"
1465 "uniform myhalf3 Color_Diffuse;\n"
1466 "uniform myhalf3 Color_Specular;\n"
1467 "uniform myhalf SpecularPower;\n"
1468 "#ifdef USEGLOW\n"
1469 "uniform myhalf3 Color_Glow;\n"
1470 "#endif\n"
1471 "uniform myhalf Alpha;\n"
1472 "#ifdef USEREFLECTION\n"
1473 "uniform vec4 DistortScaleRefractReflect;\n"
1474 "uniform vec4 ScreenScaleRefractReflect;\n"
1475 "uniform vec4 ScreenCenterRefractReflect;\n"
1476 "uniform myhalf4 ReflectColor;\n"
1477 "#endif\n"
1478 "#ifdef USEREFLECTCUBE\n"
1479 "uniform mat4 ModelToReflectCube;\n"
1480 "uniform sampler2D Texture_ReflectMask;\n"
1481 "uniform samplerCube Texture_ReflectCube;\n"
1482 "#endif\n"
1483 "#ifdef MODE_LIGHTDIRECTION\n"
1484 "uniform myhalf3 LightColor;\n"
1485 "#endif\n"
1486 "#ifdef MODE_LIGHTSOURCE\n"
1487 "uniform myhalf3 LightColor;\n"
1488 "#endif\n"
1489 "void main(void)\n"
1490 "{\n"
1491 "#ifdef USEOFFSETMAPPING\n"
1492 "       // apply offsetmapping\n"
1493 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1494 "#define TexCoord TexCoordOffset\n"
1495 "#endif\n"
1496 "\n"
1497 "       // combine the diffuse textures (base, pants, shirt)\n"
1498 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1499 "#ifdef USEALPHAKILL\n"
1500 "       if (color.a < 0.5)\n"
1501 "               discard;\n"
1502 "#endif\n"
1503 "       color.a *= Alpha;\n"
1504 "#ifdef USECOLORMAPPING\n"
1505 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1506 "#endif\n"
1507 "#ifdef USEVERTEXTEXTUREBLEND\n"
1508 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1509 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1510 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1511 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1512 "       color.a = 1.0;\n"
1513 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1514 "#endif\n"
1515 "\n"
1516 "       // get the surface normal\n"
1517 "#ifdef USEVERTEXTEXTUREBLEND\n"
1518 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1519 "#else\n"
1520 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1521 "#endif\n"
1522 "\n"
1523 "       // get the material colors\n"
1524 "       myhalf3 diffusetex = color.rgb;\n"
1525 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1526 "# ifdef USEVERTEXTEXTUREBLEND\n"
1527 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1528 "# else\n"
1529 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1530 "# endif\n"
1531 "#endif\n"
1532 "\n"
1533 "#ifdef USEREFLECTCUBE\n"
1534 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1535 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1536 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1537 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1538 "#endif\n"
1539 "\n"
1540 "\n"
1541 "\n"
1542 "\n"
1543 "#ifdef MODE_LIGHTSOURCE\n"
1544 "       // light source\n"
1545 "#ifdef USEDIFFUSE\n"
1546 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1547 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1548 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1549 "#ifdef USESPECULAR\n"
1550 "#ifdef USEEXACTSPECULARMATH\n"
1551 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1552 "#else\n"
1553 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1554 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1555 "#endif\n"
1556 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1557 "#endif\n"
1558 "#else\n"
1559 "       color.rgb = diffusetex * Color_Ambient;\n"
1560 "#endif\n"
1561 "       color.rgb *= LightColor;\n"
1562 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1563 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1564 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1565 "#endif\n"
1566 "# ifdef USECUBEFILTER\n"
1567 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1568 "# endif\n"
1569 "#endif // MODE_LIGHTSOURCE\n"
1570 "\n"
1571 "\n"
1572 "\n"
1573 "\n"
1574 "#ifdef MODE_LIGHTDIRECTION\n"
1575 "#define SHADING\n"
1576 "#ifdef USEDIFFUSE\n"
1577 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1578 "#endif\n"
1579 "#define lightcolor LightColor\n"
1580 "#endif // MODE_LIGHTDIRECTION\n"
1581 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1582 "#define SHADING\n"
1583 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1584 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1585 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1586 "       // convert modelspace light vector to tangentspace\n"
1587 "       myhalf3 lightnormal;\n"
1588 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1589 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1590 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1591 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1592 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1593 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1594 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1595 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1596 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1597 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1598 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1599 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1600 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1601 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1602 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1603 "#define SHADING\n"
1604 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1605 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1606 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1607 "#endif\n"
1608 "\n"
1609 "\n"
1610 "\n"
1611 "\n"
1612 "#ifdef MODE_LIGHTMAP\n"
1613 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1614 "#endif // MODE_LIGHTMAP\n"
1615 "#ifdef MODE_VERTEXCOLOR\n"
1616 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1617 "#endif // MODE_VERTEXCOLOR\n"
1618 "#ifdef MODE_FLATCOLOR\n"
1619 "       color.rgb = diffusetex * Color_Ambient;\n"
1620 "#endif // MODE_FLATCOLOR\n"
1621 "\n"
1622 "\n"
1623 "\n"
1624 "\n"
1625 "#ifdef SHADING\n"
1626 "# ifdef USEDIFFUSE\n"
1627 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1628 "#  ifdef USESPECULAR\n"
1629 "#   ifdef USEEXACTSPECULARMATH\n"
1630 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1631 "#   else\n"
1632 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1633 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1634 "#   endif\n"
1635 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1636 "#  else\n"
1637 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1638 "#  endif\n"
1639 "# else\n"
1640 "       color.rgb = diffusetex * Color_Ambient;\n"
1641 "# endif\n"
1642 "#endif\n"
1643 "\n"
1644 "#ifdef USESHADOWMAPORTHO\n"
1645 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1646 "#endif\n"
1647 "\n"
1648 "#ifdef USEDEFERREDLIGHTMAP\n"
1649 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1650 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1651 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1652 "#endif\n"
1653 "\n"
1654 "#ifdef USEGLOW\n"
1655 "#ifdef USEVERTEXTEXTUREBLEND\n"
1656 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1657 "#else\n"
1658 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1659 "#endif\n"
1660 "#endif\n"
1661 "\n"
1662 "#ifdef USEFOG\n"
1663 "#ifdef MODE_LIGHTSOURCE\n"
1664 "       color.rgb *= myhalf(FogVertex());\n"
1665 "#else\n"
1666 "       color.rgb = mix(FogColor, color.rgb, FogVertex());\n"
1667 "#endif\n"
1668 "#endif\n"
1669 "\n"
1670 "       // 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"
1671 "#ifdef USEREFLECTION\n"
1672 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1673 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1674 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1675 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1676 "       // FIXME temporary hack to detect the case that the reflection\n"
1677 "       // gets blackened at edges due to leaving the area that contains actual\n"
1678 "       // content.\n"
1679 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1680 "       // 'appening.\n"
1681 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1682 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1683 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1684 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1685 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1686 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1687 "#endif\n"
1688 "\n"
1689 "       gl_FragColor = vec4(color);\n"
1690 "}\n"
1691 "#endif // FRAGMENT_SHADER\n"
1692 "\n"
1693 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1694 "#endif // !MODE_DEFERREDGEOMETRY\n"
1695 "#endif // !MODE_WATER\n"
1696 "#endif // !MODE_REFRACTION\n"
1697 "#endif // !MODE_BLOOMBLUR\n"
1698 "#endif // !MODE_GENERIC\n"
1699 "#endif // !MODE_POSTPROCESS\n"
1700 "#endif // !MODE_SHOWDEPTH\n"
1701 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1702 ;
1703
1704 /*
1705 =========================================================================================================================================================
1706
1707
1708
1709 =========================================================================================================================================================
1710
1711
1712
1713 =========================================================================================================================================================
1714
1715
1716
1717 =========================================================================================================================================================
1718
1719
1720
1721 =========================================================================================================================================================
1722
1723
1724
1725 =========================================================================================================================================================
1726
1727
1728
1729 =========================================================================================================================================================
1730 */
1731
1732 const char *builtincgshaderstring =
1733 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1734 "// written by Forest 'LordHavoc' Hale\n"
1735 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1736 "\n"
1737 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE)\n"
1738 "# define USEFOG\n"
1739 "#endif\n"
1740 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1741 "#define USELIGHTMAP\n"
1742 "#endif\n"
1743 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1744 "#define USEEYEVECTOR\n"
1745 "#endif\n"
1746 "\n"
1747 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1748 "#ifdef VERTEX_SHADER\n"
1749 "void main\n"
1750 "(\n"
1751 "float4 gl_Vertex : POSITION,\n"
1752 "uniform float4x4 ModelViewProjectionMatrix,\n"
1753 "out float4 gl_Position : POSITION\n"
1754 ")\n"
1755 "{\n"
1756 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1757 "}\n"
1758 "#endif\n"
1759 "#else // !MODE_DEPTH_ORSHADOW\n"
1760 "\n"
1761 "\n"
1762 "\n"
1763 "\n"
1764 "#ifdef MODE_SHOWDEPTH\n"
1765 "#ifdef VERTEX_SHADER\n"
1766 "void main\n"
1767 "(\n"
1768 "float4 gl_Vertex : POSITION,\n"
1769 "uniform float4x4 ModelViewProjectionMatrix,\n"
1770 "out float4 gl_Position : POSITION,\n"
1771 "out float4 gl_FrontColor : COLOR0\n"
1772 ")\n"
1773 "{\n"
1774 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1775 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1776 "}\n"
1777 "#endif\n"
1778 "\n"
1779 "#ifdef FRAGMENT_SHADER\n"
1780 "void main\n"
1781 "(\n"
1782 "float4 gl_FrontColor : COLOR0,\n"
1783 "out float4 gl_FragColor : COLOR\n"
1784 ")\n"
1785 "{\n"
1786 "       gl_FragColor = gl_FrontColor;\n"
1787 "}\n"
1788 "#endif\n"
1789 "#else // !MODE_SHOWDEPTH\n"
1790 "\n"
1791 "\n"
1792 "\n"
1793 "\n"
1794 "#ifdef MODE_POSTPROCESS\n"
1795 "\n"
1796 "#ifdef VERTEX_SHADER\n"
1797 "void main\n"
1798 "(\n"
1799 "float4 gl_Vertex : POSITION,\n"
1800 "uniform float4x4 ModelViewProjectionMatrix,\n"
1801 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1802 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1803 "out float4 gl_Position : POSITION,\n"
1804 "out float2 TexCoord1 : TEXCOORD0,\n"
1805 "out float2 TexCoord2 : TEXCOORD1\n"
1806 ")\n"
1807 "{\n"
1808 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1809 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1810 "#ifdef USEBLOOM\n"
1811 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1812 "#endif\n"
1813 "}\n"
1814 "#endif\n"
1815 "\n"
1816 "#ifdef FRAGMENT_SHADER\n"
1817 "void main\n"
1818 "(\n"
1819 "float2 TexCoord1 : TEXCOORD0,\n"
1820 "float2 TexCoord2 : TEXCOORD1,\n"
1821 "uniform sampler2D Texture_First,\n"
1822 "#ifdef USEBLOOM\n"
1823 "uniform sampler2D Texture_Second,\n"
1824 "#endif\n"
1825 "#ifdef USEGAMMARAMPS\n"
1826 "uniform sampler2D Texture_GammaRamps,\n"
1827 "#endif\n"
1828 "#ifdef USESATURATION\n"
1829 "uniform float Saturation,\n"
1830 "#endif\n"
1831 "#ifdef USEVIEWTINT\n"
1832 "uniform float4 ViewTintColor,\n"
1833 "#endif\n"
1834 "uniform float4 UserVec1,\n"
1835 "uniform float4 UserVec2,\n"
1836 "uniform float4 UserVec3,\n"
1837 "uniform float4 UserVec4,\n"
1838 "uniform float ClientTime,\n"
1839 "uniform float2 PixelSize,\n"
1840 "out float4 gl_FragColor : COLOR\n"
1841 ")\n"
1842 "{\n"
1843 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1844 "#ifdef USEBLOOM\n"
1845 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1846 "#endif\n"
1847 "#ifdef USEVIEWTINT\n"
1848 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1849 "#endif\n"
1850 "\n"
1851 "#ifdef USEPOSTPROCESSING\n"
1852 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1853 "// 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"
1854 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1855 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1856 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1857 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1858 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1859 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1860 "#endif\n"
1861 "\n"
1862 "#ifdef USESATURATION\n"
1863 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1864 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1865 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1866 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
1867 "#endif\n"
1868 "\n"
1869 "#ifdef USEGAMMARAMPS\n"
1870 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1871 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
1872 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
1873 "#endif\n"
1874 "}\n"
1875 "#endif\n"
1876 "#else // !MODE_POSTPROCESS\n"
1877 "\n"
1878 "\n"
1879 "\n"
1880 "\n"
1881 "#ifdef MODE_GENERIC\n"
1882 "#ifdef VERTEX_SHADER\n"
1883 "void main\n"
1884 "(\n"
1885 "float4 gl_Vertex : POSITION,\n"
1886 "uniform float4x4 ModelViewProjectionMatrix,\n"
1887 "float4 gl_Color : COLOR0,\n"
1888 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1889 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1890 "out float4 gl_Position : POSITION,\n"
1891 "out float4 gl_FrontColor : COLOR,\n"
1892 "out float2 TexCoord1 : TEXCOORD0,\n"
1893 "out float2 TexCoord2 : TEXCOORD1\n"
1894 ")\n"
1895 "{\n"
1896 "       gl_FrontColor = gl_Color;\n"
1897 "#ifdef USEDIFFUSE\n"
1898 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1899 "#endif\n"
1900 "#ifdef USESPECULAR\n"
1901 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1902 "#endif\n"
1903 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1904 "}\n"
1905 "#endif\n"
1906 "\n"
1907 "#ifdef FRAGMENT_SHADER\n"
1908 "\n"
1909 "void main\n"
1910 "(\n"
1911 "float4 gl_FrontColor : COLOR,\n"
1912 "float2 TexCoord1 : TEXCOORD0,\n"
1913 "float2 TexCoord2 : TEXCOORD1,\n"
1914 "#ifdef USEDIFFUSE\n"
1915 "uniform sampler2D Texture_First,\n"
1916 "#endif\n"
1917 "#ifdef USESPECULAR\n"
1918 "uniform sampler2D Texture_Second,\n"
1919 "#endif\n"
1920 "out float4 gl_FragColor : COLOR\n"
1921 ")\n"
1922 "{\n"
1923 "       gl_FragColor = gl_FrontColor;\n"
1924 "#ifdef USEDIFFUSE\n"
1925 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
1926 "#endif\n"
1927 "\n"
1928 "#ifdef USESPECULAR\n"
1929 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
1930 "# ifdef USECOLORMAPPING\n"
1931 "       gl_FragColor *= tex2;\n"
1932 "# endif\n"
1933 "# ifdef USEGLOW\n"
1934 "       gl_FragColor += tex2;\n"
1935 "# endif\n"
1936 "# ifdef USEVERTEXTEXTUREBLEND\n"
1937 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
1938 "# endif\n"
1939 "#endif\n"
1940 "}\n"
1941 "#endif\n"
1942 "#else // !MODE_GENERIC\n"
1943 "\n"
1944 "\n"
1945 "\n"
1946 "\n"
1947 "#ifdef MODE_BLOOMBLUR\n"
1948 "#ifdef VERTEX_SHADER\n"
1949 "void main\n"
1950 "(\n"
1951 "float4 gl_Vertex : POSITION,\n"
1952 "uniform float4x4 ModelViewProjectionMatrix,\n"
1953 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1954 "out float4 gl_Position : POSITION,\n"
1955 "out float2 TexCoord : TEXCOORD0\n"
1956 ")\n"
1957 "{\n"
1958 "       TexCoord = gl_MultiTexCoord0.xy;\n"
1959 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1960 "}\n"
1961 "#endif\n"
1962 "\n"
1963 "#ifdef FRAGMENT_SHADER\n"
1964 "\n"
1965 "void main\n"
1966 "(\n"
1967 "float2 TexCoord : TEXCOORD0,\n"
1968 "uniform sampler2D Texture_First,\n"
1969 "uniform float4 BloomBlur_Parameters,\n"
1970 "out float4 gl_FragColor : COLOR\n"
1971 ")\n"
1972 "{\n"
1973 "       int i;\n"
1974 "       float2 tc = TexCoord;\n"
1975 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
1976 "       tc += BloomBlur_Parameters.xy;\n"
1977 "       for (i = 1;i < SAMPLES;i++)\n"
1978 "       {\n"
1979 "               color += tex2D(Texture_First, tc).rgb;\n"
1980 "               tc += BloomBlur_Parameters.xy;\n"
1981 "       }\n"
1982 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
1983 "}\n"
1984 "#endif\n"
1985 "#else // !MODE_BLOOMBLUR\n"
1986 "#ifdef MODE_REFRACTION\n"
1987 "#ifdef VERTEX_SHADER\n"
1988 "void main\n"
1989 "(\n"
1990 "float4 gl_Vertex : POSITION,\n"
1991 "uniform float4x4 ModelViewProjectionMatrix,\n"
1992 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1993 "uniform float4x4 TexMatrix,\n"
1994 "uniform float3 EyePosition,\n"
1995 "out float4 gl_Position : POSITION,\n"
1996 "out float2 TexCoord : TEXCOORD0,\n"
1997 "out float3 EyeVector : TEXCOORD1,\n"
1998 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
1999 ")\n"
2000 "{\n"
2001 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2002 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2003 "       ModelViewProjectionPosition = gl_Position;\n"
2004 "}\n"
2005 "#endif\n"
2006 "\n"
2007 "#ifdef FRAGMENT_SHADER\n"
2008 "void main\n"
2009 "(\n"
2010 "float2 TexCoord : TEXCOORD0,\n"
2011 "float3 EyeVector : TEXCOORD1,\n"
2012 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2013 "uniform sampler2D Texture_Normal,\n"
2014 "uniform sampler2D Texture_Refraction,\n"
2015 "uniform sampler2D Texture_Reflection,\n"
2016 "uniform float4 DistortScaleRefractReflect,\n"
2017 "uniform float4 ScreenScaleRefractReflect,\n"
2018 "uniform float4 ScreenCenterRefractReflect,\n"
2019 "uniform float4 RefractColor,\n"
2020 "out float4 gl_FragColor : COLOR\n"
2021 ")\n"
2022 "{\n"
2023 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2024 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2025 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2026 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2027 "       // FIXME temporary hack to detect the case that the reflection\n"
2028 "       // gets blackened at edges due to leaving the area that contains actual\n"
2029 "       // content.\n"
2030 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2031 "       // 'appening.\n"
2032 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2033 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2034 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2035 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2036 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2037 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2038 "}\n"
2039 "#endif\n"
2040 "#else // !MODE_REFRACTION\n"
2041 "\n"
2042 "\n"
2043 "\n"
2044 "\n"
2045 "#ifdef MODE_WATER\n"
2046 "#ifdef VERTEX_SHADER\n"
2047 "\n"
2048 "void main\n"
2049 "(\n"
2050 "float4 gl_Vertex : POSITION,\n"
2051 "uniform float4x4 ModelViewProjectionMatrix,\n"
2052 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2053 "uniform float4x4 TexMatrix,\n"
2054 "uniform float3 EyePosition,\n"
2055 "out float4 gl_Position : POSITION,\n"
2056 "out float2 TexCoord : TEXCOORD0,\n"
2057 "out float3 EyeVector : TEXCOORD1,\n"
2058 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2059 ")\n"
2060 "{\n"
2061 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2062 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2063 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2064 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2065 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2066 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2067 "       ModelViewProjectionPosition = gl_Position;\n"
2068 "}\n"
2069 "#endif\n"
2070 "\n"
2071 "#ifdef FRAGMENT_SHADER\n"
2072 "void main\n"
2073 "(\n"
2074 "float2 TexCoord : TEXCOORD0,\n"
2075 "float3 EyeVector : TEXCOORD1,\n"
2076 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2077 "uniform sampler2D Texture_Normal,\n"
2078 "uniform sampler2D Texture_Refraction,\n"
2079 "uniform sampler2D Texture_Reflection,\n"
2080 "uniform float4 DistortScaleRefractReflect,\n"
2081 "uniform float4 ScreenScaleRefractReflect,\n"
2082 "uniform float4 ScreenCenterRefractReflect,\n"
2083 "uniform float4 RefractColor,\n"
2084 "uniform float4 ReflectColor,\n"
2085 "uniform float ReflectFactor,\n"
2086 "uniform float ReflectOffset,\n"
2087 "out float4 gl_FragColor : COLOR\n"
2088 ")\n"
2089 "{\n"
2090 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2091 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2092 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2093 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2094 "       // FIXME temporary hack to detect the case that the reflection\n"
2095 "       // gets blackened at edges due to leaving the area that contains actual\n"
2096 "       // content.\n"
2097 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2098 "       // 'appening.\n"
2099 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2100 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2101 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2102 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2103 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2104 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2105 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2106 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2107 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2108 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2109 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2110 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2111 "}\n"
2112 "#endif\n"
2113 "#else // !MODE_WATER\n"
2114 "\n"
2115 "\n"
2116 "\n"
2117 "\n"
2118 "// 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"
2119 "\n"
2120 "// fragment shader specific:\n"
2121 "#ifdef FRAGMENT_SHADER\n"
2122 "\n"
2123 "#ifdef USEFOG\n"
2124 "float FogVertex(float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask)\n"
2125 "{\n"
2126 "       float fogfrac;\n"
2127 "#ifdef USEFOGOUTSIDE\n"
2128 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2129 "#else\n"
2130 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2131 "#endif\n"
2132 "       return float(tex2D(Texture_FogMask, half2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)));\n"
2133 "}\n"
2134 "#endif\n"
2135 "\n"
2136 "#ifdef USEOFFSETMAPPING\n"
2137 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2138 "{\n"
2139 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2140 "       // 14 sample relief mapping: linear search and then binary search\n"
2141 "       // this basically steps forward a small amount repeatedly until it finds\n"
2142 "       // itself inside solid, then jitters forward and back using decreasing\n"
2143 "       // amounts to find the impact\n"
2144 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2145 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2146 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2147 "       float3 RT = float3(TexCoord, 1);\n"
2148 "       OffsetVector *= 0.1;\n"
2149 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2150 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2151 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2152 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2153 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2154 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2155 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2156 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2157 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2158 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2159 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2160 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2161 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2162 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2163 "       return RT.xy;\n"
2164 "#else\n"
2165 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2166 "       // this basically moves forward the full distance, and then backs up based\n"
2167 "       // on height of samples\n"
2168 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2169 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2170 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2171 "       TexCoord += OffsetVector;\n"
2172 "       OffsetVector *= 0.333;\n"
2173 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2174 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2175 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2176 "       return TexCoord;\n"
2177 "#endif\n"
2178 "}\n"
2179 "#endif // USEOFFSETMAPPING\n"
2180 "\n"
2181 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2182 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2183 "# ifdef USESHADOWMAPORTHO\n"
2184 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2185 "# else\n"
2186 "#  ifdef USESHADOWMAPVSDCT\n"
2187 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2188 "{\n"
2189 "       float3 adir = abs(dir);\n"
2190 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2191 "       float4 proj = texCUBEe(Texture_CubeProjection, dir);\n"
2192 "       return float3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2193 "}\n"
2194 "#  else\n"
2195 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2196 "{\n"
2197 "       float3 adir = abs(dir);\n"
2198 "       float ma = adir.z;\n"
2199 "       float4 proj = float4(dir, 2.5);\n"
2200 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2201 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2202 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2203 "       return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2204 "}\n"
2205 "#  endif\n"
2206 "# endif\n"
2207 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPORTHO)\n"
2208 "\n"
2209 "#ifdef USESHADOWMAPCUBE\n"
2210 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2211 "{\n"
2212 "    float3 adir = abs(dir);\n"
2213 "    return float4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
2214 "}\n"
2215 "#endif\n"
2216 "\n"
2217 "# ifdef USESHADOWMAPRECT\n"
2218 "#ifdef USESHADOWMAPVSDCT\n"
2219 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2220 "#else\n"
2221 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2222 "#endif\n"
2223 "{\n"
2224 "#ifdef USESHADOWMAPVSDCT\n"
2225 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2226 "#else\n"
2227 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2228 "#endif\n"
2229 "       float f;\n"
2230 "#  ifdef USESHADOWSAMPLER\n"
2231 "\n"
2232 "#    ifdef USESHADOWMAPPCF\n"
2233 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2234 "    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"
2235 "#    else\n"
2236 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2237 "#    endif\n"
2238 "\n"
2239 "#  else\n"
2240 "\n"
2241 "#    ifdef USESHADOWMAPPCF\n"
2242 "#      if USESHADOWMAPPCF > 1\n"
2243 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2244 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2245 "    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"
2246 "    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"
2247 "    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"
2248 "    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"
2249 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2250 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2251 "#      else\n"
2252 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2253 "    float2 offset = frac(shadowmaptc.xy);\n"
2254 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2255 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2256 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2257 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2258 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2259 "#      endif\n"
2260 "#    else\n"
2261 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2262 "#    endif\n"
2263 "\n"
2264 "#  endif\n"
2265 "#  ifdef USESHADOWMAPORTHO\n"
2266 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2267 "#  else\n"
2268 "       return f;\n"
2269 "#  endif\n"
2270 "}\n"
2271 "# endif\n"
2272 "\n"
2273 "# ifdef USESHADOWMAP2D\n"
2274 "#ifdef USESHADOWMAPVSDCT\n"
2275 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2276 "#else\n"
2277 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2278 "#endif\n"
2279 "{\n"
2280 "#ifdef USESHADOWMAPVSDCT\n"
2281 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2282 "#else\n"
2283 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2284 "#endif\n"
2285 "    float f;\n"
2286 "\n"
2287 "#  ifdef USESHADOWSAMPLER\n"
2288 "#    ifdef USESHADOWMAPPCF\n"
2289 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2290 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2291 "    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"
2292 "#    else\n"
2293 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2294 "#    endif\n"
2295 "#  else\n"
2296 "#    ifdef USESHADOWMAPPCF\n"
2297 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2298 "#      ifdef GL_ARB_texture_gather\n"
2299 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2300 "#      else\n"
2301 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2302 "#      endif\n"
2303 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2304 "    center *= ShadowMap_TextureScale;\n"
2305 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2306 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2307 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2308 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2309 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2310 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2311 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2312 "#     else\n"
2313 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2314 "#      if USESHADOWMAPPCF > 1\n"
2315 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2316 "    center *= ShadowMap_TextureScale;\n"
2317 "    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"
2318 "    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"
2319 "    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"
2320 "    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"
2321 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2322 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2323 "#      else\n"
2324 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2325 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2326 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2327 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2328 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2329 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2330 "#      endif\n"
2331 "#     endif\n"
2332 "#    else\n"
2333 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2334 "#    endif\n"
2335 "#  endif\n"
2336 "#  ifdef USESHADOWMAPORTHO\n"
2337 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2338 "#  else\n"
2339 "       return f;\n"
2340 "#  endif\n"
2341 "}\n"
2342 "# endif\n"
2343 "\n"
2344 "# ifdef USESHADOWMAPCUBE\n"
2345 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2346 "{\n"
2347 "    // apply depth texture cubemap as light filter\n"
2348 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2349 "    float f;\n"
2350 "#  ifdef USESHADOWSAMPLER\n"
2351 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2352 "#  else\n"
2353 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2354 "#  endif\n"
2355 "    return f;\n"
2356 "}\n"
2357 "# endif\n"
2358 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2359 "#endif // FRAGMENT_SHADER\n"
2360 "\n"
2361 "\n"
2362 "\n"
2363 "\n"
2364 "#ifdef MODE_DEFERREDGEOMETRY\n"
2365 "#ifdef VERTEX_SHADER\n"
2366 "void main\n"
2367 "(\n"
2368 "float4 gl_Vertex : POSITION,\n"
2369 "uniform float4x4 ModelViewProjectionMatrix,\n"
2370 "#ifdef USEVERTEXTEXTUREBLEND\n"
2371 "float4 gl_Color : COLOR0,\n"
2372 "#endif\n"
2373 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2374 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2375 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2376 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2377 "uniform float4x4 TexMatrix,\n"
2378 "#ifdef USEVERTEXTEXTUREBLEND\n"
2379 "uniform float4x4 BackgroundTexMatrix,\n"
2380 "#endif\n"
2381 "uniform float4x4 ModelViewMatrix,\n"
2382 "#ifdef USEOFFSETMAPPING\n"
2383 "uniform float3 EyePosition,\n"
2384 "#endif\n"
2385 "out float4 gl_Position : POSITION,\n"
2386 "out float4 gl_FrontColor : COLOR,\n"
2387 "out float4 TexCoordBoth : TEXCOORD0,\n"
2388 "#ifdef USEOFFSETMAPPING\n"
2389 "out float3 EyeVector : TEXCOORD2,\n"
2390 "#endif\n"
2391 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2392 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2393 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2394 ")\n"
2395 "{\n"
2396 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2397 "#ifdef USEVERTEXTEXTUREBLEND\n"
2398 "       gl_FrontColor = gl_Color;\n"
2399 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2400 "#endif\n"
2401 "\n"
2402 "       // transform unnormalized eye direction into tangent space\n"
2403 "#ifdef USEOFFSETMAPPING\n"
2404 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2405 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2406 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2407 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2408 "#endif\n"
2409 "\n"
2410 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2411 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2412 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2413 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2414 "}\n"
2415 "#endif // VERTEX_SHADER\n"
2416 "\n"
2417 "#ifdef FRAGMENT_SHADER\n"
2418 "void main\n"
2419 "(\n"
2420 "float4 TexCoordBoth : TEXCOORD0,\n"
2421 "float3 EyeVector : TEXCOORD2,\n"
2422 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2423 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2424 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2425 "uniform sampler2D Texture_Normal,\n"
2426 "#ifdef USEALPHAKILL\n"
2427 "uniform sampler2D Texture_Color,\n"
2428 "#endif\n"
2429 "uniform sampler2D Texture_Gloss,\n"
2430 "#ifdef USEVERTEXTEXTUREBLEND\n"
2431 "uniform sampler2D Texture_SecondaryNormal,\n"
2432 "uniform sampler2D Texture_SecondaryGloss,\n"
2433 "#endif\n"
2434 "#ifdef USEOFFSETMAPPING\n"
2435 "uniform float OffsetMapping_Scale,\n"
2436 "#endif\n"
2437 "uniform half SpecularPower,\n"
2438 "out float4 gl_FragColor : COLOR\n"
2439 ")\n"
2440 "{\n"
2441 "       float2 TexCoord = TexCoordBoth.xy;\n"
2442 "#ifdef USEOFFSETMAPPING\n"
2443 "       // apply offsetmapping\n"
2444 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2445 "#define TexCoord TexCoordOffset\n"
2446 "#endif\n"
2447 "\n"
2448 "#ifdef USEALPHAKILL\n"
2449 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2450 "               discard;\n"
2451 "#endif\n"
2452 "\n"
2453 "#ifdef USEVERTEXTEXTUREBLEND\n"
2454 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2455 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2456 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2457 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2458 "#endif\n"
2459 "\n"
2460 "#ifdef USEVERTEXTEXTUREBLEND\n"
2461 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2462 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2463 "#else\n"
2464 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2465 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2466 "#endif\n"
2467 "\n"
2468 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2469 "}\n"
2470 "#endif // FRAGMENT_SHADER\n"
2471 "#else // !MODE_DEFERREDGEOMETRY\n"
2472 "\n"
2473 "\n"
2474 "\n"
2475 "\n"
2476 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2477 "#ifdef VERTEX_SHADER\n"
2478 "void main\n"
2479 "(\n"
2480 "float4 gl_Vertex : POSITION,\n"
2481 "uniform float4x4 ModelViewProjectionMatrix,\n"
2482 "uniform float4x4 ModelViewMatrix,\n"
2483 "out float4 gl_Position : POSITION,\n"
2484 "out float4 ModelViewPosition : TEXCOORD0\n"
2485 ")\n"
2486 "{\n"
2487 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2488 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2489 "}\n"
2490 "#endif // VERTEX_SHADER\n"
2491 "\n"
2492 "#ifdef FRAGMENT_SHADER\n"
2493 "void main\n"
2494 "(\n"
2495 "float2 Pixel : WPOS,\n"
2496 "float4 ModelViewPosition : TEXCOORD0,\n"
2497 "uniform float4x4 ViewToLight,\n"
2498 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2499 "uniform float3 LightPosition,\n"
2500 "uniform half2 PixelToScreenTexCoord,\n"
2501 "uniform half3 DeferredColor_Ambient,\n"
2502 "uniform half3 DeferredColor_Diffuse,\n"
2503 "#ifdef USESPECULAR\n"
2504 "uniform half3 DeferredColor_Specular,\n"
2505 "uniform half SpecularPower,\n"
2506 "#endif\n"
2507 "uniform sampler2D Texture_Attenuation,\n"
2508 "uniform sampler2D Texture_ScreenDepth,\n"
2509 "uniform sampler2D Texture_ScreenNormalMap,\n"
2510 "\n"
2511 "#ifdef USESHADOWMAPRECT\n"
2512 "# ifdef USESHADOWSAMPLER\n"
2513 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2514 "# else\n"
2515 "uniform samplerRECT Texture_ShadowMapRect,\n"
2516 "# endif\n"
2517 "#endif\n"
2518 "\n"
2519 "#ifdef USESHADOWMAP2D\n"
2520 "# ifdef USESHADOWSAMPLER\n"
2521 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2522 "# else\n"
2523 "uniform sampler2D Texture_ShadowMap2D,\n"
2524 "# endif\n"
2525 "#endif\n"
2526 "\n"
2527 "#ifdef USESHADOWMAPVSDCT\n"
2528 "uniform samplerCUBE Texture_CubeProjection,\n"
2529 "#endif\n"
2530 "\n"
2531 "#ifdef USESHADOWMAPCUBE\n"
2532 "# ifdef USESHADOWSAMPLER\n"
2533 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2534 "# else\n"
2535 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2536 "# endif\n"
2537 "#endif\n"
2538 "\n"
2539 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2540 "uniform float2 ShadowMap_TextureScale,\n"
2541 "uniform float4 ShadowMap_Parameters,\n"
2542 "#endif\n"
2543 "\n"
2544 "out float4 gl_FragData0 : COLOR0,\n"
2545 "out float4 gl_FragData1 : COLOR1\n"
2546 ")\n"
2547 "{\n"
2548 "       // calculate viewspace pixel position\n"
2549 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2550 "       ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2551 "       float3 position;\n"
2552 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2553 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2554 "       // decode viewspace pixel normal\n"
2555 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2556 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2557 "       // surfacenormal = pixel normal in viewspace\n"
2558 "       // LightVector = pixel to light in viewspace\n"
2559 "       // CubeVector = position in lightspace\n"
2560 "       // eyevector = pixel to view in viewspace\n"
2561 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2562 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2563 "#ifdef USEDIFFUSE\n"
2564 "       // calculate diffuse shading\n"
2565 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2566 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2567 "#endif\n"
2568 "#ifdef USESPECULAR\n"
2569 "       // calculate directional shading\n"
2570 "       float3 eyevector = position * -1.0;\n"
2571 "#  ifdef USEEXACTSPECULARMATH\n"
2572 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2573 "#  else\n"
2574 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2575 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2576 "#  endif\n"
2577 "#endif\n"
2578 "\n"
2579 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2580 "       fade *= ShadowMapCompare(CubeVector,\n"
2581 "# if defined(USESHADOWMAP2D)\n"
2582 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2583 "# endif\n"
2584 "# if defined(USESHADOWMAPRECT)\n"
2585 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2586 "# endif\n"
2587 "# if defined(USESHADOWMAPCUBE)\n"
2588 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2589 "# endif\n"
2590 "\n"
2591 "#ifdef USESHADOWMAPVSDCT\n"
2592 ", Texture_CubeProjection\n"
2593 "#endif\n"
2594 "       );\n"
2595 "#endif\n"
2596 "\n"
2597 "#ifdef USEDIFFUSE\n"
2598 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2599 "#else\n"
2600 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2601 "#endif\n"
2602 "#ifdef USESPECULAR\n"
2603 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2604 "#else\n"
2605 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2606 "#endif\n"
2607 "\n"
2608 "# ifdef USECUBEFILTER\n"
2609 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2610 "       gl_FragData0.rgb *= cubecolor;\n"
2611 "       gl_FragData1.rgb *= cubecolor;\n"
2612 "# endif\n"
2613 "}\n"
2614 "#endif // FRAGMENT_SHADER\n"
2615 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2616 "\n"
2617 "\n"
2618 "\n"
2619 "\n"
2620 "#ifdef VERTEX_SHADER\n"
2621 "void main\n"
2622 "(\n"
2623 "float4 gl_Vertex : POSITION,\n"
2624 "uniform float4x4 ModelViewProjectionMatrix,\n"
2625 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2626 "float4 gl_Color : COLOR0,\n"
2627 "#endif\n"
2628 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2629 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2630 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2631 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2632 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2633 "\n"
2634 "uniform float3 EyePosition,\n"
2635 "uniform float4x4 TexMatrix,\n"
2636 "#ifdef USEVERTEXTEXTUREBLEND\n"
2637 "uniform float4x4 BackgroundTexMatrix,\n"
2638 "#endif\n"
2639 "#ifdef MODE_LIGHTSOURCE\n"
2640 "uniform float4x4 ModelToLight,\n"
2641 "#endif\n"
2642 "#ifdef MODE_LIGHTSOURCE\n"
2643 "uniform float3 LightPosition,\n"
2644 "#endif\n"
2645 "#ifdef MODE_LIGHTDIRECTION\n"
2646 "uniform float3 LightDir,\n"
2647 "#endif\n"
2648 "uniform float4 FogPlane,\n"
2649 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2650 "uniform float3 LightPosition,\n"
2651 "#endif\n"
2652 "#ifdef USESHADOWMAPORTHO\n"
2653 "uniform float4x4 ShadowMapMatrix,\n"
2654 "#endif\n"
2655 "\n"
2656 "out float4 gl_FrontColor : COLOR,\n"
2657 "out float4 TexCoordBoth : TEXCOORD0,\n"
2658 "#ifdef USELIGHTMAP\n"
2659 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2660 "#endif\n"
2661 "#ifdef USEEYEVECTOR\n"
2662 "out float3 EyeVector : TEXCOORD2,\n"
2663 "#endif\n"
2664 "#ifdef USEREFLECTION\n"
2665 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2666 "#endif\n"
2667 "#ifdef USEFOG\n"
2668 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2669 "#endif\n"
2670 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2671 "out float3 LightVector : TEXCOORD5,\n"
2672 "#endif\n"
2673 "#ifdef MODE_LIGHTSOURCE\n"
2674 "out float3 CubeVector : TEXCOORD3,\n"
2675 "#endif\n"
2676 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2677 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2678 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2679 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2680 "#endif\n"
2681 "#ifdef USESHADOWMAPORTHO\n"
2682 "out float3 ShadowMapTC : TEXCOORD8,\n"
2683 "#endif\n"
2684 "out float4 gl_Position : POSITION\n"
2685 ")\n"
2686 "{\n"
2687 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2688 "       gl_FrontColor = gl_Color;\n"
2689 "#endif\n"
2690 "       // copy the surface texcoord\n"
2691 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2692 "#ifdef USEVERTEXTEXTUREBLEND\n"
2693 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2694 "#endif\n"
2695 "#ifdef USELIGHTMAP\n"
2696 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2697 "#endif\n"
2698 "\n"
2699 "#ifdef MODE_LIGHTSOURCE\n"
2700 "       // transform vertex position into light attenuation/cubemap space\n"
2701 "       // (-1 to +1 across the light box)\n"
2702 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2703 "\n"
2704 "# ifdef USEDIFFUSE\n"
2705 "       // transform unnormalized light direction into tangent space\n"
2706 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2707 "       //  normalize it per pixel)\n"
2708 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2709 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2710 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2711 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2712 "# endif\n"
2713 "#endif\n"
2714 "\n"
2715 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2716 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2717 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2718 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2719 "#endif\n"
2720 "\n"
2721 "       // transform unnormalized eye direction into tangent space\n"
2722 "#ifdef USEEYEVECTOR\n"
2723 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2724 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2725 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2726 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2727 "#endif\n"
2728 "\n"
2729 "#ifdef USEFOG\n"
2730 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2731 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2732 "#endif\n"
2733 "\n"
2734 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2735 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2736 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2737 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2738 "#endif\n"
2739 "\n"
2740 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2741 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2742 "\n"
2743 "#ifdef USESHADOWMAPORTHO\n"
2744 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2745 "#endif\n"
2746 "\n"
2747 "#ifdef USEREFLECTION\n"
2748 "       ModelViewProjectionPosition = gl_Position;\n"
2749 "#endif\n"
2750 "}\n"
2751 "#endif // VERTEX_SHADER\n"
2752 "\n"
2753 "\n"
2754 "\n"
2755 "\n"
2756 "#ifdef FRAGMENT_SHADER\n"
2757 "void main\n"
2758 "(\n"
2759 "#ifdef USEDEFERREDLIGHTMAP\n"
2760 "float2 Pixel : WPOS,\n"
2761 "#endif\n"
2762 "float4 gl_FrontColor : COLOR,\n"
2763 "float4 TexCoordBoth : TEXCOORD0,\n"
2764 "#ifdef USELIGHTMAP\n"
2765 "float2 TexCoordLightmap : TEXCOORD1,\n"
2766 "#endif\n"
2767 "#ifdef USEEYEVECTOR\n"
2768 "float3 EyeVector : TEXCOORD2,\n"
2769 "#endif\n"
2770 "#ifdef USEREFLECTION\n"
2771 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2772 "#endif\n"
2773 "#ifdef USEFOG\n"
2774 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2775 "#endif\n"
2776 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2777 "float3 LightVector : TEXCOORD5,\n"
2778 "#endif\n"
2779 "#ifdef MODE_LIGHTSOURCE\n"
2780 "float3 CubeVector : TEXCOORD3,\n"
2781 "#endif\n"
2782 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2783 "float4 ModelViewPosition : TEXCOORD0,\n"
2784 "#endif\n"
2785 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2786 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2787 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2788 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2789 "#endif\n"
2790 "#ifdef USESHADOWMAPORTHO\n"
2791 "float3 ShadowMapTC : TEXCOORD8\n"
2792 "#endif\n"
2793 "\n"
2794 "uniform sampler2D Texture_Normal,\n"
2795 "uniform sampler2D Texture_Color,\n"
2796 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2797 "uniform sampler2D Texture_Gloss,\n"
2798 "#endif\n"
2799 "#ifdef USEGLOW\n"
2800 "uniform sampler2D Texture_Glow,\n"
2801 "#endif\n"
2802 "#ifdef USEVERTEXTEXTUREBLEND\n"
2803 "uniform sampler2D Texture_SecondaryNormal,\n"
2804 "uniform sampler2D Texture_SecondaryColor,\n"
2805 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2806 "uniform sampler2D Texture_SecondaryGloss,\n"
2807 "#endif\n"
2808 "#ifdef USEGLOW\n"
2809 "uniform sampler2D Texture_SecondaryGlow,\n"
2810 "#endif\n"
2811 "#endif\n"
2812 "#ifdef USECOLORMAPPING\n"
2813 "uniform sampler2D Texture_Pants,\n"
2814 "uniform sampler2D Texture_Shirt,\n"
2815 "#endif\n"
2816 "#ifdef USEFOG\n"
2817 "uniform sampler2D Texture_FogMask,\n"
2818 "#endif\n"
2819 "#ifdef USELIGHTMAP\n"
2820 "uniform sampler2D Texture_Lightmap,\n"
2821 "#endif\n"
2822 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2823 "uniform sampler2D Texture_Deluxemap,\n"
2824 "#endif\n"
2825 "#ifdef USEREFLECTION\n"
2826 "uniform sampler2D Texture_Reflection,\n"
2827 "#endif\n"
2828 "\n"
2829 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2830 "uniform sampler2D Texture_ScreenDepth,\n"
2831 "uniform sampler2D Texture_ScreenNormalMap,\n"
2832 "#endif\n"
2833 "#ifdef USEDEFERREDLIGHTMAP\n"
2834 "uniform sampler2D Texture_ScreenDiffuse,\n"
2835 "uniform sampler2D Texture_ScreenSpecular,\n"
2836 "#endif\n"
2837 "\n"
2838 "#ifdef USECOLORMAPPING\n"
2839 "uniform half3 Color_Pants,\n"
2840 "uniform half3 Color_Shirt,\n"
2841 "#endif\n"
2842 "#ifdef USEFOG\n"
2843 "uniform float3 FogColor,\n"
2844 "uniform float FogRangeRecip,\n"
2845 "uniform float FogPlaneViewDist,\n"
2846 "uniform float FogHeightFade,\n"
2847 "#endif\n"
2848 "\n"
2849 "#ifdef USEOFFSETMAPPING\n"
2850 "uniform float OffsetMapping_Scale,\n"
2851 "#endif\n"
2852 "\n"
2853 "#ifdef USEDEFERREDLIGHTMAP\n"
2854 "uniform half2 PixelToScreenTexCoord,\n"
2855 "uniform half3 DeferredMod_Diffuse,\n"
2856 "uniform half3 DeferredMod_Specular,\n"
2857 "#endif\n"
2858 "uniform half3 Color_Ambient,\n"
2859 "uniform half3 Color_Diffuse,\n"
2860 "uniform half3 Color_Specular,\n"
2861 "uniform half SpecularPower,\n"
2862 "#ifdef USEGLOW\n"
2863 "uniform half3 Color_Glow,\n"
2864 "#endif\n"
2865 "uniform half Alpha,\n"
2866 "#ifdef USEREFLECTION\n"
2867 "uniform float4 DistortScaleRefractReflect,\n"
2868 "uniform float4 ScreenScaleRefractReflect,\n"
2869 "uniform float4 ScreenCenterRefractReflect,\n"
2870 "uniform half4 ReflectColor,\n"
2871 "#endif\n"
2872 "#ifdef USEREFLECTCUBE\n"
2873 "uniform float4x4 ModelToReflectCube,\n"
2874 "uniform sampler2D Texture_ReflectMask,\n"
2875 "uniform samplerCUBE Texture_ReflectCube,\n"
2876 "#endif\n"
2877 "#ifdef MODE_LIGHTDIRECTION\n"
2878 "uniform half3 LightColor,\n"
2879 "#endif\n"
2880 "#ifdef MODE_LIGHTSOURCE\n"
2881 "uniform half3 LightColor,\n"
2882 "#endif\n"
2883 "\n"
2884 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
2885 "uniform sampler2D Texture_Attenuation,\n"
2886 "uniform samplerCUBE Texture_Cube,\n"
2887 "#endif\n"
2888 "\n"
2889 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2890 "\n"
2891 "#ifdef USESHADOWMAPRECT\n"
2892 "# ifdef USESHADOWSAMPLER\n"
2893 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2894 "# else\n"
2895 "uniform samplerRECT Texture_ShadowMapRect,\n"
2896 "# endif\n"
2897 "#endif\n"
2898 "\n"
2899 "#ifdef USESHADOWMAP2D\n"
2900 "# ifdef USESHADOWSAMPLER\n"
2901 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2902 "# else\n"
2903 "uniform sampler2D Texture_ShadowMap2D,\n"
2904 "# endif\n"
2905 "#endif\n"
2906 "\n"
2907 "#ifdef USESHADOWMAPVSDCT\n"
2908 "uniform samplerCUBE Texture_CubeProjection,\n"
2909 "#endif\n"
2910 "\n"
2911 "#ifdef USESHADOWMAPCUBE\n"
2912 "# ifdef USESHADOWSAMPLER\n"
2913 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2914 "# else\n"
2915 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2916 "# endif\n"
2917 "#endif\n"
2918 "\n"
2919 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2920 "uniform float2 ShadowMap_TextureScale,\n"
2921 "uniform float4 ShadowMap_Parameters,\n"
2922 "#endif\n"
2923 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2924 "\n"
2925 "out float4 gl_FragColor : COLOR\n"
2926 ")\n"
2927 "{\n"
2928 "       float2 TexCoord = TexCoordBoth.xy;\n"
2929 "#ifdef USEVERTEXTEXTUREBLEND\n"
2930 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
2931 "#endif\n"
2932 "#ifdef USEOFFSETMAPPING\n"
2933 "       // apply offsetmapping\n"
2934 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2935 "#define TexCoord TexCoordOffset\n"
2936 "#endif\n"
2937 "\n"
2938 "       // combine the diffuse textures (base, pants, shirt)\n"
2939 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
2940 "#ifdef USEALPHAKILL\n"
2941 "       if (color.a < 0.5)\n"
2942 "               discard;\n"
2943 "#endif\n"
2944 "       color.a *= Alpha;\n"
2945 "#ifdef USECOLORMAPPING\n"
2946 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
2947 "#endif\n"
2948 "#ifdef USEVERTEXTEXTUREBLEND\n"
2949 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
2950 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
2951 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
2952 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
2953 "       color.a = 1.0;\n"
2954 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
2955 "#endif\n"
2956 "\n"
2957 "       // get the surface normal\n"
2958 "#ifdef USEVERTEXTEXTUREBLEND\n"
2959 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
2960 "#else\n"
2961 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
2962 "#endif\n"
2963 "\n"
2964 "       // get the material colors\n"
2965 "       half3 diffusetex = color.rgb;\n"
2966 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2967 "# ifdef USEVERTEXTEXTUREBLEND\n"
2968 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
2969 "# else\n"
2970 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
2971 "# endif\n"
2972 "#endif\n"
2973 "\n"
2974 "#ifdef USEREFLECTCUBE\n"
2975 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
2976 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
2977 "       vec3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
2978 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
2979 "#endif\n"
2980 "\n"
2981 "\n"
2982 "\n"
2983 "\n"
2984 "#ifdef MODE_LIGHTSOURCE\n"
2985 "       // light source\n"
2986 "#ifdef USEDIFFUSE\n"
2987 "       half3 lightnormal = half3(normalize(LightVector));\n"
2988 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2989 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
2990 "#ifdef USESPECULAR\n"
2991 "#ifdef USEEXACTSPECULARMATH\n"
2992 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
2993 "#else\n"
2994 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
2995 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
2996 "#endif\n"
2997 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
2998 "#endif\n"
2999 "#else\n"
3000 "       color.rgb = diffusetex * Color_Ambient;\n"
3001 "#endif\n"
3002 "       color.rgb *= LightColor;\n"
3003 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3004 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3005 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3006 "# if defined(USESHADOWMAP2D)\n"
3007 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3008 "# endif\n"
3009 "# if defined(USESHADOWMAPRECT)\n"
3010 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3011 "# endif\n"
3012 "# if defined(USESHADOWMAPCUBE)\n"
3013 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3014 "# endif\n"
3015 "\n"
3016 "#ifdef USESHADOWMAPVSDCT\n"
3017 ", Texture_CubeProjection\n"
3018 "#endif\n"
3019 "       );\n"
3020 "\n"
3021 "#endif\n"
3022 "# ifdef USECUBEFILTER\n"
3023 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3024 "# endif\n"
3025 "#endif // MODE_LIGHTSOURCE\n"
3026 "\n"
3027 "\n"
3028 "\n"
3029 "\n"
3030 "#ifdef MODE_LIGHTDIRECTION\n"
3031 "#define SHADING\n"
3032 "#ifdef USEDIFFUSE\n"
3033 "       half3 lightnormal = half3(normalize(LightVector));\n"
3034 "#endif\n"
3035 "#define lightcolor LightColor\n"
3036 "#endif // MODE_LIGHTDIRECTION\n"
3037 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3038 "#define SHADING\n"
3039 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3040 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3041 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3042 "       // convert modelspace light vector to tangentspace\n"
3043 "       half3 lightnormal;\n"
3044 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3045 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3046 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3047 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3048 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3049 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3050 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3051 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3052 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3053 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3054 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3055 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3056 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3057 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3058 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3059 "#define SHADING\n"
3060 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3061 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3062 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3063 "#endif\n"
3064 "\n"
3065 "\n"
3066 "\n"
3067 "\n"
3068 "#ifdef MODE_LIGHTMAP\n"
3069 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3070 "#endif // MODE_LIGHTMAP\n"
3071 "#ifdef MODE_VERTEXCOLOR\n"
3072 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3073 "#endif // MODE_VERTEXCOLOR\n"
3074 "#ifdef MODE_FLATCOLOR\n"
3075 "       color.rgb = diffusetex * Color_Ambient;\n"
3076 "#endif // MODE_FLATCOLOR\n"
3077 "\n"
3078 "\n"
3079 "\n"
3080 "\n"
3081 "#ifdef SHADING\n"
3082 "# ifdef USEDIFFUSE\n"
3083 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3084 "#  ifdef USESPECULAR\n"
3085 "#   ifdef USEEXACTSPECULARMATH\n"
3086 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3087 "#   else\n"
3088 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3089 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3090 "#   endif\n"
3091 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3092 "#  else\n"
3093 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3094 "#  endif\n"
3095 "# else\n"
3096 "       color.rgb = diffusetex * Color_Ambient;\n"
3097 "# endif\n"
3098 "#endif\n"
3099 "\n"
3100 "#ifdef USESHADOWMAPORTHO\n"
3101 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3102 "# if defined(USESHADOWMAP2D)\n"
3103 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3104 "# endif\n"
3105 "# if defined(USESHADOWMAPRECT)\n"
3106 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3107 "# endif\n"
3108 "       );\n"
3109 "#endif\n"
3110 "\n"
3111 "#ifdef USEDEFERREDLIGHTMAP\n"
3112 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3113 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3114 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3115 "#endif\n"
3116 "\n"
3117 "#ifdef USEGLOW\n"
3118 "#ifdef USEVERTEXTEXTUREBLEND\n"
3119 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3120 "#else\n"
3121 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3122 "#endif\n"
3123 "#endif\n"
3124 "\n"
3125 "#ifdef USEFOG\n"
3126 "#ifdef MODE_LIGHTSOURCE\n"
3127 "       color.rgb *= half(FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3128 "#else\n"
3129 "       color.rgb = lerp(FogColor, float3(color.rgb), FogVertex(EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask));\n"
3130 "#endif\n"
3131 "#endif\n"
3132 "\n"
3133 "       // 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"
3134 "#ifdef USEREFLECTION\n"
3135 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3136 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3137 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3138 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3139 "       // FIXME temporary hack to detect the case that the reflection\n"
3140 "       // gets blackened at edges due to leaving the area that contains actual\n"
3141 "       // content.\n"
3142 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3143 "       // 'appening.\n"
3144 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3145 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3146 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3147 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3148 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3149 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3150 "#endif\n"
3151 "\n"
3152 "       gl_FragColor = float4(color);\n"
3153 "}\n"
3154 "#endif // FRAGMENT_SHADER\n"
3155 "\n"
3156 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3157 "#endif // !MODE_DEFERREDGEOMETRY\n"
3158 "#endif // !MODE_WATER\n"
3159 "#endif // !MODE_REFRACTION\n"
3160 "#endif // !MODE_BLOOMBLUR\n"
3161 "#endif // !MODE_GENERIC\n"
3162 "#endif // !MODE_POSTPROCESS\n"
3163 "#endif // !MODE_SHOWDEPTH\n"
3164 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3165 ;
3166
3167 char *glslshaderstring = NULL;
3168 char *cgshaderstring = NULL;
3169
3170 //=======================================================================================================================================================
3171
3172 typedef struct shaderpermutationinfo_s
3173 {
3174         const char *pretext;
3175         const char *name;
3176 }
3177 shaderpermutationinfo_t;
3178
3179 typedef struct shadermodeinfo_s
3180 {
3181         const char *vertexfilename;
3182         const char *geometryfilename;
3183         const char *fragmentfilename;
3184         const char *pretext;
3185         const char *name;
3186 }
3187 shadermodeinfo_t;
3188
3189 typedef enum shaderpermutation_e
3190 {
3191         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3192         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3193         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3194         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3195         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3196         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3197         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3198         SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
3199         SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
3200         SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
3201         SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
3202         SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
3203         SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
3204         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3205         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3206         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3207         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3208         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3209         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3210         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3211         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3212         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3213         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3214         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3215         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
3216         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3217         SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3218         SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
3219         SHADERPERMUTATION_LIMIT = 1<<28, ///< size of permutations array
3220         SHADERPERMUTATION_COUNT = 28 ///< size of shaderpermutationinfo array
3221 }
3222 shaderpermutation_t;
3223
3224 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3225 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3226 {
3227         {"#define USEDIFFUSE\n", " diffuse"},
3228         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3229         {"#define USEVIEWTINT\n", " viewtint"},
3230         {"#define USECOLORMAPPING\n", " colormapping"},
3231         {"#define USESATURATION\n", " saturation"},
3232         {"#define USEFOGINSIDE\n", " foginside"},
3233         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3234         {"#define USEGAMMARAMPS\n", " gammaramps"},
3235         {"#define USECUBEFILTER\n", " cubefilter"},
3236         {"#define USEGLOW\n", " glow"},
3237         {"#define USEBLOOM\n", " bloom"},
3238         {"#define USESPECULAR\n", " specular"},
3239         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3240         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3241         {"#define USEREFLECTION\n", " reflection"},
3242         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3243         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3244         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3245         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3246         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3247         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3248         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3249         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3250         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3251         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3252         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3253         {"#define USEALPHAKILL\n", " alphakill"},
3254         {"#define USEREFLECTCUBE\n", " reflectcube"},
3255 };
3256
3257 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3258 typedef enum shadermode_e
3259 {
3260         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3261         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3262         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3263         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3264         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3265         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3266         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3267         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3268         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3269         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3270         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3271         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3272         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3273         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3274         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3275         SHADERMODE_COUNT
3276 }
3277 shadermode_t;
3278
3279 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3280 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3281 {
3282         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3283         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3284         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3285         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3286         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3287         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3288         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3289         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3290         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3291         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3292         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3293         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3294         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3295         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3296         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3297 };
3298
3299 #ifdef SUPPORTCG
3300 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3301 {
3302         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3303         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3304         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3305         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3306         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3307         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3308         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3309         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3310         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3311         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3312         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3313         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3314         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3315         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3316         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3317 };
3318 #endif
3319
3320 struct r_glsl_permutation_s;
3321 typedef struct r_glsl_permutation_s
3322 {
3323         /// hash lookup data
3324         struct r_glsl_permutation_s *hashnext;
3325         unsigned int mode;
3326         unsigned int permutation;
3327
3328         /// indicates if we have tried compiling this permutation already
3329         qboolean compiled;
3330         /// 0 if compilation failed
3331         int program;
3332         /// locations of detected uniforms in program object, or -1 if not found
3333         int loc_Texture_First;
3334         int loc_Texture_Second;
3335         int loc_Texture_GammaRamps;
3336         int loc_Texture_Normal;
3337         int loc_Texture_Color;
3338         int loc_Texture_Gloss;
3339         int loc_Texture_Glow;
3340         int loc_Texture_SecondaryNormal;
3341         int loc_Texture_SecondaryColor;
3342         int loc_Texture_SecondaryGloss;
3343         int loc_Texture_SecondaryGlow;
3344         int loc_Texture_Pants;
3345         int loc_Texture_Shirt;
3346         int loc_Texture_FogMask;
3347         int loc_Texture_Lightmap;
3348         int loc_Texture_Deluxemap;
3349         int loc_Texture_Attenuation;
3350         int loc_Texture_Cube;
3351         int loc_Texture_Refraction;
3352         int loc_Texture_Reflection;
3353         int loc_Texture_ShadowMapRect;
3354         int loc_Texture_ShadowMapCube;
3355         int loc_Texture_ShadowMap2D;
3356         int loc_Texture_CubeProjection;
3357         int loc_Texture_ScreenDepth;
3358         int loc_Texture_ScreenNormalMap;
3359         int loc_Texture_ScreenDiffuse;
3360         int loc_Texture_ScreenSpecular;
3361         int loc_Texture_ReflectMask;
3362         int loc_Texture_ReflectCube;
3363         int loc_Alpha;
3364         int loc_BloomBlur_Parameters;
3365         int loc_ClientTime;
3366         int loc_Color_Ambient;
3367         int loc_Color_Diffuse;
3368         int loc_Color_Specular;
3369         int loc_Color_Glow;
3370         int loc_Color_Pants;
3371         int loc_Color_Shirt;
3372         int loc_DeferredColor_Ambient;
3373         int loc_DeferredColor_Diffuse;
3374         int loc_DeferredColor_Specular;
3375         int loc_DeferredMod_Diffuse;
3376         int loc_DeferredMod_Specular;
3377         int loc_DistortScaleRefractReflect;
3378         int loc_EyePosition;
3379         int loc_FogColor;
3380         int loc_FogHeightFade;
3381         int loc_FogPlane;
3382         int loc_FogPlaneViewDist;
3383         int loc_FogRangeRecip;
3384         int loc_LightColor;
3385         int loc_LightDir;
3386         int loc_LightPosition;
3387         int loc_OffsetMapping_Scale;
3388         int loc_PixelSize;
3389         int loc_ReflectColor;
3390         int loc_ReflectFactor;
3391         int loc_ReflectOffset;
3392         int loc_RefractColor;
3393         int loc_Saturation;
3394         int loc_ScreenCenterRefractReflect;
3395         int loc_ScreenScaleRefractReflect;
3396         int loc_ScreenToDepth;
3397         int loc_ShadowMap_Parameters;
3398         int loc_ShadowMap_TextureScale;
3399         int loc_SpecularPower;
3400         int loc_UserVec1;
3401         int loc_UserVec2;
3402         int loc_UserVec3;
3403         int loc_UserVec4;
3404         int loc_ViewTintColor;
3405         int loc_ViewToLight;
3406         int loc_ModelToLight;
3407         int loc_TexMatrix;
3408         int loc_BackgroundTexMatrix;
3409         int loc_ModelViewProjectionMatrix;
3410         int loc_ModelViewMatrix;
3411         int loc_PixelToScreenTexCoord;
3412         int loc_ModelToReflectCube;
3413         int loc_ShadowMapMatrix;        
3414 }
3415 r_glsl_permutation_t;
3416
3417 #define SHADERPERMUTATION_HASHSIZE 256
3418
3419 /// information about each possible shader permutation
3420 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3421 /// currently selected permutation
3422 r_glsl_permutation_t *r_glsl_permutation;
3423 /// storage for permutations linked in the hash table
3424 memexpandablearray_t r_glsl_permutationarray;
3425
3426 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3427 {
3428         //unsigned int hashdepth = 0;
3429         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3430         r_glsl_permutation_t *p;
3431         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3432         {
3433                 if (p->mode == mode && p->permutation == permutation)
3434                 {
3435                         //if (hashdepth > 10)
3436                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3437                         return p;
3438                 }
3439                 //hashdepth++;
3440         }
3441         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3442         p->mode = mode;
3443         p->permutation = permutation;
3444         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3445         r_glsl_permutationhash[mode][hashindex] = p;
3446         //if (hashdepth > 10)
3447         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3448         return p;
3449 }
3450
3451 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3452 {
3453         char *shaderstring;
3454         if (!filename || !filename[0])
3455                 return NULL;
3456         if (!strcmp(filename, "glsl/default.glsl"))
3457         {
3458                 if (!glslshaderstring)
3459                 {
3460                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3461                         if (glslshaderstring)
3462                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3463                         else
3464                                 glslshaderstring = (char *)builtinshaderstring;
3465                 }
3466                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3467                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3468                 return shaderstring;
3469         }
3470         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3471         if (shaderstring)
3472         {
3473                 if (printfromdisknotice)
3474                         Con_DPrintf("from disk %s... ", filename);
3475                 return shaderstring;
3476         }
3477         return shaderstring;
3478 }
3479
3480 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3481 {
3482         int i;
3483         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3484         int vertstrings_count = 0;
3485         int geomstrings_count = 0;
3486         int fragstrings_count = 0;
3487         char *vertexstring, *geometrystring, *fragmentstring;
3488         const char *vertstrings_list[32+3];
3489         const char *geomstrings_list[32+3];
3490         const char *fragstrings_list[32+3];
3491         char permutationname[256];
3492
3493         if (p->compiled)
3494                 return;
3495         p->compiled = true;
3496         p->program = 0;
3497
3498         permutationname[0] = 0;
3499         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3500         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3501         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3502
3503         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3504
3505         // the first pretext is which type of shader to compile as
3506         // (later these will all be bound together as a program object)
3507         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3508         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3509         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3510
3511         // the second pretext is the mode (for example a light source)
3512         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3513         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3514         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3515         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3516
3517         // now add all the permutation pretexts
3518         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3519         {
3520                 if (permutation & (1<<i))
3521                 {
3522                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3523                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3524                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3525                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3526                 }
3527                 else
3528                 {
3529                         // keep line numbers correct
3530                         vertstrings_list[vertstrings_count++] = "\n";
3531                         geomstrings_list[geomstrings_count++] = "\n";
3532                         fragstrings_list[fragstrings_count++] = "\n";
3533                 }
3534         }
3535
3536         // now append the shader text itself
3537         vertstrings_list[vertstrings_count++] = vertexstring;
3538         geomstrings_list[geomstrings_count++] = geometrystring;
3539         fragstrings_list[fragstrings_count++] = fragmentstring;
3540
3541         // if any sources were NULL, clear the respective list
3542         if (!vertexstring)
3543                 vertstrings_count = 0;
3544         if (!geometrystring)
3545                 geomstrings_count = 0;
3546         if (!fragmentstring)
3547                 fragstrings_count = 0;
3548
3549         // compile the shader program
3550         if (vertstrings_count + geomstrings_count + fragstrings_count)
3551                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3552         if (p->program)
3553         {
3554                 CHECKGLERROR
3555                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3556                 // look up all the uniform variable names we care about, so we don't
3557                 // have to look them up every time we set them
3558
3559                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3560                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3561                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3562                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3563                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3564                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3565                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3566                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3567                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3568                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3569                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3570                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3571                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3572                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3573                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3574                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3575                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3576                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3577                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3578                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3579                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3580                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3581                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3582                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3583                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3584                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3585                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3586                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3587                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3588                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3589                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3590                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3591                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3592                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3593                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3594                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3595                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3596                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3597                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3598                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3599                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3600                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3601                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3602                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3603                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3604                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3605                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3606                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3607                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3608                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3609                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3610                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3611                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3612                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3613                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3614                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3615                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3616                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3617                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3618                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3619                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3620                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3621                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3622                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3623                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3624                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3625                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3626                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3627                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3628                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3629                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3630                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3631                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3632                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3633                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3634                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3635                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3636                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3637                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3638                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3639                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
3640                 // initialize the samplers to refer to the texture units we use
3641                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3642                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3643                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3644                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3645                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3646                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3647                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3648                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3649                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3650                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3651                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3652                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3653                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3654                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3655                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3656                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3657                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3658                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3659                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3660                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3661                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3662                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3663                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3664                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3665                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3666                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3667                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3668                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3669                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3670                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3671                 CHECKGLERROR
3672                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3673         }
3674         else
3675                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3676
3677         // free the strings
3678         if (vertexstring)
3679                 Mem_Free(vertexstring);
3680         if (geometrystring)
3681                 Mem_Free(geometrystring);
3682         if (fragmentstring)
3683                 Mem_Free(fragmentstring);
3684 }
3685
3686 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3687 {
3688         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3689         if (r_glsl_permutation != perm)
3690         {
3691                 r_glsl_permutation = perm;
3692                 if (!r_glsl_permutation->program)
3693                 {
3694                         if (!r_glsl_permutation->compiled)
3695                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3696                         if (!r_glsl_permutation->program)
3697                         {
3698                                 // remove features until we find a valid permutation
3699                                 int i;
3700                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3701                                 {
3702                                         // reduce i more quickly whenever it would not remove any bits
3703                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3704                                         if (!(permutation & j))
3705                                                 continue;
3706                                         permutation -= j;
3707                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3708                                         if (!r_glsl_permutation->compiled)
3709                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3710                                         if (r_glsl_permutation->program)
3711                                                 break;
3712                                 }
3713                                 if (i >= SHADERPERMUTATION_COUNT)
3714                                 {
3715                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3716                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3717                                         qglUseProgramObjectARB(0);CHECKGLERROR
3718                                         return; // no bit left to clear, entire mode is broken
3719                                 }
3720                         }
3721                 }
3722                 CHECKGLERROR
3723                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3724         }
3725         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3726         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3727         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3728 }
3729
3730 #ifdef SUPPORTCG
3731 #include <Cg/cgGL.h>
3732 struct r_cg_permutation_s;
3733 typedef struct r_cg_permutation_s
3734 {
3735         /// hash lookup data
3736         struct r_cg_permutation_s *hashnext;
3737         unsigned int mode;
3738         unsigned int permutation;
3739
3740         /// indicates if we have tried compiling this permutation already
3741         qboolean compiled;
3742         /// 0 if compilation failed
3743         CGprogram vprogram;
3744         CGprogram fprogram;
3745         /// locations of detected parameters in programs, or NULL if not found
3746         CGparameter vp_EyePosition;
3747         CGparameter vp_FogPlane;
3748         CGparameter vp_LightDir;
3749         CGparameter vp_LightPosition;
3750         CGparameter vp_ModelToLight;
3751         CGparameter vp_TexMatrix;
3752         CGparameter vp_BackgroundTexMatrix;
3753         CGparameter vp_ModelViewProjectionMatrix;
3754         CGparameter vp_ModelViewMatrix;
3755         CGparameter vp_ShadowMapMatrix;
3756
3757         CGparameter fp_Texture_First;
3758         CGparameter fp_Texture_Second;
3759         CGparameter fp_Texture_GammaRamps;
3760         CGparameter fp_Texture_Normal;
3761         CGparameter fp_Texture_Color;
3762         CGparameter fp_Texture_Gloss;
3763         CGparameter fp_Texture_Glow;
3764         CGparameter fp_Texture_SecondaryNormal;
3765         CGparameter fp_Texture_SecondaryColor;
3766         CGparameter fp_Texture_SecondaryGloss;
3767         CGparameter fp_Texture_SecondaryGlow;
3768         CGparameter fp_Texture_Pants;
3769         CGparameter fp_Texture_Shirt;
3770         CGparameter fp_Texture_FogMask;
3771         CGparameter fp_Texture_Lightmap;
3772         CGparameter fp_Texture_Deluxemap;
3773         CGparameter fp_Texture_Attenuation;
3774         CGparameter fp_Texture_Cube;
3775         CGparameter fp_Texture_Refraction;
3776         CGparameter fp_Texture_Reflection;
3777         CGparameter fp_Texture_ShadowMapRect;
3778         CGparameter fp_Texture_ShadowMapCube;
3779         CGparameter fp_Texture_ShadowMap2D;
3780         CGparameter fp_Texture_CubeProjection;
3781         CGparameter fp_Texture_ScreenDepth;
3782         CGparameter fp_Texture_ScreenNormalMap;
3783         CGparameter fp_Texture_ScreenDiffuse;
3784         CGparameter fp_Texture_ScreenSpecular;
3785         CGparameter fp_Texture_ReflectMask;
3786         CGparameter fp_Texture_ReflectCube;
3787         CGparameter fp_Alpha;
3788         CGparameter fp_BloomBlur_Parameters;
3789         CGparameter fp_ClientTime;
3790         CGparameter fp_Color_Ambient;
3791         CGparameter fp_Color_Diffuse;
3792         CGparameter fp_Color_Specular;
3793         CGparameter fp_Color_Glow;
3794         CGparameter fp_Color_Pants;
3795         CGparameter fp_Color_Shirt;
3796         CGparameter fp_DeferredColor_Ambient;
3797         CGparameter fp_DeferredColor_Diffuse;
3798         CGparameter fp_DeferredColor_Specular;
3799         CGparameter fp_DeferredMod_Diffuse;
3800         CGparameter fp_DeferredMod_Specular;
3801         CGparameter fp_DistortScaleRefractReflect;
3802         CGparameter fp_EyePosition;
3803         CGparameter fp_FogColor;
3804         CGparameter fp_FogHeightFade;
3805         CGparameter fp_FogPlane;
3806         CGparameter fp_FogPlaneViewDist;
3807         CGparameter fp_FogRangeRecip;
3808         CGparameter fp_LightColor;
3809         CGparameter fp_LightDir;
3810         CGparameter fp_LightPosition;
3811         CGparameter fp_OffsetMapping_Scale;
3812         CGparameter fp_PixelSize;
3813         CGparameter fp_ReflectColor;
3814         CGparameter fp_ReflectFactor;
3815         CGparameter fp_ReflectOffset;
3816         CGparameter fp_RefractColor;
3817         CGparameter fp_Saturation;
3818         CGparameter fp_ScreenCenterRefractReflect;
3819         CGparameter fp_ScreenScaleRefractReflect;
3820         CGparameter fp_ScreenToDepth;
3821         CGparameter fp_ShadowMap_Parameters;
3822         CGparameter fp_ShadowMap_TextureScale;
3823         CGparameter fp_SpecularPower;
3824         CGparameter fp_UserVec1;
3825         CGparameter fp_UserVec2;
3826         CGparameter fp_UserVec3;
3827         CGparameter fp_UserVec4;
3828         CGparameter fp_ViewTintColor;
3829         CGparameter fp_ViewToLight;
3830         CGparameter fp_PixelToScreenTexCoord;
3831         CGparameter fp_ModelToReflectCube;
3832 }
3833 r_cg_permutation_t;
3834
3835 /// information about each possible shader permutation
3836 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3837 /// currently selected permutation
3838 r_cg_permutation_t *r_cg_permutation;
3839 /// storage for permutations linked in the hash table
3840 memexpandablearray_t r_cg_permutationarray;
3841
3842 #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));}}
3843
3844 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3845 {
3846         //unsigned int hashdepth = 0;
3847         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3848         r_cg_permutation_t *p;
3849         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3850         {
3851                 if (p->mode == mode && p->permutation == permutation)
3852                 {
3853                         //if (hashdepth > 10)
3854                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3855                         return p;
3856                 }
3857                 //hashdepth++;
3858         }
3859         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3860         p->mode = mode;
3861         p->permutation = permutation;
3862         p->hashnext = r_cg_permutationhash[mode][hashindex];
3863         r_cg_permutationhash[mode][hashindex] = p;
3864         //if (hashdepth > 10)
3865         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3866         return p;
3867 }
3868
3869 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
3870 {
3871         char *shaderstring;
3872         if (!filename || !filename[0])
3873                 return NULL;
3874         if (!strcmp(filename, "cg/default.cg"))
3875         {
3876                 if (!cgshaderstring)
3877                 {
3878                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3879                         if (cgshaderstring)
3880                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3881                         else
3882                                 cgshaderstring = (char *)builtincgshaderstring;
3883                 }
3884                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
3885                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
3886                 return shaderstring;
3887         }
3888         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3889         if (shaderstring)
3890         {
3891                 if (printfromdisknotice)
3892                         Con_DPrintf("from disk %s... ", filename);
3893                 return shaderstring;
3894         }
3895         return shaderstring;
3896 }
3897
3898 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
3899 {
3900         // TODO: load or create .fp and .vp shader files
3901 }
3902
3903 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
3904 {
3905         int i;
3906         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
3907         int vertstrings_count = 0, vertstring_length = 0;
3908         int geomstrings_count = 0, geomstring_length = 0;
3909         int fragstrings_count = 0, fragstring_length = 0;
3910         char *t;
3911         char *vertexstring, *geometrystring, *fragmentstring;
3912         char *vertstring, *geomstring, *fragstring;
3913         const char *vertstrings_list[32+3];
3914         const char *geomstrings_list[32+3];
3915         const char *fragstrings_list[32+3];
3916         char permutationname[256];
3917         char cachename[256];
3918         CGprofile vertexProfile;
3919         CGprofile fragmentProfile;
3920
3921         if (p->compiled)
3922                 return;
3923         p->compiled = true;
3924         p->vprogram = NULL;
3925         p->fprogram = NULL;
3926
3927         permutationname[0] = 0;
3928         cachename[0] = 0;
3929         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
3930         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
3931         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
3932
3933         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3934         strlcat(cachename, "cg/", sizeof(cachename));
3935
3936         // the first pretext is which type of shader to compile as
3937         // (later these will all be bound together as a program object)
3938         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3939         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3940         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3941
3942         // the second pretext is the mode (for example a light source)
3943         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3944         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3945         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3946         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3947         strlcat(cachename, modeinfo->name, sizeof(cachename));
3948
3949         // now add all the permutation pretexts
3950         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3951         {
3952                 if (permutation & (1<<i))
3953                 {
3954                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3955                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3956                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3957                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3958                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
3959                 }
3960                 else
3961                 {
3962                         // keep line numbers correct
3963                         vertstrings_list[vertstrings_count++] = "\n";
3964                         geomstrings_list[geomstrings_count++] = "\n";
3965                         fragstrings_list[fragstrings_count++] = "\n";
3966                 }
3967         }
3968
3969         // replace spaces in the cachename with _ characters
3970         for (i = 0;cachename[i];i++)
3971                 if (cachename[i] == ' ')
3972                         cachename[i] = '_';
3973
3974         // now append the shader text itself
3975         vertstrings_list[vertstrings_count++] = vertexstring;
3976         geomstrings_list[geomstrings_count++] = geometrystring;
3977         fragstrings_list[fragstrings_count++] = fragmentstring;
3978
3979         // if any sources were NULL, clear the respective list
3980         if (!vertexstring)
3981                 vertstrings_count = 0;
3982         if (!geometrystring)
3983                 geomstrings_count = 0;
3984         if (!fragmentstring)
3985                 fragstrings_count = 0;
3986
3987         vertstring_length = 0;
3988         for (i = 0;i < vertstrings_count;i++)
3989                 vertstring_length += strlen(vertstrings_list[i]);
3990         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
3991         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
3992                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
3993
3994         geomstring_length = 0;
3995         for (i = 0;i < geomstrings_count;i++)
3996                 geomstring_length += strlen(geomstrings_list[i]);
3997         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
3998         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
3999                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4000
4001         fragstring_length = 0;
4002         for (i = 0;i < fragstrings_count;i++)
4003                 fragstring_length += strlen(fragstrings_list[i]);
4004         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4005         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4006                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4007
4008         CHECKGLERROR
4009         CHECKCGERROR
4010         //vertexProfile = CG_PROFILE_ARBVP1;
4011         //fragmentProfile = CG_PROFILE_ARBFP1;
4012         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4013         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4014         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4015         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4016         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4017         CHECKGLERROR
4018
4019         // try to load the cached shader, or generate one
4020         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4021
4022         // if caching failed, do a dynamic compile for now
4023         CHECKCGERROR
4024         if (vertstring[0] && !p->vprogram)
4025                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4026         CHECKCGERROR
4027         if (fragstring[0] && !p->fprogram)
4028                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4029         CHECKCGERROR
4030
4031         // look up all the uniform variable names we care about, so we don't
4032         // have to look them up every time we set them
4033         if (p->vprogram)
4034         {
4035                 CHECKCGERROR
4036                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4037                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4038                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4039                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4040                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4041                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4042                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4043                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4044                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4045                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4046                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4047                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4048                 CHECKCGERROR
4049         }
4050         if (p->fprogram)
4051         {
4052                 CHECKCGERROR
4053                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4054                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4055                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4056                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4057                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4058                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4059                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4060                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4061                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4062                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4063                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4064                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4065                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4066                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4067                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4068                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4069                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4070                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4071                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4072                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4073                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4074                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4075                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4076                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4077                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4078                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4079                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4080                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4081                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4082                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4083                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4084                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4085                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4086                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4087                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4088                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4089                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4090                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4091                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4092                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4093                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4094                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4095                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4096                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4097                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4098                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4099                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4100                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4101                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4102                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4103                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4104                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4105                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4106                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4107                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4108                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4109                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4110                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4111                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4112                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4113                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4114                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4115                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4116                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4117                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4118                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4119                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4120                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4121                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4122                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4123                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4124                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4125                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4126                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4127                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4128                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4129                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4130                 CHECKCGERROR
4131         }
4132
4133         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4134                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4135         else
4136                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4137
4138         // free the strings
4139         if (vertstring)
4140                 Mem_Free(vertstring);
4141         if (geomstring)
4142                 Mem_Free(geomstring);
4143         if (fragstring)
4144                 Mem_Free(fragstring);
4145         if (vertexstring)
4146                 Mem_Free(vertexstring);
4147         if (geometrystring)
4148                 Mem_Free(geometrystring);
4149         if (fragmentstring)
4150                 Mem_Free(fragmentstring);
4151 }
4152
4153 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4154 {
4155         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4156         CHECKGLERROR
4157         CHECKCGERROR
4158         if (r_cg_permutation != perm)
4159         {
4160                 r_cg_permutation = perm;
4161                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4162                 {
4163                         if (!r_cg_permutation->compiled)
4164                                 R_CG_CompilePermutation(perm, mode, permutation);
4165                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4166                         {
4167                                 // remove features until we find a valid permutation
4168                                 int i;
4169                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4170                                 {
4171                                         // reduce i more quickly whenever it would not remove any bits
4172                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4173                                         if (!(permutation & j))
4174                                                 continue;
4175                                         permutation -= j;
4176                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4177                                         if (!r_cg_permutation->compiled)
4178                                                 R_CG_CompilePermutation(perm, mode, permutation);
4179                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4180                                                 break;
4181                                 }
4182                                 if (i >= SHADERPERMUTATION_COUNT)
4183                                 {
4184                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4185                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4186                                         return; // no bit left to clear, entire mode is broken
4187                                 }
4188                         }
4189                 }
4190                 CHECKGLERROR
4191                 CHECKCGERROR
4192                 if (r_cg_permutation->vprogram)
4193                 {
4194                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4195                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4196                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4197                 }
4198                 else
4199                 {
4200                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4201                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4202                 }
4203                 if (r_cg_permutation->fprogram)
4204                 {
4205                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4206                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4207                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4208                 }
4209                 else
4210                 {
4211                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4212                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4213                 }
4214         }
4215         CHECKCGERROR
4216         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4217         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4218         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4219 }
4220
4221 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4222 {
4223         cgGLSetTextureParameter(param, R_GetTexture(tex));
4224         cgGLEnableTextureParameter(param);
4225 }
4226 #endif
4227
4228 void R_GLSL_Restart_f(void)
4229 {
4230         unsigned int i, limit;
4231         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4232                 Mem_Free(glslshaderstring);
4233         glslshaderstring = NULL;
4234         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4235                 Mem_Free(cgshaderstring);
4236         cgshaderstring = NULL;
4237         switch(vid.renderpath)
4238         {
4239         case RENDERPATH_GL20:
4240                 {
4241                         r_glsl_permutation_t *p;
4242                         r_glsl_permutation = NULL;
4243                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4244                         for (i = 0;i < limit;i++)
4245                         {
4246                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4247                                 {
4248                                         GL_Backend_FreeProgram(p->program);
4249                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4250                                 }
4251                         }
4252                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4253                 }
4254                 break;
4255         case RENDERPATH_CGGL:
4256 #ifdef SUPPORTCG
4257                 {
4258                         r_cg_permutation_t *p;
4259                         r_cg_permutation = NULL;
4260                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4261                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4262                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4263                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4264                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4265                         for (i = 0;i < limit;i++)
4266                         {
4267                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4268                                 {
4269                                         if (p->vprogram)
4270                                                 cgDestroyProgram(p->vprogram);
4271                                         if (p->fprogram)
4272                                                 cgDestroyProgram(p->fprogram);
4273                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4274                                 }
4275                         }
4276                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4277                 }
4278                 break;
4279 #endif
4280         case RENDERPATH_GL13:
4281         case RENDERPATH_GL11:
4282                 break;
4283         }
4284 }
4285
4286 void R_GLSL_DumpShader_f(void)
4287 {
4288         int i;
4289         qfile_t *file;
4290
4291         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4292         if (file)
4293         {
4294                 FS_Print(file, "/* The engine may define the following macros:\n");
4295                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4296                 for (i = 0;i < SHADERMODE_COUNT;i++)
4297                         FS_Print(file, glslshadermodeinfo[i].pretext);
4298                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4299                         FS_Print(file, shaderpermutationinfo[i].pretext);
4300                 FS_Print(file, "*/\n");
4301                 FS_Print(file, builtinshaderstring);
4302                 FS_Close(file);
4303                 Con_Printf("glsl/default.glsl written\n");
4304         }
4305         else
4306                 Con_Printf("failed to write to glsl/default.glsl\n");
4307
4308 #ifdef SUPPORTCG
4309         file = FS_OpenRealFile("cg/default.cg", "w", false);
4310         if (file)
4311         {
4312                 FS_Print(file, "/* The engine may define the following macros:\n");
4313                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4314                 for (i = 0;i < SHADERMODE_COUNT;i++)
4315                         FS_Print(file, cgshadermodeinfo[i].pretext);
4316                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4317                         FS_Print(file, shaderpermutationinfo[i].pretext);
4318                 FS_Print(file, "*/\n");
4319                 FS_Print(file, builtincgshaderstring);
4320                 FS_Close(file);
4321                 Con_Printf("cg/default.cg written\n");
4322         }
4323         else
4324                 Con_Printf("failed to write to cg/default.cg\n");
4325 #endif
4326 }
4327
4328 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4329 {
4330         if (!second)
4331                 texturemode = GL_MODULATE;
4332         switch (vid.renderpath)
4333         {
4334         case RENDERPATH_GL20:
4335                 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))));
4336                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4337                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4338                 break;
4339         case RENDERPATH_CGGL:
4340 #ifdef SUPPORTCG
4341                 CHECKCGERROR
4342                 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))));
4343                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4344                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4345 #endif
4346                 break;
4347         case RENDERPATH_GL13:
4348                 R_Mesh_TexBind(0, first );
4349                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4350                 R_Mesh_TexBind(1, second);
4351                 if (second)
4352                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4353                 break;
4354         case RENDERPATH_GL11:
4355                 R_Mesh_TexBind(0, first );
4356                 break;
4357         }
4358 }
4359
4360 void R_SetupShader_DepthOrShadow(void)
4361 {
4362         switch (vid.renderpath)
4363         {
4364         case RENDERPATH_GL20:
4365                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4366                 break;
4367         case RENDERPATH_CGGL:
4368 #ifdef SUPPORTCG
4369                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4370 #endif
4371                 break;
4372         case RENDERPATH_GL13:
4373                 R_Mesh_TexBind(0, 0);
4374                 R_Mesh_TexBind(1, 0);
4375                 break;
4376         case RENDERPATH_GL11:
4377                 R_Mesh_TexBind(0, 0);
4378                 break;
4379         }
4380 }
4381
4382 void R_SetupShader_ShowDepth(void)
4383 {
4384         switch (vid.renderpath)
4385         {
4386         case RENDERPATH_GL20:
4387                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4388                 break;
4389         case RENDERPATH_CGGL:
4390 #ifdef SUPPORTCG
4391                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4392 #endif
4393                 break;
4394         case RENDERPATH_GL13:
4395                 break;
4396         case RENDERPATH_GL11:
4397                 break;
4398         }
4399 }
4400
4401 extern qboolean r_shadow_usingdeferredprepass;
4402 extern cvar_t r_shadow_deferred_8bitrange;
4403 extern rtexture_t *r_shadow_attenuationgradienttexture;
4404 extern rtexture_t *r_shadow_attenuation2dtexture;
4405 extern rtexture_t *r_shadow_attenuation3dtexture;
4406 extern qboolean r_shadow_usingshadowmaprect;
4407 extern qboolean r_shadow_usingshadowmapcube;
4408 extern qboolean r_shadow_usingshadowmap2d;
4409 extern qboolean r_shadow_usingshadowmaportho;
4410 extern float r_shadow_shadowmap_texturescale[2];
4411 extern float r_shadow_shadowmap_parameters[4];
4412 extern qboolean r_shadow_shadowmapvsdct;
4413 extern qboolean r_shadow_shadowmapsampler;
4414 extern int r_shadow_shadowmappcf;
4415 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4416 extern rtexture_t *r_shadow_shadowmap2dtexture;
4417 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4418 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4419 extern matrix4x4_t r_shadow_shadowmapmatrix;
4420 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4421 extern int r_shadow_prepass_width;
4422 extern int r_shadow_prepass_height;
4423 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4424 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4425 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4426 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4427 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4428 {
4429         // select a permutation of the lighting shader appropriate to this
4430         // combination of texture, entity, light source, and fogging, only use the
4431         // minimum features necessary to avoid wasting rendering time in the
4432         // fragment shader on features that are not being used
4433         unsigned int permutation = 0;
4434         unsigned int mode = 0;
4435         float m16f[16];
4436         if (rsurfacepass == RSURFPASS_BACKGROUND)
4437         {
4438                 // distorted background
4439                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4440                         mode = SHADERMODE_WATER;
4441                 else
4442                         mode = SHADERMODE_REFRACTION;
4443                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4444                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4445                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4446                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4447                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4448                 R_Mesh_ColorPointer(NULL, 0, 0);
4449                 GL_AlphaTest(false);
4450                 GL_BlendFunc(GL_ONE, GL_ZERO);
4451         }
4452         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4453         {
4454                 if (r_glsl_offsetmapping.integer)
4455                 {
4456                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4457                         if (r_glsl_offsetmapping_reliefmapping.integer)
4458                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4459                 }
4460                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4461                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4462                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4463                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4464                 // normalmap (deferred prepass), may use alpha test on diffuse
4465                 mode = SHADERMODE_DEFERREDGEOMETRY;
4466                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4467                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4468                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4469                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4470                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4471                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4472                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4473                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4474                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4475                 else
4476                         R_Mesh_ColorPointer(NULL, 0, 0);
4477                 GL_AlphaTest(false);
4478                 GL_BlendFunc(GL_ONE, GL_ZERO);
4479         }
4480         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4481         {
4482                 if (r_glsl_offsetmapping.integer)
4483                 {
4484                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4485                         if (r_glsl_offsetmapping_reliefmapping.integer)
4486                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4487                 }
4488                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4489                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4490                 // light source
4491                 mode = SHADERMODE_LIGHTSOURCE;
4492                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4493                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4494                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4495                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4496                 if (diffusescale > 0)
4497                         permutation |= SHADERPERMUTATION_DIFFUSE;
4498                 if (specularscale > 0)
4499                 {
4500                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4501                         if (r_shadow_glossexact.integer)
4502                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4503                 }
4504                 if (r_refdef.fogenabled)
4505                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4506                 if (rsurface.texture->colormapping)
4507                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4508                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4509                 {
4510                         if (r_shadow_usingshadowmaprect)
4511                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4512                         if (r_shadow_usingshadowmap2d)
4513                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4514                         if (r_shadow_usingshadowmapcube)
4515                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4516                         else if(r_shadow_shadowmapvsdct)
4517                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4518
4519                         if (r_shadow_shadowmapsampler)
4520                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4521                         if (r_shadow_shadowmappcf > 1)
4522                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4523                         else if (r_shadow_shadowmappcf)
4524                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4525                 }
4526                 if (rsurface.texture->reflectmasktexture)
4527                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4528                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4529                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4530                 {
4531                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4532                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4533                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4534                 }
4535                 else
4536                 {
4537                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4538                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4539                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4540                 }
4541                 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4542                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4543                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4544                 else
4545                         R_Mesh_ColorPointer(NULL, 0, 0);
4546                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4547                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4548         }
4549         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4550         {
4551                 if (r_glsl_offsetmapping.integer)
4552                 {
4553                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4554                         if (r_glsl_offsetmapping_reliefmapping.integer)
4555                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4556                 }
4557                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4558                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4559                 // unshaded geometry (fullbright or ambient model lighting)
4560                 mode = SHADERMODE_FLATCOLOR;
4561                 ambientscale = diffusescale = specularscale = 0;
4562                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4563                         permutation |= SHADERPERMUTATION_GLOW;
4564                 if (r_refdef.fogenabled)
4565                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4566                 if (rsurface.texture->colormapping)
4567                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4568                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4569                 {
4570                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4571                         if (r_shadow_usingshadowmaprect)
4572                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4573                         if (r_shadow_usingshadowmap2d)
4574                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4575
4576                         if (r_shadow_shadowmapsampler)
4577                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4578                         if (r_shadow_shadowmappcf > 1)
4579                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4580                         else if (r_shadow_shadowmappcf)
4581                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4582                 }
4583                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4584                         permutation |= SHADERPERMUTATION_REFLECTION;
4585                 if (rsurface.texture->reflectmasktexture)
4586                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4587                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4588                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4589                 {
4590                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4591                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4592                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4593                 }
4594                 else
4595                 {
4596                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4597                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4598                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4599                 }
4600                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4601                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4602                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4603                 else
4604                         R_Mesh_ColorPointer(NULL, 0, 0);
4605                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4606                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4607         }
4608         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4609         {
4610                 if (r_glsl_offsetmapping.integer)
4611                 {
4612                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4613                         if (r_glsl_offsetmapping_reliefmapping.integer)
4614                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4615                 }
4616                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4617                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4618                 // directional model lighting
4619                 mode = SHADERMODE_LIGHTDIRECTION;
4620                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4621                         permutation |= SHADERPERMUTATION_GLOW;
4622                 permutation |= SHADERPERMUTATION_DIFFUSE;
4623                 if (specularscale > 0)
4624                 {
4625                         permutation |= SHADERPERMUTATION_SPECULAR;
4626                         if (r_shadow_glossexact.integer)
4627                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4628                 }
4629                 if (r_refdef.fogenabled)
4630                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4631                 if (rsurface.texture->colormapping)
4632                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4633                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4634                 {
4635                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4636                         if (r_shadow_usingshadowmaprect)
4637                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4638                         if (r_shadow_usingshadowmap2d)
4639                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4640
4641                         if (r_shadow_shadowmapsampler)
4642                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4643                         if (r_shadow_shadowmappcf > 1)
4644                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4645                         else if (r_shadow_shadowmappcf)
4646                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4647                 }
4648                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4649                         permutation |= SHADERPERMUTATION_REFLECTION;
4650                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4651                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4652                 if (rsurface.texture->reflectmasktexture)
4653                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4654                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4655                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4656                 {
4657                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4658                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4659                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4660                 }
4661                 else
4662                 {
4663                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4664                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4665                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4666                 }
4667                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4668                 R_Mesh_ColorPointer(NULL, 0, 0);
4669                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4670                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4671         }
4672         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4673         {
4674                 if (r_glsl_offsetmapping.integer)
4675                 {
4676                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4677                         if (r_glsl_offsetmapping_reliefmapping.integer)
4678                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4679                 }
4680                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4681                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4682                 // ambient model lighting
4683                 mode = SHADERMODE_LIGHTDIRECTION;
4684                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4685                         permutation |= SHADERPERMUTATION_GLOW;
4686                 if (r_refdef.fogenabled)
4687                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4688                 if (rsurface.texture->colormapping)
4689                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4690                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4691                 {
4692                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4693                         if (r_shadow_usingshadowmaprect)
4694                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4695                         if (r_shadow_usingshadowmap2d)
4696                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4697
4698                         if (r_shadow_shadowmapsampler)
4699                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4700                         if (r_shadow_shadowmappcf > 1)
4701                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4702                         else if (r_shadow_shadowmappcf)
4703                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4704                 }
4705                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4706                         permutation |= SHADERPERMUTATION_REFLECTION;
4707                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4708                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4709                 if (rsurface.texture->reflectmasktexture)
4710                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4711                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4712                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4713                 {
4714                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4715                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4716                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4717                 }
4718                 else
4719                 {
4720                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4721                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4722                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4723                 }
4724                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4725                 R_Mesh_ColorPointer(NULL, 0, 0);
4726                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4727                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4728         }
4729         else
4730         {
4731                 if (r_glsl_offsetmapping.integer)
4732                 {
4733                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4734                         if (r_glsl_offsetmapping_reliefmapping.integer)
4735                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4736                 }
4737                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4738                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4739                 // lightmapped wall
4740                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4741                         permutation |= SHADERPERMUTATION_GLOW;
4742                 if (r_refdef.fogenabled)
4743                         permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
4744                 if (rsurface.texture->colormapping)
4745                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4746                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4747                 {
4748                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4749                         if (r_shadow_usingshadowmaprect)
4750                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4751                         if (r_shadow_usingshadowmap2d)
4752                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4753
4754                         if (r_shadow_shadowmapsampler)
4755                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4756                         if (r_shadow_shadowmappcf > 1)
4757                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4758                         else if (r_shadow_shadowmappcf)
4759                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4760                 }
4761                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4762                         permutation |= SHADERPERMUTATION_REFLECTION;
4763                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4764                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4765                 if (rsurface.texture->reflectmasktexture)
4766                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4767                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4768                 {
4769                         // deluxemapping (light direction texture)
4770                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4771                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4772                         else
4773                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4774                         permutation |= SHADERPERMUTATION_DIFFUSE;
4775                         if (specularscale > 0)
4776                         {
4777                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4778                                 if (r_shadow_glossexact.integer)
4779                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4780                         }
4781                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4782                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4783                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4784                         else
4785                                 R_Mesh_ColorPointer(NULL, 0, 0);
4786                 }
4787                 else if (r_glsl_deluxemapping.integer >= 2)
4788                 {
4789                         // fake deluxemapping (uniform light direction in tangentspace)
4790                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4791                         permutation |= SHADERPERMUTATION_DIFFUSE;
4792                         if (specularscale > 0)
4793                         {
4794                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4795                                 if (r_shadow_glossexact.integer)
4796                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4797                         }
4798                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4799                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4800                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4801                         else
4802                                 R_Mesh_ColorPointer(NULL, 0, 0);
4803                 }
4804                 else if (rsurface.uselightmaptexture)
4805                 {
4806                         // ordinary lightmapping (q1bsp, q3bsp)
4807                         mode = SHADERMODE_LIGHTMAP;
4808                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4809                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4810                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4811                         else
4812                                 R_Mesh_ColorPointer(NULL, 0, 0);
4813                 }
4814                 else
4815                 {
4816                         // ordinary vertex coloring (q3bsp)
4817                         mode = SHADERMODE_VERTEXCOLOR;
4818                         R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4819                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4820                 }
4821                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4822                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4823                 {
4824                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4825                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4826                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4827                 }
4828                 else
4829                 {
4830                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4831                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4832                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4833                 }
4834                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4835                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4836         }
4837         switch(vid.renderpath)
4838         {
4839         case RENDERPATH_GL20:
4840                 R_SetupShader_SetPermutationGLSL(mode, permutation);
4841                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
4842                 if (mode == SHADERMODE_LIGHTSOURCE)
4843                 {
4844                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
4845                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
4846                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
4847                         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);
4848                         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);
4849                         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);
4850         
4851                         // additive passes are only darkened by fog, not tinted
4852                         if (r_glsl_permutation->loc_FogColor >= 0)
4853                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4854                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4855                 }
4856                 else
4857                 {
4858                         if (mode == SHADERMODE_FLATCOLOR)
4859                         {
4860                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
4861                         }
4862                         else if (mode == SHADERMODE_LIGHTDIRECTION)
4863                         {
4864                                 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]);
4865                                 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]);
4866                                 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);
4867                                 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);
4868                                 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);
4869                                 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]);
4870                                 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]);
4871                         }
4872                         else
4873                         {
4874                                 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]);
4875                                 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]);
4876                                 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);
4877                                 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);
4878                                 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);
4879                         }
4880                         // additive passes are only darkened by fog, not tinted
4881                         if (r_glsl_permutation->loc_FogColor >= 0)
4882                         {
4883                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
4884                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
4885                                 else
4886                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
4887                         }
4888                         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);
4889                         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]);
4890                         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]);
4891                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
4892                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
4893                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
4894                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
4895                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
4896                 }
4897                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
4898                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
4899                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
4900                 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]);
4901                 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]);
4902
4903                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
4904                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
4905                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
4906                 if (r_glsl_permutation->loc_Color_Pants >= 0)
4907                 {
4908                         if (rsurface.texture->pantstexture)
4909                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
4910                         else
4911                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
4912                 }
4913                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
4914                 {
4915                         if (rsurface.texture->shirttexture)
4916                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
4917                         else
4918                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
4919                 }
4920                 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]);
4921                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
4922                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
4923                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
4924                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
4925                 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]);
4926                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
4927
4928         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
4929         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
4930         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
4931                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
4932                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
4933                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
4934                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
4935                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
4936                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
4937                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
4938                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
4939                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
4940                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
4941                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
4942                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
4943                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
4944                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
4945                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
4946                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
4947                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
4948                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
4949                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
4950                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
4951                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
4952                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
4953                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
4954                 {
4955                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
4956                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
4957                         if (rsurface.rtlight)
4958                         {
4959                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
4960                                 if (r_shadow_usingshadowmapcube)
4961                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
4962                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
4963                         }
4964                 }
4965                 CHECKGLERROR
4966                 break;
4967         case RENDERPATH_CGGL:
4968 #ifdef SUPPORTCG
4969                 R_SetupShader_SetPermutationCG(mode, permutation);
4970                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
4971                 if (mode == SHADERMODE_LIGHTSOURCE)
4972                 {
4973                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
4974                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4975                 }
4976                 else
4977                 {
4978                         if (mode == SHADERMODE_LIGHTDIRECTION)
4979                         {
4980                                 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
4981                         }
4982                 }
4983                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
4984                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
4985                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
4986                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
4987                 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
4988                 CHECKGLERROR
4989
4990                 if (mode == SHADERMODE_LIGHTSOURCE)
4991                 {
4992                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
4993                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
4994                         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
4995                         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
4996                         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
4997
4998                         // additive passes are only darkened by fog, not tinted
4999                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5000                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5001                 }
5002                 else
5003                 {
5004                         if (mode == SHADERMODE_FLATCOLOR)
5005                         {
5006                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5007                         }
5008                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5009                         {
5010                                 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
5011                                 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
5012                                 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
5013                                 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
5014                                 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
5015                                 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
5016                                 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
5017                         }
5018                         else
5019                         {
5020                                 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
5021                                 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
5022                                 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
5023                                 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
5024                                 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
5025                         }
5026                         // additive passes are only darkened by fog, not tinted
5027                         if (r_cg_permutation->fp_FogColor)
5028                         {
5029                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5030                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5031                                 else
5032                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5033                                 CHECKCGERROR
5034                         }
5035                         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
5036                         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
5037                         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
5038                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5039                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5040                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5041                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5042                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5043                 }
5044                 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
5045                 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
5046                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5047                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5048                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5049                 if (r_cg_permutation->fp_Color_Pants)
5050                 {
5051                         if (rsurface.texture->pantstexture)
5052                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5053                         else
5054                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5055                         CHECKCGERROR
5056                 }
5057                 if (r_cg_permutation->fp_Color_Shirt)
5058                 {
5059                         if (rsurface.texture->shirttexture)
5060                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5061                         else
5062                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5063                         CHECKCGERROR
5064                 }
5065                 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
5066                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5067                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5068                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5069                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5070                 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
5071                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5072
5073         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5074         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5075         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5076                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5077                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5078                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5079                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5080                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5081                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5082                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5083                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5084                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5085                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5086                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5087                 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
5088                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5089                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5090                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5091                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5092                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5093                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5094                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5095                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5096                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5097                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5098                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5099                 {
5100                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5101                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5102                         if (rsurface.rtlight)
5103                         {
5104                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5105                                 if (r_shadow_usingshadowmapcube)
5106                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5107                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5108                         }
5109                 }
5110
5111                 CHECKGLERROR
5112 #endif
5113                 break;
5114         case RENDERPATH_GL13:
5115         case RENDERPATH_GL11:
5116                 break;
5117         }
5118 }
5119
5120 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5121 {
5122         // select a permutation of the lighting shader appropriate to this
5123         // combination of texture, entity, light source, and fogging, only use the
5124         // minimum features necessary to avoid wasting rendering time in the
5125         // fragment shader on features that are not being used
5126         unsigned int permutation = 0;
5127         unsigned int mode = 0;
5128         const float *lightcolorbase = rtlight->currentcolor;
5129         float ambientscale = rtlight->ambientscale;
5130         float diffusescale = rtlight->diffusescale;
5131         float specularscale = rtlight->specularscale;
5132         // this is the location of the light in view space
5133         vec3_t viewlightorigin;
5134         // this transforms from view space (camera) to light space (cubemap)
5135         matrix4x4_t viewtolight;
5136         matrix4x4_t lighttoview;
5137         float viewtolight16f[16];
5138         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5139         // light source
5140         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5141         if (rtlight->currentcubemap != r_texture_whitecube)
5142                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5143         if (diffusescale > 0)
5144                 permutation |= SHADERPERMUTATION_DIFFUSE;
5145         if (specularscale > 0)
5146         {
5147                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5148                 if (r_shadow_glossexact.integer)
5149                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5150         }
5151         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5152         {
5153                 if (r_shadow_usingshadowmaprect)
5154                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5155                 if (r_shadow_usingshadowmap2d)
5156                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5157                 if (r_shadow_usingshadowmapcube)
5158                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5159                 else if(r_shadow_shadowmapvsdct)
5160                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5161
5162                 if (r_shadow_shadowmapsampler)
5163                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5164                 if (r_shadow_shadowmappcf > 1)
5165                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5166                 else if (r_shadow_shadowmappcf)
5167                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5168         }
5169         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5170         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5171         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5172         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5173         switch(vid.renderpath)
5174         {
5175         case RENDERPATH_GL20:
5176                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5177                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5178                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5179                 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);
5180                 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);
5181                 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);
5182                 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]);
5183                 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]);
5184                 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));
5185                 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]);
5186                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5187
5188                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5189                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5190                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5191                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5192                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5193                 if (r_shadow_usingshadowmapcube)
5194                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5195                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5196                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5197                 break;
5198         case RENDERPATH_CGGL:
5199 #ifdef SUPPORTCG
5200                 R_SetupShader_SetPermutationCG(mode, permutation);
5201                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5202                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5203                 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
5204                 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
5205                 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
5206                 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
5207                 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
5208                 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
5209                 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
5210                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5211
5212                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5213                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5214                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5215                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5216                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5217                 if (r_shadow_usingshadowmapcube)
5218                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5219                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5220                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5221 #endif
5222                 break;
5223         case RENDERPATH_GL13:
5224         case RENDERPATH_GL11:
5225                 break;
5226         }
5227 }
5228
5229 #define SKINFRAME_HASH 1024
5230
5231 typedef struct
5232 {
5233         int loadsequence; // incremented each level change
5234         memexpandablearray_t array;
5235         skinframe_t *hash[SKINFRAME_HASH];
5236 }
5237 r_skinframe_t;
5238 r_skinframe_t r_skinframe;
5239
5240 void R_SkinFrame_PrepareForPurge(void)
5241 {
5242         r_skinframe.loadsequence++;
5243         // wrap it without hitting zero
5244         if (r_skinframe.loadsequence >= 200)
5245                 r_skinframe.loadsequence = 1;
5246 }
5247
5248 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5249 {
5250         if (!skinframe)
5251                 return;
5252         // mark the skinframe as used for the purging code
5253         skinframe->loadsequence = r_skinframe.loadsequence;
5254 }
5255
5256 void R_SkinFrame_Purge(void)
5257 {
5258         int i;
5259         skinframe_t *s;
5260         for (i = 0;i < SKINFRAME_HASH;i++)
5261         {
5262                 for (s = r_skinframe.hash[i];s;s = s->next)
5263                 {
5264                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5265                         {
5266                                 if (s->merged == s->base)
5267                                         s->merged = NULL;
5268                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5269                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5270                                 R_PurgeTexture(s->merged);s->merged = NULL;
5271                                 R_PurgeTexture(s->base  );s->base   = NULL;
5272                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5273                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5274                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5275                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5276                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5277                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5278                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5279                                 s->loadsequence = 0;
5280                         }
5281                 }
5282         }
5283 }
5284
5285 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5286         skinframe_t *item;
5287         char basename[MAX_QPATH];
5288
5289         Image_StripImageExtension(name, basename, sizeof(basename));
5290
5291         if( last == NULL ) {
5292                 int hashindex;
5293                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5294                 item = r_skinframe.hash[hashindex];
5295         } else {
5296                 item = last->next;
5297         }
5298
5299         // linearly search through the hash bucket
5300         for( ; item ; item = item->next ) {
5301                 if( !strcmp( item->basename, basename ) ) {
5302                         return item;
5303                 }
5304         }
5305         return NULL;
5306 }
5307
5308 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5309 {
5310         skinframe_t *item;
5311         int hashindex;
5312         char basename[MAX_QPATH];
5313
5314         Image_StripImageExtension(name, basename, sizeof(basename));
5315
5316         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5317         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5318                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5319                         break;
5320
5321         if (!item) {
5322                 rtexture_t *dyntexture;
5323                 // check whether its a dynamic texture
5324                 dyntexture = CL_GetDynTexture( basename );
5325                 if (!add && !dyntexture)
5326                         return NULL;
5327                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5328                 memset(item, 0, sizeof(*item));
5329                 strlcpy(item->basename, basename, sizeof(item->basename));
5330                 item->base = dyntexture; // either NULL or dyntexture handle
5331                 item->textureflags = textureflags;
5332                 item->comparewidth = comparewidth;
5333                 item->compareheight = compareheight;
5334                 item->comparecrc = comparecrc;
5335                 item->next = r_skinframe.hash[hashindex];
5336                 r_skinframe.hash[hashindex] = item;
5337         }
5338         else if( item->base == NULL )
5339         {
5340                 rtexture_t *dyntexture;
5341                 // check whether its a dynamic texture
5342                 // 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]
5343                 dyntexture = CL_GetDynTexture( basename );
5344                 item->base = dyntexture; // either NULL or dyntexture handle
5345         }
5346
5347         R_SkinFrame_MarkUsed(item);
5348         return item;
5349 }
5350
5351 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5352         { \
5353                 unsigned long long avgcolor[5], wsum; \
5354                 int pix, comp, w; \
5355                 avgcolor[0] = 0; \
5356                 avgcolor[1] = 0; \
5357                 avgcolor[2] = 0; \
5358                 avgcolor[3] = 0; \
5359                 avgcolor[4] = 0; \
5360                 wsum = 0; \
5361                 for(pix = 0; pix < cnt; ++pix) \
5362                 { \
5363                         w = 0; \
5364                         for(comp = 0; comp < 3; ++comp) \
5365                                 w += getpixel; \
5366                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5367                         { \
5368                                 ++wsum; \
5369                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5370                                 w = getpixel; \
5371                                 for(comp = 0; comp < 3; ++comp) \
5372                                         avgcolor[comp] += getpixel * w; \
5373                                 avgcolor[3] += w; \
5374                         } \
5375                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5376                         avgcolor[4] += getpixel; \
5377                 } \
5378                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5379                         avgcolor[3] = 1; \
5380                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5381                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5382                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5383                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5384         }
5385
5386 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5387 {
5388         int j;
5389         unsigned char *pixels;
5390         unsigned char *bumppixels;
5391         unsigned char *basepixels = NULL;
5392         int basepixels_width = 0;
5393         int basepixels_height = 0;
5394         skinframe_t *skinframe;
5395         rtexture_t *ddsbase = NULL;
5396         qboolean ddshasalpha = false;
5397         float ddsavgcolor[4];
5398         char basename[MAX_QPATH];
5399
5400         if (cls.state == ca_dedicated)
5401                 return NULL;
5402
5403         // return an existing skinframe if already loaded
5404         // if loading of the first image fails, don't make a new skinframe as it
5405         // would cause all future lookups of this to be missing
5406         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5407         if (skinframe && skinframe->base)
5408                 return skinframe;
5409
5410         Image_StripImageExtension(name, basename, sizeof(basename));
5411
5412         // check for DDS texture file first
5413         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5414         {
5415                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5416                 if (basepixels == NULL)
5417                         return NULL;
5418         }
5419
5420         if (developer_loading.integer)
5421                 Con_Printf("loading skin \"%s\"\n", name);
5422
5423         // we've got some pixels to store, so really allocate this new texture now
5424         if (!skinframe)
5425                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5426         skinframe->stain = NULL;
5427         skinframe->merged = NULL;
5428         skinframe->base = NULL;
5429         skinframe->pants = NULL;
5430         skinframe->shirt = NULL;
5431         skinframe->nmap = NULL;
5432         skinframe->gloss = NULL;
5433         skinframe->glow = NULL;
5434         skinframe->fog = NULL;
5435         skinframe->reflect = NULL;
5436         skinframe->hasalpha = false;
5437
5438         if (ddsbase)
5439         {
5440                 skinframe->base = ddsbase;
5441                 skinframe->hasalpha = ddshasalpha;
5442                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5443                 if (r_loadfog && skinframe->hasalpha)
5444                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5445                 //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]);
5446         }
5447         else
5448         {
5449                 basepixels_width = image_width;
5450                 basepixels_height = image_height;
5451                 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);
5452                 if (textureflags & TEXF_ALPHA)
5453                 {
5454                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5455                         {
5456                                 if (basepixels[j] < 255)
5457                                 {
5458                                         skinframe->hasalpha = true;
5459                                         break;
5460                                 }
5461                         }
5462                         if (r_loadfog && skinframe->hasalpha)
5463                         {
5464                                 // has transparent pixels
5465                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5466                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5467                                 {
5468                                         pixels[j+0] = 255;
5469                                         pixels[j+1] = 255;
5470                                         pixels[j+2] = 255;
5471                                         pixels[j+3] = basepixels[j+3];
5472                                 }
5473                                 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);
5474                                 Mem_Free(pixels);
5475                         }
5476                 }
5477                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5478                 //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]);
5479                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5480                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5481                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5482                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5483         }
5484
5485         if (r_loaddds)
5486         {
5487                 if (r_loadnormalmap)
5488                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5489                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5490                 if (r_loadgloss)
5491                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5492                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5493                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5494                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5495         }
5496
5497         // _norm is the name used by tenebrae and has been adopted as standard
5498         if (r_loadnormalmap && skinframe->nmap == NULL)
5499         {
5500                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5501                 {
5502                         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);
5503                         Mem_Free(pixels);
5504                         pixels = NULL;
5505                 }
5506                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5507                 {
5508                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5509                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5510                         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);
5511                         Mem_Free(pixels);
5512                         Mem_Free(bumppixels);
5513                 }
5514                 else if (r_shadow_bumpscale_basetexture.value > 0)
5515                 {
5516                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5517                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5518                         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);
5519                         Mem_Free(pixels);
5520                 }
5521                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5522                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5523         }
5524
5525         // _luma is supported only for tenebrae compatibility
5526         // _glow is the preferred name
5527         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))))
5528         {
5529                 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);
5530                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5531                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5532                 Mem_Free(pixels);pixels = NULL;
5533         }
5534
5535         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5536         {
5537                 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);
5538                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5539                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5540                 Mem_Free(pixels);
5541                 pixels = NULL;
5542         }
5543
5544         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5545         {
5546                 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);
5547                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5548                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5549                 Mem_Free(pixels);
5550                 pixels = NULL;
5551         }
5552
5553         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5554         {
5555                 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);
5556                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5557                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5558                 Mem_Free(pixels);
5559                 pixels = NULL;
5560         }
5561
5562         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5563         {
5564                 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);
5565                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5566                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5567                 Mem_Free(pixels);
5568                 pixels = NULL;
5569         }
5570
5571         if (basepixels)
5572                 Mem_Free(basepixels);
5573
5574         return skinframe;
5575 }
5576
5577 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5578 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5579 {
5580         int i;
5581         unsigned char *temp1, *temp2;
5582         skinframe_t *skinframe;
5583
5584         if (cls.state == ca_dedicated)
5585                 return NULL;
5586
5587         // if already loaded just return it, otherwise make a new skinframe
5588         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5589         if (skinframe && skinframe->base)
5590                 return skinframe;
5591
5592         skinframe->stain = NULL;
5593         skinframe->merged = NULL;
5594         skinframe->base = NULL;
5595         skinframe->pants = NULL;
5596         skinframe->shirt = NULL;
5597         skinframe->nmap = NULL;
5598         skinframe->gloss = NULL;
5599         skinframe->glow = NULL;
5600         skinframe->fog = NULL;
5601         skinframe->reflect = NULL;
5602         skinframe->hasalpha = false;
5603
5604         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5605         if (!skindata)
5606                 return NULL;
5607
5608         if (developer_loading.integer)
5609                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5610
5611         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5612         {
5613                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5614                 temp2 = temp1 + width * height * 4;
5615                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5616                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5617                 Mem_Free(temp1);
5618         }
5619         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5620         if (textureflags & TEXF_ALPHA)
5621         {
5622                 for (i = 3;i < width * height * 4;i += 4)
5623                 {
5624                         if (skindata[i] < 255)
5625                         {
5626                                 skinframe->hasalpha = true;
5627                                 break;
5628                         }
5629                 }
5630                 if (r_loadfog && skinframe->hasalpha)
5631                 {
5632                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5633                         memcpy(fogpixels, skindata, width * height * 4);
5634                         for (i = 0;i < width * height * 4;i += 4)
5635                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5636                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5637                         Mem_Free(fogpixels);
5638                 }
5639         }
5640
5641         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5642         //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]);
5643
5644         return skinframe;
5645 }
5646
5647 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5648 {
5649         int i;
5650         int featuresmask;
5651         skinframe_t *skinframe;
5652
5653         if (cls.state == ca_dedicated)
5654                 return NULL;
5655
5656         // if already loaded just return it, otherwise make a new skinframe
5657         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5658         if (skinframe && skinframe->base)
5659                 return skinframe;
5660
5661         skinframe->stain = NULL;
5662         skinframe->merged = NULL;
5663         skinframe->base = NULL;
5664         skinframe->pants = NULL;
5665         skinframe->shirt = NULL;
5666         skinframe->nmap = NULL;
5667         skinframe->gloss = NULL;
5668         skinframe->glow = NULL;
5669         skinframe->fog = NULL;
5670         skinframe->reflect = NULL;
5671         skinframe->hasalpha = false;
5672
5673         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5674         if (!skindata)
5675                 return NULL;
5676
5677         if (developer_loading.integer)
5678                 Con_Printf("loading quake skin \"%s\"\n", name);
5679
5680         // 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)
5681         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5682         memcpy(skinframe->qpixels, skindata, width*height);
5683         skinframe->qwidth = width;
5684         skinframe->qheight = height;
5685
5686         featuresmask = 0;
5687         for (i = 0;i < width * height;i++)
5688                 featuresmask |= palette_featureflags[skindata[i]];
5689
5690         skinframe->hasalpha = false;
5691         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5692         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5693         skinframe->qgeneratemerged = true;
5694         skinframe->qgeneratebase = skinframe->qhascolormapping;
5695         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5696
5697         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5698         //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]);
5699
5700         return skinframe;
5701 }
5702
5703 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5704 {
5705         int width;
5706         int height;
5707         unsigned char *skindata;
5708
5709         if (!skinframe->qpixels)
5710                 return;
5711
5712         if (!skinframe->qhascolormapping)
5713                 colormapped = false;
5714
5715         if (colormapped)
5716         {
5717                 if (!skinframe->qgeneratebase)
5718                         return;
5719         }
5720         else
5721         {
5722                 if (!skinframe->qgeneratemerged)
5723                         return;
5724         }
5725
5726         width = skinframe->qwidth;
5727         height = skinframe->qheight;
5728         skindata = skinframe->qpixels;
5729
5730         if (skinframe->qgeneratenmap)
5731         {
5732                 unsigned char *temp1, *temp2;
5733                 skinframe->qgeneratenmap = false;
5734                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5735                 temp2 = temp1 + width * height * 4;
5736                 // use either a custom palette or the quake palette
5737                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5738                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5739                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5740                 Mem_Free(temp1);
5741         }
5742
5743         if (skinframe->qgenerateglow)
5744         {
5745                 skinframe->qgenerateglow = false;
5746                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5747         }
5748
5749         if (colormapped)
5750         {
5751                 skinframe->qgeneratebase = false;
5752                 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);
5753                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5754                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5755         }
5756         else
5757         {
5758                 skinframe->qgeneratemerged = false;
5759                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5760         }
5761
5762         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5763         {
5764                 Mem_Free(skinframe->qpixels);
5765                 skinframe->qpixels = NULL;
5766         }
5767 }
5768
5769 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)
5770 {
5771         int i;
5772         skinframe_t *skinframe;
5773
5774         if (cls.state == ca_dedicated)
5775                 return NULL;
5776
5777         // if already loaded just return it, otherwise make a new skinframe
5778         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5779         if (skinframe && skinframe->base)
5780                 return skinframe;
5781
5782         skinframe->stain = NULL;
5783         skinframe->merged = NULL;
5784         skinframe->base = NULL;
5785         skinframe->pants = NULL;
5786         skinframe->shirt = NULL;
5787         skinframe->nmap = NULL;
5788         skinframe->gloss = NULL;
5789         skinframe->glow = NULL;
5790         skinframe->fog = NULL;
5791         skinframe->reflect = NULL;
5792         skinframe->hasalpha = false;
5793
5794         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5795         if (!skindata)
5796                 return NULL;
5797
5798         if (developer_loading.integer)
5799                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
5800
5801         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
5802         if (textureflags & TEXF_ALPHA)
5803         {
5804                 for (i = 0;i < width * height;i++)
5805                 {
5806                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
5807                         {
5808                                 skinframe->hasalpha = true;
5809                                 break;
5810                         }
5811                 }
5812                 if (r_loadfog && skinframe->hasalpha)
5813                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
5814         }
5815
5816         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
5817         //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]);
5818
5819         return skinframe;
5820 }
5821
5822 skinframe_t *R_SkinFrame_LoadMissing(void)
5823 {
5824         skinframe_t *skinframe;
5825
5826         if (cls.state == ca_dedicated)
5827                 return NULL;
5828
5829         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
5830         skinframe->stain = NULL;
5831         skinframe->merged = NULL;
5832         skinframe->base = NULL;
5833         skinframe->pants = NULL;
5834         skinframe->shirt = NULL;
5835         skinframe->nmap = NULL;
5836         skinframe->gloss = NULL;
5837         skinframe->glow = NULL;
5838         skinframe->fog = NULL;
5839         skinframe->reflect = NULL;
5840         skinframe->hasalpha = false;
5841
5842         skinframe->avgcolor[0] = rand() / RAND_MAX;
5843         skinframe->avgcolor[1] = rand() / RAND_MAX;
5844         skinframe->avgcolor[2] = rand() / RAND_MAX;
5845         skinframe->avgcolor[3] = 1;
5846
5847         return skinframe;
5848 }
5849
5850 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
5851 typedef struct suffixinfo_s
5852 {
5853         char *suffix;
5854         qboolean flipx, flipy, flipdiagonal;
5855 }
5856 suffixinfo_t;
5857 static suffixinfo_t suffix[3][6] =
5858 {
5859         {
5860                 {"px",   false, false, false},
5861                 {"nx",   false, false, false},
5862                 {"py",   false, false, false},
5863                 {"ny",   false, false, false},
5864                 {"pz",   false, false, false},
5865                 {"nz",   false, false, false}
5866         },
5867         {
5868                 {"posx", false, false, false},
5869                 {"negx", false, false, false},
5870                 {"posy", false, false, false},
5871                 {"negy", false, false, false},
5872                 {"posz", false, false, false},
5873                 {"negz", false, false, false}
5874         },
5875         {
5876                 {"rt",    true, false,  true},
5877                 {"lf",   false,  true,  true},
5878                 {"ft",    true,  true, false},
5879                 {"bk",   false, false, false},
5880                 {"up",    true, false,  true},
5881                 {"dn",    true, false,  true}
5882         }
5883 };
5884
5885 static int componentorder[4] = {0, 1, 2, 3};
5886
5887 rtexture_t *R_LoadCubemap(const char *basename)
5888 {
5889         int i, j, cubemapsize;
5890         unsigned char *cubemappixels, *image_buffer;
5891         rtexture_t *cubemaptexture;
5892         char name[256];
5893         // must start 0 so the first loadimagepixels has no requested width/height
5894         cubemapsize = 0;
5895         cubemappixels = NULL;
5896         cubemaptexture = NULL;
5897         // keep trying different suffix groups (posx, px, rt) until one loads
5898         for (j = 0;j < 3 && !cubemappixels;j++)
5899         {
5900                 // load the 6 images in the suffix group
5901                 for (i = 0;i < 6;i++)
5902                 {
5903                         // generate an image name based on the base and and suffix
5904                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
5905                         // load it
5906                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
5907                         {
5908                                 // an image loaded, make sure width and height are equal
5909                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
5910                                 {
5911                                         // if this is the first image to load successfully, allocate the cubemap memory
5912                                         if (!cubemappixels && image_width >= 1)
5913                                         {
5914                                                 cubemapsize = image_width;
5915                                                 // note this clears to black, so unavailable sides are black
5916                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
5917                                         }
5918                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
5919                                         if (cubemappixels)
5920                                                 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);
5921                                 }
5922                                 else
5923                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
5924                                 // free the image
5925                                 Mem_Free(image_buffer);
5926                         }
5927                 }
5928         }
5929         // if a cubemap loaded, upload it
5930         if (cubemappixels)
5931         {
5932                 if (developer_loading.integer)
5933                         Con_Printf("loading cubemap \"%s\"\n", basename);
5934
5935                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
5936                 Mem_Free(cubemappixels);
5937         }
5938         else
5939         {
5940                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
5941                 if (developer_loading.integer)
5942                 {
5943                         Con_Printf("(tried tried images ");
5944                         for (j = 0;j < 3;j++)
5945                                 for (i = 0;i < 6;i++)
5946                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
5947                         Con_Print(" and was unable to find any of them).\n");
5948                 }
5949         }
5950         return cubemaptexture;
5951 }
5952
5953 rtexture_t *R_GetCubemap(const char *basename)
5954 {
5955         int i;
5956         for (i = 0;i < r_texture_numcubemaps;i++)
5957                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
5958                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
5959         if (i >= MAX_CUBEMAPS)
5960                 return r_texture_whitecube;
5961         r_texture_numcubemaps++;
5962         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
5963         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
5964         return r_texture_cubemaps[i].texture;
5965 }
5966
5967 void R_FreeCubemaps(void)
5968 {
5969         int i;
5970         for (i = 0;i < r_texture_numcubemaps;i++)
5971         {
5972                 if (developer_loading.integer)
5973                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
5974                 if (r_texture_cubemaps[i].texture)
5975                         R_FreeTexture(r_texture_cubemaps[i].texture);
5976         }
5977         r_texture_numcubemaps = 0;
5978 }
5979
5980 void R_Main_FreeViewCache(void)
5981 {
5982         if (r_refdef.viewcache.entityvisible)
5983                 Mem_Free(r_refdef.viewcache.entityvisible);
5984         if (r_refdef.viewcache.world_pvsbits)
5985                 Mem_Free(r_refdef.viewcache.world_pvsbits);
5986         if (r_refdef.viewcache.world_leafvisible)
5987                 Mem_Free(r_refdef.viewcache.world_leafvisible);
5988         if (r_refdef.viewcache.world_surfacevisible)
5989                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
5990         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
5991 }
5992
5993 void R_Main_ResizeViewCache(void)
5994 {
5995         int numentities = r_refdef.scene.numentities;
5996         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
5997         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
5998         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
5999         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6000         if (r_refdef.viewcache.maxentities < numentities)
6001         {
6002                 r_refdef.viewcache.maxentities = numentities;
6003                 if (r_refdef.viewcache.entityvisible)
6004                         Mem_Free(r_refdef.viewcache.entityvisible);
6005                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6006         }
6007         if (r_refdef.viewcache.world_numclusters != numclusters)
6008         {
6009                 r_refdef.viewcache.world_numclusters = numclusters;
6010                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6011                 if (r_refdef.viewcache.world_pvsbits)
6012                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6013                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6014         }
6015         if (r_refdef.viewcache.world_numleafs != numleafs)
6016         {
6017                 r_refdef.viewcache.world_numleafs = numleafs;
6018                 if (r_refdef.viewcache.world_leafvisible)
6019                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6020                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6021         }
6022         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6023         {
6024                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6025                 if (r_refdef.viewcache.world_surfacevisible)
6026                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6027                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6028         }
6029 }
6030
6031 extern rtexture_t *loadingscreentexture;
6032 void gl_main_start(void)
6033 {
6034         loadingscreentexture = NULL;
6035         r_texture_blanknormalmap = NULL;
6036         r_texture_white = NULL;
6037         r_texture_grey128 = NULL;
6038         r_texture_black = NULL;
6039         r_texture_whitecube = NULL;
6040         r_texture_normalizationcube = NULL;
6041         r_texture_fogattenuation = NULL;
6042         r_texture_gammaramps = NULL;
6043         r_texture_numcubemaps = 0;
6044
6045         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6046         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6047
6048         switch(vid.renderpath)
6049         {
6050         case RENDERPATH_GL20:
6051         case RENDERPATH_CGGL:
6052                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6053                 Cvar_SetValueQuick(&gl_combine, 1);
6054                 Cvar_SetValueQuick(&r_glsl, 1);
6055                 r_loadnormalmap = true;
6056                 r_loadgloss = true;
6057                 r_loadfog = false;
6058                 break;
6059         case RENDERPATH_GL13:
6060                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6061                 Cvar_SetValueQuick(&gl_combine, 1);
6062                 Cvar_SetValueQuick(&r_glsl, 0);
6063                 r_loadnormalmap = false;
6064                 r_loadgloss = false;
6065                 r_loadfog = true;
6066                 break;
6067         case RENDERPATH_GL11:
6068                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6069                 Cvar_SetValueQuick(&gl_combine, 0);
6070                 Cvar_SetValueQuick(&r_glsl, 0);
6071                 r_loadnormalmap = false;
6072                 r_loadgloss = false;
6073                 r_loadfog = true;
6074                 break;
6075         }
6076
6077         R_AnimCache_Free();
6078         R_FrameData_Reset();
6079
6080         r_numqueries = 0;
6081         r_maxqueries = 0;
6082         memset(r_queries, 0, sizeof(r_queries));
6083
6084         r_qwskincache = NULL;
6085         r_qwskincache_size = 0;
6086
6087         // set up r_skinframe loading system for textures
6088         memset(&r_skinframe, 0, sizeof(r_skinframe));
6089         r_skinframe.loadsequence = 1;
6090         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6091
6092         r_main_texturepool = R_AllocTexturePool();
6093         R_BuildBlankTextures();
6094         R_BuildNoTexture();
6095         if (vid.support.arb_texture_cube_map)
6096         {
6097                 R_BuildWhiteCube();
6098                 R_BuildNormalizationCube();
6099         }
6100         r_texture_fogattenuation = NULL;
6101         r_texture_gammaramps = NULL;
6102         //r_texture_fogintensity = NULL;
6103         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6104         memset(&r_waterstate, 0, sizeof(r_waterstate));
6105         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6106         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6107         glslshaderstring = NULL;
6108 #ifdef SUPPORTCG
6109         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6110         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6111         cgshaderstring = NULL;
6112 #endif
6113         memset(&r_svbsp, 0, sizeof (r_svbsp));
6114
6115         r_refdef.fogmasktable_density = 0;
6116 }
6117
6118 void gl_main_shutdown(void)
6119 {
6120         R_AnimCache_Free();
6121         R_FrameData_Reset();
6122
6123         R_Main_FreeViewCache();
6124
6125         if (r_maxqueries)
6126                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6127
6128         r_numqueries = 0;
6129         r_maxqueries = 0;
6130         memset(r_queries, 0, sizeof(r_queries));
6131
6132         r_qwskincache = NULL;
6133         r_qwskincache_size = 0;
6134
6135         // clear out the r_skinframe state
6136         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6137         memset(&r_skinframe, 0, sizeof(r_skinframe));
6138
6139         if (r_svbsp.nodes)
6140                 Mem_Free(r_svbsp.nodes);
6141         memset(&r_svbsp, 0, sizeof (r_svbsp));
6142         R_FreeTexturePool(&r_main_texturepool);
6143         loadingscreentexture = NULL;
6144         r_texture_blanknormalmap = NULL;
6145         r_texture_white = NULL;
6146         r_texture_grey128 = NULL;
6147         r_texture_black = NULL;
6148         r_texture_whitecube = NULL;
6149         r_texture_normalizationcube = NULL;
6150         r_texture_fogattenuation = NULL;
6151         r_texture_gammaramps = NULL;
6152         r_texture_numcubemaps = 0;
6153         //r_texture_fogintensity = NULL;
6154         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6155         memset(&r_waterstate, 0, sizeof(r_waterstate));
6156         R_GLSL_Restart_f();
6157 }
6158
6159 extern void CL_ParseEntityLump(char *entitystring);
6160 void gl_main_newmap(void)
6161 {
6162         // FIXME: move this code to client
6163         int l;
6164         char *entities, entname[MAX_QPATH];
6165         if (r_qwskincache)
6166                 Mem_Free(r_qwskincache);
6167         r_qwskincache = NULL;
6168         r_qwskincache_size = 0;
6169         if (cl.worldmodel)
6170         {
6171                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6172                 l = (int)strlen(entname) - 4;
6173                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6174                 {
6175                         memcpy(entname + l, ".ent", 5);
6176                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6177                         {
6178                                 CL_ParseEntityLump(entities);
6179                                 Mem_Free(entities);
6180                                 return;
6181                         }
6182                 }
6183                 if (cl.worldmodel->brush.entities)
6184                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6185         }
6186         R_Main_FreeViewCache();
6187
6188         R_FrameData_Reset();
6189 }
6190
6191 void GL_Main_Init(void)
6192 {
6193         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6194
6195         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6196         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6197         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6198         if (gamemode == GAME_NEHAHRA)
6199         {
6200                 Cvar_RegisterVariable (&gl_fogenable);
6201                 Cvar_RegisterVariable (&gl_fogdensity);
6202                 Cvar_RegisterVariable (&gl_fogred);
6203                 Cvar_RegisterVariable (&gl_foggreen);
6204                 Cvar_RegisterVariable (&gl_fogblue);
6205                 Cvar_RegisterVariable (&gl_fogstart);
6206                 Cvar_RegisterVariable (&gl_fogend);
6207                 Cvar_RegisterVariable (&gl_skyclip);
6208         }
6209         Cvar_RegisterVariable(&r_motionblur);
6210         Cvar_RegisterVariable(&r_motionblur_maxblur);
6211         Cvar_RegisterVariable(&r_motionblur_bmin);
6212         Cvar_RegisterVariable(&r_motionblur_vmin);
6213         Cvar_RegisterVariable(&r_motionblur_vmax);
6214         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6215         Cvar_RegisterVariable(&r_motionblur_randomize);
6216         Cvar_RegisterVariable(&r_damageblur);
6217         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6218         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6219         Cvar_RegisterVariable(&r_equalize_entities_by);
6220         Cvar_RegisterVariable(&r_equalize_entities_to);
6221         Cvar_RegisterVariable(&r_depthfirst);
6222         Cvar_RegisterVariable(&r_useinfinitefarclip);
6223         Cvar_RegisterVariable(&r_farclip_base);
6224         Cvar_RegisterVariable(&r_farclip_world);
6225         Cvar_RegisterVariable(&r_nearclip);
6226         Cvar_RegisterVariable(&r_showbboxes);
6227         Cvar_RegisterVariable(&r_showsurfaces);
6228         Cvar_RegisterVariable(&r_showtris);
6229         Cvar_RegisterVariable(&r_shownormals);
6230         Cvar_RegisterVariable(&r_showlighting);
6231         Cvar_RegisterVariable(&r_showshadowvolumes);
6232         Cvar_RegisterVariable(&r_showcollisionbrushes);
6233         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6234         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6235         Cvar_RegisterVariable(&r_showdisabledepthtest);
6236         Cvar_RegisterVariable(&r_drawportals);
6237         Cvar_RegisterVariable(&r_drawentities);
6238         Cvar_RegisterVariable(&r_cullentities_trace);
6239         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6240         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6241         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6242         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6243         Cvar_RegisterVariable(&r_drawviewmodel);
6244         Cvar_RegisterVariable(&r_speeds);
6245         Cvar_RegisterVariable(&r_fullbrights);
6246         Cvar_RegisterVariable(&r_wateralpha);
6247         Cvar_RegisterVariable(&r_dynamic);
6248         Cvar_RegisterVariable(&r_fullbright);
6249         Cvar_RegisterVariable(&r_shadows);
6250         Cvar_RegisterVariable(&r_shadows_darken);
6251         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6252         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6253         Cvar_RegisterVariable(&r_shadows_throwdistance);
6254         Cvar_RegisterVariable(&r_shadows_throwdirection);
6255         Cvar_RegisterVariable(&r_shadows_focus);
6256         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6257         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6258         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6259         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6260         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6261         Cvar_RegisterVariable(&r_fog_exp2);
6262         Cvar_RegisterVariable(&r_drawfog);
6263         Cvar_RegisterVariable(&r_transparentdepthmasking);
6264         Cvar_RegisterVariable(&r_texture_dds_load);
6265         Cvar_RegisterVariable(&r_texture_dds_save);
6266         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6267         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6268         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6269         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6270         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6271         Cvar_RegisterVariable(&r_textureunits);
6272         Cvar_RegisterVariable(&gl_combine);
6273         Cvar_RegisterVariable(&r_glsl);
6274         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6275         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6276         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6277         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6278         Cvar_RegisterVariable(&r_glsl_postprocess);
6279         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6280         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6281         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6282         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6283         Cvar_RegisterVariable(&r_water);
6284         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6285         Cvar_RegisterVariable(&r_water_clippingplanebias);
6286         Cvar_RegisterVariable(&r_water_refractdistort);
6287         Cvar_RegisterVariable(&r_water_reflectdistort);
6288         Cvar_RegisterVariable(&r_lerpsprites);
6289         Cvar_RegisterVariable(&r_lerpmodels);
6290         Cvar_RegisterVariable(&r_lerplightstyles);
6291         Cvar_RegisterVariable(&r_waterscroll);
6292         Cvar_RegisterVariable(&r_bloom);
6293         Cvar_RegisterVariable(&r_bloom_colorscale);
6294         Cvar_RegisterVariable(&r_bloom_brighten);
6295         Cvar_RegisterVariable(&r_bloom_blur);
6296         Cvar_RegisterVariable(&r_bloom_resolution);
6297         Cvar_RegisterVariable(&r_bloom_colorexponent);
6298         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6299         Cvar_RegisterVariable(&r_hdr);
6300         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6301         Cvar_RegisterVariable(&r_hdr_glowintensity);
6302         Cvar_RegisterVariable(&r_hdr_range);
6303         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6304         Cvar_RegisterVariable(&developer_texturelogging);
6305         Cvar_RegisterVariable(&gl_lightmaps);
6306         Cvar_RegisterVariable(&r_test);
6307         Cvar_RegisterVariable(&r_batchmode);
6308         Cvar_RegisterVariable(&r_glsl_saturation);
6309         Cvar_RegisterVariable(&r_framedatasize);
6310         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6311                 Cvar_SetValue("r_fullbrights", 0);
6312         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6313
6314         Cvar_RegisterVariable(&r_track_sprites);
6315         Cvar_RegisterVariable(&r_track_sprites_flags);
6316         Cvar_RegisterVariable(&r_track_sprites_scalew);
6317         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6318         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6319         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6320 }
6321
6322 extern void R_Textures_Init(void);
6323 extern void GL_Draw_Init(void);
6324 extern void GL_Main_Init(void);
6325 extern void R_Shadow_Init(void);
6326 extern void R_Sky_Init(void);
6327 extern void GL_Surf_Init(void);
6328 extern void R_Particles_Init(void);
6329 extern void R_Explosion_Init(void);
6330 extern void gl_backend_init(void);
6331 extern void Sbar_Init(void);
6332 extern void R_LightningBeams_Init(void);
6333 extern void Mod_RenderInit(void);
6334 extern void Font_Init(void);
6335
6336 void Render_Init(void)
6337 {
6338         gl_backend_init();
6339         R_Textures_Init();
6340         GL_Main_Init();
6341         Font_Init();
6342         GL_Draw_Init();
6343         R_Shadow_Init();
6344         R_Sky_Init();
6345         GL_Surf_Init();
6346         Sbar_Init();
6347         R_Particles_Init();
6348         R_Explosion_Init();
6349         R_LightningBeams_Init();
6350         Mod_RenderInit();
6351 }
6352
6353 /*
6354 ===============
6355 GL_Init
6356 ===============
6357 */
6358 extern char *ENGINE_EXTENSIONS;
6359 void GL_Init (void)
6360 {
6361         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6362         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6363         gl_version = (const char *)qglGetString(GL_VERSION);
6364         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6365
6366         if (!gl_extensions)
6367                 gl_extensions = "";
6368         if (!gl_platformextensions)
6369                 gl_platformextensions = "";
6370
6371         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6372         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6373         Con_Printf("GL_VERSION: %s\n", gl_version);
6374         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6375         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6376
6377         VID_CheckExtensions();
6378
6379         // LordHavoc: report supported extensions
6380         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6381
6382         // clear to black (loading plaque will be seen over this)
6383         CHECKGLERROR
6384         qglClearColor(0,0,0,1);CHECKGLERROR
6385         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6386 }
6387
6388 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6389 {
6390         int i;
6391         mplane_t *p;
6392         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6393         {
6394                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6395                 if (i == 4)
6396                         continue;
6397                 p = r_refdef.view.frustum + i;
6398                 switch(p->signbits)
6399                 {
6400                 default:
6401                 case 0:
6402                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6403                                 return true;
6404                         break;
6405                 case 1:
6406                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6407                                 return true;
6408                         break;
6409                 case 2:
6410                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6411                                 return true;
6412                         break;
6413                 case 3:
6414                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6415                                 return true;
6416                         break;
6417                 case 4:
6418                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6419                                 return true;
6420                         break;
6421                 case 5:
6422                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6423                                 return true;
6424                         break;
6425                 case 6:
6426                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6427                                 return true;
6428                         break;
6429                 case 7:
6430                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6431                                 return true;
6432                         break;
6433                 }
6434         }
6435         return false;
6436 }
6437
6438 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6439 {
6440         int i;
6441         const mplane_t *p;
6442         for (i = 0;i < numplanes;i++)
6443         {
6444                 p = planes + i;
6445                 switch(p->signbits)
6446                 {
6447                 default:
6448                 case 0:
6449                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6450                                 return true;
6451                         break;
6452                 case 1:
6453                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6454                                 return true;
6455                         break;
6456                 case 2:
6457                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6458                                 return true;
6459                         break;
6460                 case 3:
6461                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6462                                 return true;
6463                         break;
6464                 case 4:
6465                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6466                                 return true;
6467                         break;
6468                 case 5:
6469                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6470                                 return true;
6471                         break;
6472                 case 6:
6473                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6474                                 return true;
6475                         break;
6476                 case 7:
6477                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6478                                 return true;
6479                         break;
6480                 }
6481         }
6482         return false;
6483 }
6484
6485 //==================================================================================
6486
6487 // LordHavoc: this stores temporary data used within the same frame
6488
6489 qboolean r_framedata_failed;
6490 static size_t r_framedata_size;
6491 static size_t r_framedata_current;
6492 static void *r_framedata_base;
6493
6494 void R_FrameData_Reset(void)
6495 {
6496         if (r_framedata_base)
6497                 Mem_Free(r_framedata_base);
6498         r_framedata_base = NULL;
6499         r_framedata_size = 0;
6500         r_framedata_current = 0;
6501         r_framedata_failed = false;
6502 }
6503
6504 void R_FrameData_NewFrame(void)
6505 {
6506         size_t wantedsize;
6507         if (r_framedata_failed)
6508                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6509         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6510         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6511         if (r_framedata_size != wantedsize)
6512         {
6513                 r_framedata_size = wantedsize;
6514                 if (r_framedata_base)
6515                         Mem_Free(r_framedata_base);
6516                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6517         }
6518         r_framedata_current = 0;
6519         r_framedata_failed = false;
6520 }
6521
6522 void *R_FrameData_Alloc(size_t size)
6523 {
6524         void *data;
6525
6526         // align to 16 byte boundary
6527         size = (size + 15) & ~15;
6528         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6529         r_framedata_current += size;
6530
6531         // check overflow
6532         if (r_framedata_current > r_framedata_size)
6533                 r_framedata_failed = true;
6534
6535         // return NULL on everything after a failure
6536         if (r_framedata_failed)
6537                 return NULL;
6538
6539         return data;
6540 }
6541
6542 void *R_FrameData_Store(size_t size, void *data)
6543 {
6544         void *d = R_FrameData_Alloc(size);
6545         if (d)
6546                 memcpy(d, data, size);
6547         return d;
6548 }
6549
6550 //==================================================================================
6551
6552 // LordHavoc: animcache originally written by Echon, rewritten since then
6553
6554 /**
6555  * Animation cache prevents re-generating mesh data for an animated model
6556  * multiple times in one frame for lighting, shadowing, reflections, etc.
6557  */
6558
6559 void R_AnimCache_Free(void)
6560 {
6561 }
6562
6563 void R_AnimCache_ClearCache(void)
6564 {
6565         int i;
6566         entity_render_t *ent;
6567
6568         for (i = 0;i < r_refdef.scene.numentities;i++)
6569         {
6570                 ent = r_refdef.scene.entities[i];
6571                 ent->animcache_vertex3f = NULL;
6572                 ent->animcache_normal3f = NULL;
6573                 ent->animcache_svector3f = NULL;
6574                 ent->animcache_tvector3f = NULL;
6575         }
6576 }
6577
6578 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6579 {
6580         dp_model_t *model = ent->model;
6581         int numvertices;
6582         // see if it's already cached this frame
6583         if (ent->animcache_vertex3f)
6584         {
6585                 // add normals/tangents if needed
6586                 if (wantnormals || wanttangents)
6587                 {
6588                         if (ent->animcache_normal3f)
6589                                 wantnormals = false;
6590                         if (ent->animcache_svector3f)
6591                                 wanttangents = false;
6592                         if (wantnormals || wanttangents)
6593                         {
6594                                 numvertices = model->surfmesh.num_vertices;
6595                                 if (wantnormals)
6596                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6597                                 if (wanttangents)
6598                                 {
6599                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6600                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6601                                 }
6602                                 if (!r_framedata_failed)
6603                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6604                         }
6605                 }
6606         }
6607         else
6608         {
6609                 // see if this ent is worth caching
6610                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6611                         return false;
6612                 // get some memory for this entity and generate mesh data
6613                 numvertices = model->surfmesh.num_vertices;
6614                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6615                 if (wantnormals)
6616                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6617                 if (wanttangents)
6618                 {
6619                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6620                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6621                 }
6622                 if (!r_framedata_failed)
6623                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6624         }
6625         return !r_framedata_failed;
6626 }
6627
6628 void R_AnimCache_CacheVisibleEntities(void)
6629 {
6630         int i;
6631         qboolean wantnormals = !r_showsurfaces.integer;
6632         qboolean wanttangents = !r_showsurfaces.integer;
6633
6634         switch(vid.renderpath)
6635         {
6636         case RENDERPATH_GL20:
6637         case RENDERPATH_CGGL:
6638                 break;
6639         case RENDERPATH_GL13:
6640         case RENDERPATH_GL11:
6641                 wanttangents = false;
6642                 break;
6643         }
6644
6645         // TODO: thread this
6646         // NOTE: R_PrepareRTLights() also caches entities
6647
6648         for (i = 0;i < r_refdef.scene.numentities;i++)
6649                 if (r_refdef.viewcache.entityvisible[i])
6650                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6651 }
6652
6653 //==================================================================================
6654
6655 static void R_View_UpdateEntityLighting (void)
6656 {
6657         int i;
6658         entity_render_t *ent;
6659         vec3_t tempdiffusenormal, avg;
6660         vec_t f, fa, fd, fdd;
6661         qboolean skipunseen = r_shadows.integer != 1 || R_Shadow_ShadowMappingEnabled();
6662
6663         for (i = 0;i < r_refdef.scene.numentities;i++)
6664         {
6665                 ent = r_refdef.scene.entities[i];
6666
6667                 // skip unseen models
6668                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6669                         continue;
6670
6671                 // skip bsp models
6672                 if (ent->model && ent->model->brush.num_leafs)
6673                 {
6674                         // TODO: use modellight for r_ambient settings on world?
6675                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6676                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6677                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6678                         continue;
6679                 }
6680
6681                 // fetch the lighting from the worldmodel data
6682                 VectorClear(ent->modellight_ambient);
6683                 VectorClear(ent->modellight_diffuse);
6684                 VectorClear(tempdiffusenormal);
6685                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6686                 {
6687                         vec3_t org;
6688                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6689                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6690                         if(ent->flags & RENDER_EQUALIZE)
6691                         {
6692                                 // first fix up ambient lighting...
6693                                 if(r_equalize_entities_minambient.value > 0)
6694                                 {
6695                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6696                                         if(fd > 0)
6697                                         {
6698                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6699                                                 if(fa < r_equalize_entities_minambient.value * fd)
6700                                                 {
6701                                                         // solve:
6702                                                         //   fa'/fd' = minambient
6703                                                         //   fa'+0.25*fd' = fa+0.25*fd
6704                                                         //   ...
6705                                                         //   fa' = fd' * minambient
6706                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6707                                                         //   ...
6708                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6709                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6710                                                         //   ...
6711                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6712                                                         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
6713                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6714                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6715                                                 }
6716                                         }
6717                                 }
6718
6719                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6720                                 {
6721                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6722                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6723                                         if(f > 0)
6724                                         {
6725                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6726                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6727                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6728                                         }
6729                                 }
6730                         }
6731                 }
6732                 else // highly rare
6733                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6734
6735                 // move the light direction into modelspace coordinates for lighting code
6736                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6737                 if(VectorLength2(ent->modellight_lightdir) == 0)
6738                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6739                 VectorNormalize(ent->modellight_lightdir);
6740         }
6741 }
6742
6743 #define MAX_LINEOFSIGHTTRACES 64
6744
6745 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6746 {
6747         int i;
6748         vec3_t boxmins, boxmaxs;
6749         vec3_t start;
6750         vec3_t end;
6751         dp_model_t *model = r_refdef.scene.worldmodel;
6752
6753         if (!model || !model->brush.TraceLineOfSight)
6754                 return true;
6755
6756         // expand the box a little
6757         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6758         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6759         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6760         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6761         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6762         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6763
6764         // return true if eye is inside enlarged box
6765         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6766                 return true;
6767
6768         // try center
6769         VectorCopy(eye, start);
6770         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6771         if (model->brush.TraceLineOfSight(model, start, end))
6772                 return true;
6773
6774         // try various random positions
6775         for (i = 0;i < numsamples;i++)
6776         {
6777                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6778                 if (model->brush.TraceLineOfSight(model, start, end))
6779                         return true;
6780         }
6781
6782         return false;
6783 }
6784
6785
6786 static void R_View_UpdateEntityVisible (void)
6787 {
6788         int i;
6789         int renderimask;
6790         int samples;
6791         entity_render_t *ent;
6792
6793         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6794                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
6795                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
6796                 :                                                          RENDER_EXTERIORMODEL;
6797         if (!r_drawviewmodel.integer)
6798                 renderimask |= RENDER_VIEWMODEL;
6799         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
6800         {
6801                 // worldmodel can check visibility
6802                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
6803                 for (i = 0;i < r_refdef.scene.numentities;i++)
6804                 {
6805                         ent = r_refdef.scene.entities[i];
6806                         if (!(ent->flags & renderimask))
6807                         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)))
6808                         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))
6809                                 r_refdef.viewcache.entityvisible[i] = true;
6810                 }
6811                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
6812                 {
6813                         for (i = 0;i < r_refdef.scene.numentities;i++)
6814                         {
6815                                 ent = r_refdef.scene.entities[i];
6816                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
6817                                 {
6818                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
6819                                         if (samples < 0)
6820                                                 continue; // temp entities do pvs only
6821                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
6822                                                 ent->last_trace_visibility = realtime;
6823                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
6824                                                 r_refdef.viewcache.entityvisible[i] = 0;
6825                                 }
6826                         }
6827                 }
6828         }
6829         else
6830         {
6831                 // no worldmodel or it can't check visibility
6832                 for (i = 0;i < r_refdef.scene.numentities;i++)
6833                 {
6834                         ent = r_refdef.scene.entities[i];
6835                         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));
6836                 }
6837         }
6838 }
6839
6840 /// only used if skyrendermasked, and normally returns false
6841 int R_DrawBrushModelsSky (void)
6842 {
6843         int i, sky;
6844         entity_render_t *ent;
6845
6846         sky = false;
6847         for (i = 0;i < r_refdef.scene.numentities;i++)
6848         {
6849                 if (!r_refdef.viewcache.entityvisible[i])
6850                         continue;
6851                 ent = r_refdef.scene.entities[i];
6852                 if (!ent->model || !ent->model->DrawSky)
6853                         continue;
6854                 ent->model->DrawSky(ent);
6855                 sky = true;
6856         }
6857         return sky;
6858 }
6859
6860 static void R_DrawNoModel(entity_render_t *ent);
6861 static void R_DrawModels(void)
6862 {
6863         int i;
6864         entity_render_t *ent;
6865
6866         for (i = 0;i < r_refdef.scene.numentities;i++)
6867         {
6868                 if (!r_refdef.viewcache.entityvisible[i])
6869                         continue;
6870                 ent = r_refdef.scene.entities[i];
6871                 r_refdef.stats.entities++;
6872                 if (ent->model && ent->model->Draw != NULL)
6873                         ent->model->Draw(ent);
6874                 else
6875                         R_DrawNoModel(ent);
6876         }
6877 }
6878
6879 static void R_DrawModelsDepth(void)
6880 {
6881         int i;
6882         entity_render_t *ent;
6883
6884         for (i = 0;i < r_refdef.scene.numentities;i++)
6885         {
6886                 if (!r_refdef.viewcache.entityvisible[i])
6887                         continue;
6888                 ent = r_refdef.scene.entities[i];
6889                 if (ent->model && ent->model->DrawDepth != NULL)
6890                         ent->model->DrawDepth(ent);
6891         }
6892 }
6893
6894 static void R_DrawModelsDebug(void)
6895 {
6896         int i;
6897         entity_render_t *ent;
6898
6899         for (i = 0;i < r_refdef.scene.numentities;i++)
6900         {
6901                 if (!r_refdef.viewcache.entityvisible[i])
6902                         continue;
6903                 ent = r_refdef.scene.entities[i];
6904                 if (ent->model && ent->model->DrawDebug != NULL)
6905                         ent->model->DrawDebug(ent);
6906         }
6907 }
6908
6909 static void R_DrawModelsAddWaterPlanes(void)
6910 {
6911         int i;
6912         entity_render_t *ent;
6913
6914         for (i = 0;i < r_refdef.scene.numentities;i++)
6915         {
6916                 if (!r_refdef.viewcache.entityvisible[i])
6917                         continue;
6918                 ent = r_refdef.scene.entities[i];
6919                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
6920                         ent->model->DrawAddWaterPlanes(ent);
6921         }
6922 }
6923
6924 static void R_View_SetFrustum(void)
6925 {
6926         int i;
6927         double slopex, slopey;
6928         vec3_t forward, left, up, origin;
6929
6930         // we can't trust r_refdef.view.forward and friends in reflected scenes
6931         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
6932
6933 #if 0
6934         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
6935         r_refdef.view.frustum[0].normal[1] = 0 - 0;
6936         r_refdef.view.frustum[0].normal[2] = -1 - 0;
6937         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
6938         r_refdef.view.frustum[1].normal[1] = 0 + 0;
6939         r_refdef.view.frustum[1].normal[2] = -1 + 0;
6940         r_refdef.view.frustum[2].normal[0] = 0 - 0;
6941         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
6942         r_refdef.view.frustum[2].normal[2] = -1 - 0;
6943         r_refdef.view.frustum[3].normal[0] = 0 + 0;
6944         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
6945         r_refdef.view.frustum[3].normal[2] = -1 + 0;
6946 #endif
6947
6948 #if 0
6949         zNear = r_refdef.nearclip;
6950         nudge = 1.0 - 1.0 / (1<<23);
6951         r_refdef.view.frustum[4].normal[0] = 0 - 0;
6952         r_refdef.view.frustum[4].normal[1] = 0 - 0;
6953         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
6954         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
6955         r_refdef.view.frustum[5].normal[0] = 0 + 0;
6956         r_refdef.view.frustum[5].normal[1] = 0 + 0;
6957         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
6958         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
6959 #endif
6960
6961
6962
6963 #if 0
6964         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
6965         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
6966         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
6967         r_refdef.view.frustum[0].dist = m[15] - m[12];
6968
6969         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
6970         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
6971         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
6972         r_refdef.view.frustum[1].dist = m[15] + m[12];
6973
6974         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
6975         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
6976         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
6977         r_refdef.view.frustum[2].dist = m[15] - m[13];
6978
6979         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
6980         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
6981         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
6982         r_refdef.view.frustum[3].dist = m[15] + m[13];
6983
6984         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
6985         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
6986         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
6987         r_refdef.view.frustum[4].dist = m[15] - m[14];
6988
6989         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
6990         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
6991         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
6992         r_refdef.view.frustum[5].dist = m[15] + m[14];
6993 #endif
6994
6995         if (r_refdef.view.useperspective)
6996         {
6997                 slopex = 1.0 / r_refdef.view.frustum_x;
6998                 slopey = 1.0 / r_refdef.view.frustum_y;
6999                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7000                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7001                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7002                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7003                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7004
7005                 // Leaving those out was a mistake, those were in the old code, and they
7006                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7007                 // I couldn't reproduce it after adding those normalizations. --blub
7008                 VectorNormalize(r_refdef.view.frustum[0].normal);
7009                 VectorNormalize(r_refdef.view.frustum[1].normal);
7010                 VectorNormalize(r_refdef.view.frustum[2].normal);
7011                 VectorNormalize(r_refdef.view.frustum[3].normal);
7012
7013                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7014                 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]);
7015                 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]);
7016                 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]);
7017                 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]);
7018
7019                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7020                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7021                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7022                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7023                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7024         }
7025         else
7026         {
7027                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7028                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7029                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7030                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7031                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7032                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7033                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7034                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7035                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7036                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7037         }
7038         r_refdef.view.numfrustumplanes = 5;
7039
7040         if (r_refdef.view.useclipplane)
7041         {
7042                 r_refdef.view.numfrustumplanes = 6;
7043                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7044         }
7045
7046         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7047                 PlaneClassify(r_refdef.view.frustum + i);
7048
7049         // LordHavoc: note to all quake engine coders, Quake had a special case
7050         // for 90 degrees which assumed a square view (wrong), so I removed it,
7051         // Quake2 has it disabled as well.
7052
7053         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7054         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7055         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7056         //PlaneClassify(&frustum[0]);
7057
7058         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7059         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7060         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7061         //PlaneClassify(&frustum[1]);
7062
7063         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7064         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7065         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7066         //PlaneClassify(&frustum[2]);
7067
7068         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7069         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7070         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7071         //PlaneClassify(&frustum[3]);
7072
7073         // nearclip plane
7074         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7075         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7076         //PlaneClassify(&frustum[4]);
7077 }
7078
7079 void R_View_Update(void)
7080 {
7081         R_Main_ResizeViewCache();
7082         R_View_SetFrustum();
7083         R_View_WorldVisibility(r_refdef.view.useclipplane);
7084         R_View_UpdateEntityVisible();
7085         R_View_UpdateEntityLighting();
7086 }
7087
7088 void R_SetupView(qboolean allowwaterclippingplane)
7089 {
7090         const float *customclipplane = NULL;
7091         float plane[4];
7092         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7093         {
7094                 // LordHavoc: couldn't figure out how to make this approach the
7095                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7096                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7097                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7098                         dist = r_refdef.view.clipplane.dist;
7099                 plane[0] = r_refdef.view.clipplane.normal[0];
7100                 plane[1] = r_refdef.view.clipplane.normal[1];
7101                 plane[2] = r_refdef.view.clipplane.normal[2];
7102                 plane[3] = dist;
7103                 customclipplane = plane;
7104         }
7105
7106         if (!r_refdef.view.useperspective)
7107                 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);
7108         else if (vid.stencil && r_useinfinitefarclip.integer)
7109                 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);
7110         else
7111                 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);
7112         R_SetViewport(&r_refdef.view.viewport);
7113 }
7114
7115 void R_EntityMatrix(const matrix4x4_t *matrix)
7116 {
7117         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7118         {
7119                 gl_modelmatrixchanged = false;
7120                 gl_modelmatrix = *matrix;
7121                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7122                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7123                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7124                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7125                 CHECKGLERROR
7126                 switch(vid.renderpath)
7127                 {
7128                 case RENDERPATH_GL20:
7129                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7130                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7131                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7132                         break;
7133                 case RENDERPATH_CGGL:
7134 #ifdef SUPPORTCG
7135                         CHECKCGERROR
7136                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7137                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7138                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7139 #endif
7140                         break;
7141                 case RENDERPATH_GL13:
7142                 case RENDERPATH_GL11:
7143                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7144                         break;
7145                 }
7146         }
7147 }
7148
7149 void R_ResetViewRendering2D(void)
7150 {
7151         r_viewport_t viewport;
7152         DrawQ_Finish();
7153
7154         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7155         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);
7156         R_SetViewport(&viewport);
7157         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7158         GL_Color(1, 1, 1, 1);
7159         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7160         GL_BlendFunc(GL_ONE, GL_ZERO);
7161         GL_AlphaTest(false);
7162         GL_ScissorTest(false);
7163         GL_DepthMask(false);
7164         GL_DepthRange(0, 1);
7165         GL_DepthTest(false);
7166         R_EntityMatrix(&identitymatrix);
7167         R_Mesh_ResetTextureState();
7168         GL_PolygonOffset(0, 0);
7169         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7170         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7171         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7172         qglStencilMask(~0);CHECKGLERROR
7173         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7174         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7175         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7176 }
7177
7178 void R_ResetViewRendering3D(void)
7179 {
7180         DrawQ_Finish();
7181
7182         R_SetupView(true);
7183         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7184         GL_Color(1, 1, 1, 1);
7185         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7186         GL_BlendFunc(GL_ONE, GL_ZERO);
7187         GL_AlphaTest(false);
7188         GL_ScissorTest(true);
7189         GL_DepthMask(true);
7190         GL_DepthRange(0, 1);
7191         GL_DepthTest(true);
7192         R_EntityMatrix(&identitymatrix);
7193         R_Mesh_ResetTextureState();
7194         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7195         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7196         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7197         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7198         qglStencilMask(~0);CHECKGLERROR
7199         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7200         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7201         GL_CullFace(r_refdef.view.cullface_back);
7202 }
7203
7204 void R_RenderScene(void);
7205 void R_RenderWaterPlanes(void);
7206
7207 static void R_Water_StartFrame(void)
7208 {
7209         int i;
7210         int waterwidth, waterheight, texturewidth, textureheight;
7211         r_waterstate_waterplane_t *p;
7212
7213         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7214                 return;
7215
7216         switch(vid.renderpath)
7217         {
7218         case RENDERPATH_GL20:
7219         case RENDERPATH_CGGL:
7220                 break;
7221         case RENDERPATH_GL13:
7222         case RENDERPATH_GL11:
7223                 return;
7224         }
7225
7226         // set waterwidth and waterheight to the water resolution that will be
7227         // used (often less than the screen resolution for faster rendering)
7228         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7229         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7230
7231         // calculate desired texture sizes
7232         // can't use water if the card does not support the texture size
7233         if (!r_water.integer || r_showsurfaces.integer)
7234                 texturewidth = textureheight = waterwidth = waterheight = 0;
7235         else if (vid.support.arb_texture_non_power_of_two)
7236         {
7237                 texturewidth = waterwidth;
7238                 textureheight = waterheight;
7239         }
7240         else
7241         {
7242                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7243                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7244         }
7245
7246         // allocate textures as needed
7247         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
7248         {
7249                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7250                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7251                 {
7252                         if (p->texture_refraction)
7253                                 R_FreeTexture(p->texture_refraction);
7254                         p->texture_refraction = NULL;
7255                         if (p->texture_reflection)
7256                                 R_FreeTexture(p->texture_reflection);
7257                         p->texture_reflection = NULL;
7258                 }
7259                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7260                 r_waterstate.texturewidth = texturewidth;
7261                 r_waterstate.textureheight = textureheight;
7262         }
7263
7264         if (r_waterstate.texturewidth)
7265         {
7266                 r_waterstate.enabled = true;
7267
7268                 // when doing a reduced render (HDR) we want to use a smaller area
7269                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7270                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7271
7272                 // set up variables that will be used in shader setup
7273                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7274                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7275                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7276                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7277         }
7278
7279         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7280         r_waterstate.numwaterplanes = 0;
7281 }
7282
7283 void R_Water_AddWaterPlane(msurface_t *surface)
7284 {
7285         int triangleindex, planeindex;
7286         const int *e;
7287         vec3_t vert[3];
7288         vec3_t normal;
7289         vec3_t center;
7290         mplane_t plane;
7291         r_waterstate_waterplane_t *p;
7292         texture_t *t = R_GetCurrentTexture(surface->texture);
7293         // just use the first triangle with a valid normal for any decisions
7294         VectorClear(normal);
7295         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7296         {
7297                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7298                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7299                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7300                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7301                 if (VectorLength2(normal) >= 0.001)
7302                         break;
7303         }
7304
7305         VectorCopy(normal, plane.normal);
7306         VectorNormalize(plane.normal);
7307         plane.dist = DotProduct(vert[0], plane.normal);
7308         PlaneClassify(&plane);
7309         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7310         {
7311                 // skip backfaces (except if nocullface is set)
7312                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7313                         return;
7314                 VectorNegate(plane.normal, plane.normal);
7315                 plane.dist *= -1;
7316                 PlaneClassify(&plane);
7317         }
7318
7319
7320         // find a matching plane if there is one
7321         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7322                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7323                         break;
7324         if (planeindex >= r_waterstate.maxwaterplanes)
7325                 return; // nothing we can do, out of planes
7326
7327         // if this triangle does not fit any known plane rendered this frame, add one
7328         if (planeindex >= r_waterstate.numwaterplanes)
7329         {
7330                 // store the new plane
7331                 r_waterstate.numwaterplanes++;
7332                 p->plane = plane;
7333                 // clear materialflags and pvs
7334                 p->materialflags = 0;
7335                 p->pvsvalid = false;
7336         }
7337         // merge this surface's materialflags into the waterplane
7338         p->materialflags |= t->currentmaterialflags;
7339         // merge this surface's PVS into the waterplane
7340         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7341         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7342          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7343         {
7344                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7345                 p->pvsvalid = true;
7346         }
7347 }
7348
7349 static void R_Water_ProcessPlanes(void)
7350 {
7351         r_refdef_view_t originalview;
7352         r_refdef_view_t myview;
7353         int planeindex;
7354         r_waterstate_waterplane_t *p;
7355
7356         originalview = r_refdef.view;
7357
7358         // make sure enough textures are allocated
7359         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7360         {
7361                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7362                 {
7363                         if (!p->texture_refraction)
7364                                 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);
7365                         if (!p->texture_refraction)
7366                                 goto error;
7367                 }
7368
7369                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7370                 {
7371                         if (!p->texture_reflection)
7372                                 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);
7373                         if (!p->texture_reflection)
7374                                 goto error;
7375                 }
7376         }
7377
7378         // render views
7379         r_refdef.view = originalview;
7380         r_refdef.view.showdebug = false;
7381         r_refdef.view.width = r_waterstate.waterwidth;
7382         r_refdef.view.height = r_waterstate.waterheight;
7383         r_refdef.view.useclipplane = true;
7384         myview = r_refdef.view;
7385         r_waterstate.renderingscene = true;
7386         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7387         {
7388                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7389                 {
7390                         r_refdef.view = myview;
7391                         // render reflected scene and copy into texture
7392                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7393                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7394                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7395                         r_refdef.view.clipplane = p->plane;
7396                         // reverse the cullface settings for this render
7397                         r_refdef.view.cullface_front = GL_FRONT;
7398                         r_refdef.view.cullface_back = GL_BACK;
7399                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7400                         {
7401                                 r_refdef.view.usecustompvs = true;
7402                                 if (p->pvsvalid)
7403                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7404                                 else
7405                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7406                         }
7407
7408                         R_ResetViewRendering3D();
7409                         R_ClearScreen(r_refdef.fogenabled);
7410                         R_View_Update();
7411                         R_RenderScene();
7412
7413                         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);
7414                 }
7415
7416                 // render the normal view scene and copy into texture
7417                 // (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)
7418                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7419                 {
7420                         r_waterstate.renderingrefraction = true;
7421                         r_refdef.view = myview;
7422                         r_refdef.view.clipplane = p->plane;
7423                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7424                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7425                         PlaneClassify(&r_refdef.view.clipplane);
7426
7427                         R_ResetViewRendering3D();
7428                         R_ClearScreen(r_refdef.fogenabled);
7429                         R_View_Update();
7430                         R_RenderScene();
7431
7432                         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);
7433                         r_waterstate.renderingrefraction = false;
7434                 }
7435
7436         }
7437         r_waterstate.renderingscene = false;
7438         r_refdef.view = originalview;
7439         R_ResetViewRendering3D();
7440         R_ClearScreen(r_refdef.fogenabled);
7441         R_View_Update();
7442         return;
7443 error:
7444         r_refdef.view = originalview;
7445         r_waterstate.renderingscene = false;
7446         Cvar_SetValueQuick(&r_water, 0);
7447         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7448         return;
7449 }
7450
7451 void R_Bloom_StartFrame(void)
7452 {
7453         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7454
7455         switch(vid.renderpath)
7456         {
7457         case RENDERPATH_GL20:
7458         case RENDERPATH_CGGL:
7459                 break;
7460         case RENDERPATH_GL13:
7461         case RENDERPATH_GL11:
7462                 return;
7463         }
7464
7465         // set bloomwidth and bloomheight to the bloom resolution that will be
7466         // used (often less than the screen resolution for faster rendering)
7467         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7468         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7469         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7470         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7471         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7472
7473         // calculate desired texture sizes
7474         if (vid.support.arb_texture_non_power_of_two)
7475         {
7476                 screentexturewidth = r_refdef.view.width;
7477                 screentextureheight = r_refdef.view.height;
7478                 bloomtexturewidth = r_bloomstate.bloomwidth;
7479                 bloomtextureheight = r_bloomstate.bloomheight;
7480         }
7481         else
7482         {
7483                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7484                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7485                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7486                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7487         }
7488
7489         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))
7490         {
7491                 Cvar_SetValueQuick(&r_hdr, 0);
7492                 Cvar_SetValueQuick(&r_bloom, 0);
7493                 Cvar_SetValueQuick(&r_motionblur, 0);
7494                 Cvar_SetValueQuick(&r_damageblur, 0);
7495         }
7496
7497         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)))
7498                 screentexturewidth = screentextureheight = 0;
7499         if (!r_hdr.integer && !r_bloom.integer)
7500                 bloomtexturewidth = bloomtextureheight = 0;
7501
7502         // allocate textures as needed
7503         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7504         {
7505                 if (r_bloomstate.texture_screen)
7506                         R_FreeTexture(r_bloomstate.texture_screen);
7507                 r_bloomstate.texture_screen = NULL;
7508                 r_bloomstate.screentexturewidth = screentexturewidth;
7509                 r_bloomstate.screentextureheight = screentextureheight;
7510                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7511                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7512         }
7513         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7514         {
7515                 if (r_bloomstate.texture_bloom)
7516                         R_FreeTexture(r_bloomstate.texture_bloom);
7517                 r_bloomstate.texture_bloom = NULL;
7518                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7519                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7520                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7521                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7522         }
7523
7524         // when doing a reduced render (HDR) we want to use a smaller area
7525         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7526         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7527         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7528         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7529         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7530
7531         // set up a texcoord array for the full resolution screen image
7532         // (we have to keep this around to copy back during final render)
7533         r_bloomstate.screentexcoord2f[0] = 0;
7534         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7535         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7536         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7537         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7538         r_bloomstate.screentexcoord2f[5] = 0;
7539         r_bloomstate.screentexcoord2f[6] = 0;
7540         r_bloomstate.screentexcoord2f[7] = 0;
7541
7542         // set up a texcoord array for the reduced resolution bloom image
7543         // (which will be additive blended over the screen image)
7544         r_bloomstate.bloomtexcoord2f[0] = 0;
7545         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7546         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7547         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7548         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7549         r_bloomstate.bloomtexcoord2f[5] = 0;
7550         r_bloomstate.bloomtexcoord2f[6] = 0;
7551         r_bloomstate.bloomtexcoord2f[7] = 0;
7552
7553         if (r_hdr.integer || r_bloom.integer)
7554         {
7555                 r_bloomstate.enabled = true;
7556                 r_bloomstate.hdr = r_hdr.integer != 0;
7557         }
7558
7559         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);
7560 }
7561
7562 void R_Bloom_CopyBloomTexture(float colorscale)
7563 {
7564         r_refdef.stats.bloom++;
7565
7566         // scale down screen texture to the bloom texture size
7567         CHECKGLERROR
7568         R_SetViewport(&r_bloomstate.viewport);
7569         GL_BlendFunc(GL_ONE, GL_ZERO);
7570         GL_Color(colorscale, colorscale, colorscale, 1);
7571         // TODO: optimize with multitexture or GLSL
7572         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7573         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7574         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7575         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7576
7577         // we now have a bloom image in the framebuffer
7578         // copy it into the bloom image texture for later processing
7579         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);
7580         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7581 }
7582
7583 void R_Bloom_CopyHDRTexture(void)
7584 {
7585         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);
7586         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7587 }
7588
7589 void R_Bloom_MakeTexture(void)
7590 {
7591         int x, range, dir;
7592         float xoffset, yoffset, r, brighten;
7593
7594         r_refdef.stats.bloom++;
7595
7596         R_ResetViewRendering2D();
7597         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7598         R_Mesh_ColorPointer(NULL, 0, 0);
7599
7600         // we have a bloom image in the framebuffer
7601         CHECKGLERROR
7602         R_SetViewport(&r_bloomstate.viewport);
7603
7604         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7605         {
7606                 x *= 2;
7607                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7608                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7609                 GL_Color(r, r, r, 1);
7610                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7611                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7612                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7613                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7614
7615                 // copy the vertically blurred bloom view to a texture
7616                 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);
7617                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7618         }
7619
7620         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7621         brighten = r_bloom_brighten.value;
7622         if (r_hdr.integer)
7623                 brighten *= r_hdr_range.value;
7624         brighten = sqrt(brighten);
7625         if(range >= 1)
7626                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7627         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7628         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7629
7630         for (dir = 0;dir < 2;dir++)
7631         {
7632                 // blend on at multiple vertical offsets to achieve a vertical blur
7633                 // TODO: do offset blends using GLSL
7634                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7635                 GL_BlendFunc(GL_ONE, GL_ZERO);
7636                 for (x = -range;x <= range;x++)
7637                 {
7638                         if (!dir){xoffset = 0;yoffset = x;}
7639                         else {xoffset = x;yoffset = 0;}
7640                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7641                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7642                         // compute a texcoord array with the specified x and y offset
7643                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7644                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7645                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7646                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7647                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7648                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7649                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7650                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7651                         // this r value looks like a 'dot' particle, fading sharply to
7652                         // black at the edges
7653                         // (probably not realistic but looks good enough)
7654                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7655                         //r = brighten/(range*2+1);
7656                         r = brighten / (range * 2 + 1);
7657                         if(range >= 1)
7658                                 r *= (1 - x*x/(float)(range*range));
7659                         GL_Color(r, r, r, 1);
7660                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7661                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7662                         GL_BlendFunc(GL_ONE, GL_ONE);
7663                 }
7664
7665                 // copy the vertically blurred bloom view to a texture
7666                 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);
7667                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7668         }
7669
7670         // apply subtract last
7671         // (just like it would be in a GLSL shader)
7672         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7673         {
7674                 GL_BlendFunc(GL_ONE, GL_ZERO);
7675                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7676                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7677                 GL_Color(1, 1, 1, 1);
7678                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7679                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7680
7681                 GL_BlendFunc(GL_ONE, GL_ONE);
7682                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7683                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7684                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7685                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7686                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7687                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7688                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
7689
7690                 // copy the darkened bloom view to a texture
7691                 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);
7692                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7693         }
7694 }
7695
7696 void R_HDR_RenderBloomTexture(void)
7697 {
7698         int oldwidth, oldheight;
7699         float oldcolorscale;
7700
7701         oldcolorscale = r_refdef.view.colorscale;
7702         oldwidth = r_refdef.view.width;
7703         oldheight = r_refdef.view.height;
7704         r_refdef.view.width = r_bloomstate.bloomwidth;
7705         r_refdef.view.height = r_bloomstate.bloomheight;
7706
7707         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
7708         // TODO: add exposure compensation features
7709         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
7710
7711         r_refdef.view.showdebug = false;
7712         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
7713
7714         R_ResetViewRendering3D();
7715
7716         R_ClearScreen(r_refdef.fogenabled);
7717         if (r_timereport_active)
7718                 R_TimeReport("HDRclear");
7719
7720         R_View_Update();
7721         if (r_timereport_active)
7722                 R_TimeReport("visibility");
7723
7724         // only do secondary renders with HDR if r_hdr is 2 or higher
7725         r_waterstate.numwaterplanes = 0;
7726         if (r_waterstate.enabled && r_hdr.integer >= 2)
7727                 R_RenderWaterPlanes();
7728
7729         r_refdef.view.showdebug = true;
7730         R_RenderScene();
7731         r_waterstate.numwaterplanes = 0;
7732
7733         R_ResetViewRendering2D();
7734
7735         R_Bloom_CopyHDRTexture();
7736         R_Bloom_MakeTexture();
7737
7738         // restore the view settings
7739         r_refdef.view.width = oldwidth;
7740         r_refdef.view.height = oldheight;
7741         r_refdef.view.colorscale = oldcolorscale;
7742
7743         R_ResetViewRendering3D();
7744
7745         R_ClearScreen(r_refdef.fogenabled);
7746         if (r_timereport_active)
7747                 R_TimeReport("viewclear");
7748 }
7749
7750 static void R_BlendView(void)
7751 {
7752         unsigned int permutation;
7753         float uservecs[4][4];
7754
7755         switch (vid.renderpath)
7756         {
7757         case RENDERPATH_GL20:
7758         case RENDERPATH_CGGL:
7759                 permutation =
7760                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
7761                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
7762                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
7763                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
7764                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
7765
7766                 if (r_bloomstate.texture_screen)
7767                 {
7768                         // make sure the buffer is available
7769                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
7770
7771                         R_ResetViewRendering2D();
7772                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7773                         R_Mesh_ColorPointer(NULL, 0, 0);
7774
7775                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
7776                         {
7777                                 // declare variables
7778                                 float speed;
7779                                 static float avgspeed;
7780
7781                                 speed = VectorLength(cl.movement_velocity);
7782
7783                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
7784                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
7785
7786                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
7787                                 speed = bound(0, speed, 1);
7788                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
7789
7790                                 // calculate values into a standard alpha
7791                                 cl.motionbluralpha = 1 - exp(-
7792                                                 (
7793                                                  (r_motionblur.value * speed / 80)
7794                                                  +
7795                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
7796                                                 )
7797                                                 /
7798                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
7799                                            );
7800
7801                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
7802                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
7803                                 // apply the blur
7804                                 if (cl.motionbluralpha > 0)
7805                                 {
7806                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7807                                         GL_Color(1, 1, 1, cl.motionbluralpha);
7808                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7809                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7810                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7811                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7812                                 }
7813                         }
7814
7815                         // copy view into the screen texture
7816                         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);
7817                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7818                 }
7819                 else if (!r_bloomstate.texture_bloom)
7820                 {
7821                         // we may still have to do view tint...
7822                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7823                         {
7824                                 // apply a color tint to the whole view
7825                                 R_ResetViewRendering2D();
7826                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7827                                 R_Mesh_ColorPointer(NULL, 0, 0);
7828                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7829                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7830                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7831                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7832                         }
7833                         break; // no screen processing, no bloom, skip it
7834                 }
7835
7836                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
7837                 {
7838                         // render simple bloom effect
7839                         // copy the screen and shrink it and darken it for the bloom process
7840                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
7841                         // make the bloom texture
7842                         R_Bloom_MakeTexture();
7843                 }
7844
7845 #if _MSC_VER >= 1400
7846 #define sscanf sscanf_s
7847 #endif
7848                 memset(uservecs, 0, sizeof(uservecs));
7849                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
7850                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
7851                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
7852                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
7853
7854                 R_ResetViewRendering2D();
7855                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7856                 R_Mesh_ColorPointer(NULL, 0, 0);
7857                 GL_Color(1, 1, 1, 1);
7858                 GL_BlendFunc(GL_ONE, GL_ZERO);
7859                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7860                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7861
7862                 switch(vid.renderpath)
7863                 {
7864                 case RENDERPATH_GL20:
7865                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
7866                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
7867                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
7868                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
7869                         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]);
7870                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
7871                         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]);
7872                         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]);
7873                         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]);
7874                         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]);
7875                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
7876                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7877                         break;
7878                 case RENDERPATH_CGGL:
7879 #ifdef SUPPORTCG
7880                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
7881                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
7882                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
7883                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
7884                         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
7885                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
7886                         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
7887                         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
7888                         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
7889                         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
7890                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
7891                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
7892 #endif
7893                         break;
7894                 default:
7895                         break;
7896                 }
7897                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7898                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7899                 break;
7900         case RENDERPATH_GL13:
7901         case RENDERPATH_GL11:
7902                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7903                 {
7904                         // apply a color tint to the whole view
7905                         R_ResetViewRendering2D();
7906                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7907                         R_Mesh_ColorPointer(NULL, 0, 0);
7908                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7909                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7910                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7911                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7912                 }
7913                 break;
7914         }
7915 }
7916
7917 matrix4x4_t r_waterscrollmatrix;
7918
7919 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
7920 {
7921         if (r_refdef.fog_density)
7922         {
7923                 r_refdef.fogcolor[0] = r_refdef.fog_red;
7924                 r_refdef.fogcolor[1] = r_refdef.fog_green;
7925                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7926
7927                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7928                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7929                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7930                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7931
7932                 {
7933                         vec3_t fogvec;
7934                         VectorCopy(r_refdef.fogcolor, fogvec);
7935                         //   color.rgb *= ContrastBoost * SceneBrightness;
7936                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7937                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7938                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7939                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7940                 }
7941         }
7942 }
7943
7944 void R_UpdateVariables(void)
7945 {
7946         R_Textures_Frame();
7947
7948         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7949
7950         r_refdef.farclip = r_farclip_base.value;
7951         if (r_refdef.scene.worldmodel)
7952                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7953         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7954
7955         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7956                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7957         r_refdef.polygonfactor = 0;
7958         r_refdef.polygonoffset = 0;
7959         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7960         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7961
7962         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7963         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7964         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
7965         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7966         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7967         if (r_showsurfaces.integer)
7968         {
7969                 r_refdef.scene.rtworld = false;
7970                 r_refdef.scene.rtworldshadows = false;
7971                 r_refdef.scene.rtdlight = false;
7972                 r_refdef.scene.rtdlightshadows = false;
7973                 r_refdef.lightmapintensity = 0;
7974         }
7975
7976         if (gamemode == GAME_NEHAHRA)
7977         {
7978                 if (gl_fogenable.integer)
7979                 {
7980                         r_refdef.oldgl_fogenable = true;
7981                         r_refdef.fog_density = gl_fogdensity.value;
7982                         r_refdef.fog_red = gl_fogred.value;
7983                         r_refdef.fog_green = gl_foggreen.value;
7984                         r_refdef.fog_blue = gl_fogblue.value;
7985                         r_refdef.fog_alpha = 1;
7986                         r_refdef.fog_start = 0;
7987                         r_refdef.fog_end = gl_skyclip.value;
7988                         r_refdef.fog_height = 1<<30;
7989                         r_refdef.fog_fadedepth = 128;
7990                 }
7991                 else if (r_refdef.oldgl_fogenable)
7992                 {
7993                         r_refdef.oldgl_fogenable = false;
7994                         r_refdef.fog_density = 0;
7995                         r_refdef.fog_red = 0;
7996                         r_refdef.fog_green = 0;
7997                         r_refdef.fog_blue = 0;
7998                         r_refdef.fog_alpha = 0;
7999                         r_refdef.fog_start = 0;
8000                         r_refdef.fog_end = 0;
8001                         r_refdef.fog_height = 1<<30;
8002                         r_refdef.fog_fadedepth = 128;
8003                 }
8004         }
8005
8006         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8007         r_refdef.fog_start = max(0, r_refdef.fog_start);
8008         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8009
8010         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8011
8012         if (r_refdef.fog_density && r_drawfog.integer)
8013         {
8014                 r_refdef.fogenabled = true;
8015                 // this is the point where the fog reaches 0.9986 alpha, which we
8016                 // consider a good enough cutoff point for the texture
8017                 // (0.9986 * 256 == 255.6)
8018                 if (r_fog_exp2.integer)
8019                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8020                 else
8021                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8022                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8023                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8024                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8025                 // fog color was already set
8026                 // update the fog texture
8027                 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)
8028                         R_BuildFogTexture();
8029         }
8030         else
8031                 r_refdef.fogenabled = false;
8032
8033         switch(vid.renderpath)
8034         {
8035         case RENDERPATH_GL20:
8036         case RENDERPATH_CGGL:
8037                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8038                 {
8039                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8040                         {
8041                                 // build GLSL gamma texture
8042 #define RAMPWIDTH 256
8043                                 unsigned short ramp[RAMPWIDTH * 3];
8044                                 unsigned char rampbgr[RAMPWIDTH][4];
8045                                 int i;
8046
8047                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8048
8049                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8050                                 for(i = 0; i < RAMPWIDTH; ++i)
8051                                 {
8052                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8053                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8054                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8055                                         rampbgr[i][3] = 0;
8056                                 }
8057                                 if (r_texture_gammaramps)
8058                                 {
8059                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8060                                 }
8061                                 else
8062                                 {
8063                                         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);
8064                                 }
8065                         }
8066                 }
8067                 else
8068                 {
8069                         // remove GLSL gamma texture
8070                 }
8071                 break;
8072         case RENDERPATH_GL13:
8073         case RENDERPATH_GL11:
8074                 break;
8075         }
8076 }
8077
8078 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8079 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8080 /*
8081 ================
8082 R_SelectScene
8083 ================
8084 */
8085 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8086         if( scenetype != r_currentscenetype ) {
8087                 // store the old scenetype
8088                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8089                 r_currentscenetype = scenetype;
8090                 // move in the new scene
8091                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8092         }
8093 }
8094
8095 /*
8096 ================
8097 R_GetScenePointer
8098 ================
8099 */
8100 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8101 {
8102         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8103         if( scenetype == r_currentscenetype ) {
8104                 return &r_refdef.scene;
8105         } else {
8106                 return &r_scenes_store[ scenetype ];
8107         }
8108 }
8109
8110 /*
8111 ================
8112 R_RenderView
8113 ================
8114 */
8115 void R_RenderView(void)
8116 {
8117         if (r_timereport_active)
8118                 R_TimeReport("start");
8119         r_textureframe++; // used only by R_GetCurrentTexture
8120         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8121
8122         if (!r_drawentities.integer)
8123                 r_refdef.scene.numentities = 0;
8124
8125         R_AnimCache_ClearCache();
8126         R_FrameData_NewFrame();
8127
8128         if (r_refdef.view.isoverlay)
8129         {
8130                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8131                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8132                 R_TimeReport("depthclear");
8133
8134                 r_refdef.view.showdebug = false;
8135
8136                 r_waterstate.enabled = false;
8137                 r_waterstate.numwaterplanes = 0;
8138
8139                 R_RenderScene();
8140
8141                 CHECKGLERROR
8142                 return;
8143         }
8144
8145         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
8146                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8147
8148         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8149
8150         // break apart the view matrix into vectors for various purposes
8151         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8152         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8153         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8154         VectorNegate(r_refdef.view.left, r_refdef.view.right);
8155         // make an inverted copy of the view matrix for tracking sprites
8156         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8157
8158         R_Shadow_UpdateWorldLightSelection();
8159
8160         R_Bloom_StartFrame();
8161         R_Water_StartFrame();
8162
8163         CHECKGLERROR
8164         if (r_timereport_active)
8165                 R_TimeReport("viewsetup");
8166
8167         R_ResetViewRendering3D();
8168
8169         if (r_refdef.view.clear || r_refdef.fogenabled)
8170         {
8171                 R_ClearScreen(r_refdef.fogenabled);
8172                 if (r_timereport_active)
8173                         R_TimeReport("viewclear");
8174         }
8175         r_refdef.view.clear = true;
8176
8177         // this produces a bloom texture to be used in R_BlendView() later
8178         if (r_hdr.integer && r_bloomstate.bloomwidth)
8179         {
8180                 R_HDR_RenderBloomTexture();
8181                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8182                 r_textureframe++; // used only by R_GetCurrentTexture
8183         }
8184
8185         r_refdef.view.showdebug = true;
8186
8187         R_View_Update();
8188         if (r_timereport_active)
8189                 R_TimeReport("visibility");
8190
8191         r_waterstate.numwaterplanes = 0;
8192         if (r_waterstate.enabled)
8193                 R_RenderWaterPlanes();
8194
8195         R_RenderScene();
8196         r_waterstate.numwaterplanes = 0;
8197
8198         R_BlendView();
8199         if (r_timereport_active)
8200                 R_TimeReport("blendview");
8201
8202         GL_Scissor(0, 0, vid.width, vid.height);
8203         GL_ScissorTest(false);
8204         CHECKGLERROR
8205 }
8206
8207 void R_RenderWaterPlanes(void)
8208 {
8209         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8210         {
8211                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8212                 if (r_timereport_active)
8213                         R_TimeReport("waterworld");
8214         }
8215
8216         // don't let sound skip if going slow
8217         if (r_refdef.scene.extraupdate)
8218                 S_ExtraUpdate ();
8219
8220         R_DrawModelsAddWaterPlanes();
8221         if (r_timereport_active)
8222                 R_TimeReport("watermodels");
8223
8224         if (r_waterstate.numwaterplanes)
8225         {
8226                 R_Water_ProcessPlanes();
8227                 if (r_timereport_active)
8228                         R_TimeReport("waterscenes");
8229         }
8230 }
8231
8232 extern void R_DrawLightningBeams (void);
8233 extern void VM_CL_AddPolygonsToMeshQueue (void);
8234 extern void R_DrawPortals (void);
8235 extern cvar_t cl_locs_show;
8236 static void R_DrawLocs(void);
8237 static void R_DrawEntityBBoxes(void);
8238 static void R_DrawModelDecals(void);
8239 extern void R_DrawModelShadows(void);
8240 extern void R_DrawModelShadowMaps(void);
8241 extern cvar_t cl_decals_newsystem;
8242 extern qboolean r_shadow_usingdeferredprepass;
8243 void R_RenderScene(void)
8244 {
8245         qboolean shadowmapping = false;
8246
8247         r_refdef.stats.renders++;
8248
8249         R_UpdateFogColor();
8250
8251         // don't let sound skip if going slow
8252         if (r_refdef.scene.extraupdate)
8253                 S_ExtraUpdate ();
8254
8255         R_MeshQueue_BeginScene();
8256
8257         R_SkyStartFrame();
8258
8259         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);
8260
8261         if (cl.csqc_vidvars.drawworld)
8262         {
8263                 // don't let sound skip if going slow
8264                 if (r_refdef.scene.extraupdate)
8265                         S_ExtraUpdate ();
8266
8267                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8268                 {
8269                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8270                         if (r_timereport_active)
8271                                 R_TimeReport("worldsky");
8272                 }
8273
8274                 if (R_DrawBrushModelsSky() && r_timereport_active)
8275                         R_TimeReport("bmodelsky");
8276
8277                 if (skyrendermasked && skyrenderlater)
8278                 {
8279                         // we have to force off the water clipping plane while rendering sky
8280                         R_SetupView(false);
8281                         R_Sky();
8282                         R_SetupView(true);
8283                         if (r_timereport_active)
8284                                 R_TimeReport("sky");
8285                 }
8286         }
8287
8288         R_AnimCache_CacheVisibleEntities();
8289         if (r_timereport_active)
8290                 R_TimeReport("animation");
8291
8292         R_Shadow_PrepareLights();
8293         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8294                 R_Shadow_PrepareModelShadows();
8295         if (r_timereport_active)
8296                 R_TimeReport("preparelights");
8297
8298         if (R_Shadow_ShadowMappingEnabled())
8299                 shadowmapping = true;
8300
8301         if (r_shadow_usingdeferredprepass)
8302                 R_Shadow_DrawPrepass();
8303
8304         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8305         {
8306                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8307                 if (r_timereport_active)
8308                         R_TimeReport("worlddepth");
8309         }
8310         if (r_depthfirst.integer >= 2)
8311         {
8312                 R_DrawModelsDepth();
8313                 if (r_timereport_active)
8314                         R_TimeReport("modeldepth");
8315         }
8316
8317         if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
8318         {
8319                 R_DrawModelShadowMaps();
8320                 R_ResetViewRendering3D();
8321                 // don't let sound skip if going slow
8322                 if (r_refdef.scene.extraupdate)
8323                         S_ExtraUpdate ();
8324         }
8325
8326         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8327         {
8328                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8329                 if (r_timereport_active)
8330                         R_TimeReport("world");
8331         }
8332
8333         // don't let sound skip if going slow
8334         if (r_refdef.scene.extraupdate)
8335                 S_ExtraUpdate ();
8336
8337         R_DrawModels();
8338         if (r_timereport_active)
8339                 R_TimeReport("models");
8340
8341         // don't let sound skip if going slow
8342         if (r_refdef.scene.extraupdate)
8343                 S_ExtraUpdate ();
8344
8345         if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8346         {
8347                 R_DrawModelShadows();
8348                 R_ResetViewRendering3D();
8349                 // don't let sound skip if going slow
8350                 if (r_refdef.scene.extraupdate)
8351                         S_ExtraUpdate ();
8352         }
8353
8354         if (!r_shadow_usingdeferredprepass)
8355         {
8356                 R_Shadow_DrawLights();
8357                 if (r_timereport_active)
8358                         R_TimeReport("rtlights");
8359         }
8360
8361         // don't let sound skip if going slow
8362         if (r_refdef.scene.extraupdate)
8363                 S_ExtraUpdate ();
8364
8365         if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8366         {
8367                 R_DrawModelShadows();
8368                 R_ResetViewRendering3D();
8369                 // don't let sound skip if going slow
8370                 if (r_refdef.scene.extraupdate)
8371                         S_ExtraUpdate ();
8372         }
8373
8374         if (cl.csqc_vidvars.drawworld)
8375         {
8376                 if (cl_decals_newsystem.integer)
8377                 {
8378                         R_DrawModelDecals();
8379                         if (r_timereport_active)
8380                                 R_TimeReport("modeldecals");
8381                 }
8382                 else
8383                 {
8384                         R_DrawDecals();
8385                         if (r_timereport_active)
8386                                 R_TimeReport("decals");
8387                 }
8388
8389                 R_DrawParticles();
8390                 if (r_timereport_active)
8391                         R_TimeReport("particles");
8392
8393                 R_DrawExplosions();
8394                 if (r_timereport_active)
8395                         R_TimeReport("explosions");
8396
8397                 R_DrawLightningBeams();
8398                 if (r_timereport_active)
8399                         R_TimeReport("lightning");
8400         }
8401
8402         VM_CL_AddPolygonsToMeshQueue();
8403
8404         if (r_refdef.view.showdebug)
8405         {
8406                 if (cl_locs_show.integer)
8407                 {
8408                         R_DrawLocs();
8409                         if (r_timereport_active)
8410                                 R_TimeReport("showlocs");
8411                 }
8412
8413                 if (r_drawportals.integer)
8414                 {
8415                         R_DrawPortals();
8416                         if (r_timereport_active)
8417                                 R_TimeReport("portals");
8418                 }
8419
8420                 if (r_showbboxes.value > 0)
8421                 {
8422                         R_DrawEntityBBoxes();
8423                         if (r_timereport_active)
8424                                 R_TimeReport("bboxes");
8425                 }
8426         }
8427
8428         R_MeshQueue_RenderTransparent();
8429         if (r_timereport_active)
8430                 R_TimeReport("drawtrans");
8431
8432         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))
8433         {
8434                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8435                 if (r_timereport_active)
8436                         R_TimeReport("worlddebug");
8437                 R_DrawModelsDebug();
8438                 if (r_timereport_active)
8439                         R_TimeReport("modeldebug");
8440         }
8441
8442         if (cl.csqc_vidvars.drawworld)
8443         {
8444                 R_Shadow_DrawCoronas();
8445                 if (r_timereport_active)
8446                         R_TimeReport("coronas");
8447         }
8448
8449         // don't let sound skip if going slow
8450         if (r_refdef.scene.extraupdate)
8451                 S_ExtraUpdate ();
8452
8453         R_ResetViewRendering2D();
8454 }
8455
8456 static const unsigned short bboxelements[36] =
8457 {
8458         5, 1, 3, 5, 3, 7,
8459         6, 2, 0, 6, 0, 4,
8460         7, 3, 2, 7, 2, 6,
8461         4, 0, 1, 4, 1, 5,
8462         4, 5, 7, 4, 7, 6,
8463         1, 0, 2, 1, 2, 3,
8464 };
8465
8466 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8467 {
8468         int i;
8469         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8470
8471         RSurf_ActiveWorldEntity();
8472
8473         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8474         GL_DepthMask(false);
8475         GL_DepthRange(0, 1);
8476         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8477         R_Mesh_ResetTextureState();
8478
8479         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8480         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8481         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8482         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8483         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8484         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8485         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8486         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8487         R_FillColors(color4f, 8, cr, cg, cb, ca);
8488         if (r_refdef.fogenabled)
8489         {
8490                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8491                 {
8492                         f1 = RSurf_FogVertex(v);
8493                         f2 = 1 - f1;
8494                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8495                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8496                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8497                 }
8498         }
8499         R_Mesh_VertexPointer(vertex3f, 0, 0);
8500         R_Mesh_ColorPointer(color4f, 0, 0);
8501         R_Mesh_ResetTextureState();
8502         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8503         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8504 }
8505
8506 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8507 {
8508         int i;
8509         float color[4];
8510         prvm_edict_t *edict;
8511         prvm_prog_t *prog_save = prog;
8512
8513         // this function draws bounding boxes of server entities
8514         if (!sv.active)
8515                 return;
8516
8517         GL_CullFace(GL_NONE);
8518         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8519
8520         prog = 0;
8521         SV_VM_Begin();
8522         for (i = 0;i < numsurfaces;i++)
8523         {
8524                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8525                 switch ((int)edict->fields.server->solid)
8526                 {
8527                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8528                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8529                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8530                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8531                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8532                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8533                 }
8534                 color[3] *= r_showbboxes.value;
8535                 color[3] = bound(0, color[3], 1);
8536                 GL_DepthTest(!r_showdisabledepthtest.integer);
8537                 GL_CullFace(r_refdef.view.cullface_front);
8538                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8539         }
8540         SV_VM_End();
8541         prog = prog_save;
8542 }
8543
8544 static void R_DrawEntityBBoxes(void)
8545 {
8546         int i;
8547         prvm_edict_t *edict;
8548         vec3_t center;
8549         prvm_prog_t *prog_save = prog;
8550
8551         // this function draws bounding boxes of server entities
8552         if (!sv.active)
8553                 return;
8554
8555         prog = 0;
8556         SV_VM_Begin();
8557         for (i = 0;i < prog->num_edicts;i++)
8558         {
8559                 edict = PRVM_EDICT_NUM(i);
8560                 if (edict->priv.server->free)
8561                         continue;
8562                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8563                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8564                         continue;
8565                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8566                         continue;
8567                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8568                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8569         }
8570         SV_VM_End();
8571         prog = prog_save;
8572 }
8573
8574 static const int nomodelelement3i[24] =
8575 {
8576         5, 2, 0,
8577         5, 1, 2,
8578         5, 0, 3,
8579         5, 3, 1,
8580         0, 2, 4,
8581         2, 1, 4,
8582         3, 0, 4,
8583         1, 3, 4
8584 };
8585
8586 static const unsigned short nomodelelement3s[24] =
8587 {
8588         5, 2, 0,
8589         5, 1, 2,
8590         5, 0, 3,
8591         5, 3, 1,
8592         0, 2, 4,
8593         2, 1, 4,
8594         3, 0, 4,
8595         1, 3, 4
8596 };
8597
8598 static const float nomodelvertex3f[6*3] =
8599 {
8600         -16,   0,   0,
8601          16,   0,   0,
8602           0, -16,   0,
8603           0,  16,   0,
8604           0,   0, -16,
8605           0,   0,  16
8606 };
8607
8608 static const float nomodelcolor4f[6*4] =
8609 {
8610         0.0f, 0.0f, 0.5f, 1.0f,
8611         0.0f, 0.0f, 0.5f, 1.0f,
8612         0.0f, 0.5f, 0.0f, 1.0f,
8613         0.0f, 0.5f, 0.0f, 1.0f,
8614         0.5f, 0.0f, 0.0f, 1.0f,
8615         0.5f, 0.0f, 0.0f, 1.0f
8616 };
8617
8618 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8619 {
8620         int i;
8621         float f1, f2, *c;
8622         float color4f[6*4];
8623
8624         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);
8625
8626         // this is only called once per entity so numsurfaces is always 1, and
8627         // surfacelist is always {0}, so this code does not handle batches
8628
8629         if (rsurface.ent_flags & RENDER_ADDITIVE)
8630         {
8631                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8632                 GL_DepthMask(false);
8633         }
8634         else if (rsurface.colormod[3] < 1)
8635         {
8636                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8637                 GL_DepthMask(false);
8638         }
8639         else
8640         {
8641                 GL_BlendFunc(GL_ONE, GL_ZERO);
8642                 GL_DepthMask(true);
8643         }
8644         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8645         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8646         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8647         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8648         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8649         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8650         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8651         R_Mesh_ColorPointer(color4f, 0, 0);
8652         for (i = 0, c = color4f;i < 6;i++, c += 4)
8653         {
8654                 c[0] *= rsurface.colormod[0];
8655                 c[1] *= rsurface.colormod[1];
8656                 c[2] *= rsurface.colormod[2];
8657                 c[3] *= rsurface.colormod[3];
8658         }
8659         if (r_refdef.fogenabled)
8660         {
8661                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8662                 {
8663                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8664                         f2 = 1 - f1;
8665                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8666                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8667                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8668                 }
8669         }
8670         R_Mesh_ResetTextureState();
8671         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8672 }
8673
8674 void R_DrawNoModel(entity_render_t *ent)
8675 {
8676         vec3_t org;
8677         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8678         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8679                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8680         else
8681                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8682 }
8683
8684 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
8685 {
8686         vec3_t right1, right2, diff, normal;
8687
8688         VectorSubtract (org2, org1, normal);
8689
8690         // calculate 'right' vector for start
8691         VectorSubtract (r_refdef.view.origin, org1, diff);
8692         CrossProduct (normal, diff, right1);
8693         VectorNormalize (right1);
8694
8695         // calculate 'right' vector for end
8696         VectorSubtract (r_refdef.view.origin, org2, diff);
8697         CrossProduct (normal, diff, right2);
8698         VectorNormalize (right2);
8699
8700         vert[ 0] = org1[0] + width * right1[0];
8701         vert[ 1] = org1[1] + width * right1[1];
8702         vert[ 2] = org1[2] + width * right1[2];
8703         vert[ 3] = org1[0] - width * right1[0];
8704         vert[ 4] = org1[1] - width * right1[1];
8705         vert[ 5] = org1[2] - width * right1[2];
8706         vert[ 6] = org2[0] - width * right2[0];
8707         vert[ 7] = org2[1] - width * right2[1];
8708         vert[ 8] = org2[2] - width * right2[2];
8709         vert[ 9] = org2[0] + width * right2[0];
8710         vert[10] = org2[1] + width * right2[1];
8711         vert[11] = org2[2] + width * right2[2];
8712 }
8713
8714 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)
8715 {
8716         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
8717         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
8718         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
8719         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
8720         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
8721         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
8722         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
8723         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
8724         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
8725         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
8726         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
8727         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8728 }
8729
8730 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8731 {
8732         int i;
8733         float *vertex3f;
8734         float v[3];
8735         VectorSet(v, x, y, z);
8736         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8737                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8738                         break;
8739         if (i == mesh->numvertices)
8740         {
8741                 if (mesh->numvertices < mesh->maxvertices)
8742                 {
8743                         VectorCopy(v, vertex3f);
8744                         mesh->numvertices++;
8745                 }
8746                 return mesh->numvertices;
8747         }
8748         else
8749                 return i;
8750 }
8751
8752 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8753 {
8754         int i;
8755         int *e, element[3];
8756         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8757         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8758         e = mesh->element3i + mesh->numtriangles * 3;
8759         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8760         {
8761                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8762                 if (mesh->numtriangles < mesh->maxtriangles)
8763                 {
8764                         *e++ = element[0];
8765                         *e++ = element[1];
8766                         *e++ = element[2];
8767                         mesh->numtriangles++;
8768                 }
8769                 element[1] = element[2];
8770         }
8771 }
8772
8773 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8774 {
8775         int i;
8776         int *e, element[3];
8777         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8778         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8779         e = mesh->element3i + mesh->numtriangles * 3;
8780         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8781         {
8782                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8783                 if (mesh->numtriangles < mesh->maxtriangles)
8784                 {
8785                         *e++ = element[0];
8786                         *e++ = element[1];
8787                         *e++ = element[2];
8788                         mesh->numtriangles++;
8789                 }
8790                 element[1] = element[2];
8791         }
8792 }
8793
8794 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8795 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8796 {
8797         int planenum, planenum2;
8798         int w;
8799         int tempnumpoints;
8800         mplane_t *plane, *plane2;
8801         double maxdist;
8802         double temppoints[2][256*3];
8803         // figure out how large a bounding box we need to properly compute this brush
8804         maxdist = 0;
8805         for (w = 0;w < numplanes;w++)
8806                 maxdist = max(maxdist, fabs(planes[w].dist));
8807         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8808         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8809         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8810         {
8811                 w = 0;
8812                 tempnumpoints = 4;
8813                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8814                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8815                 {
8816                         if (planenum2 == planenum)
8817                                 continue;
8818                         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);
8819                         w = !w;
8820                 }
8821                 if (tempnumpoints < 3)
8822                         continue;
8823                 // generate elements forming a triangle fan for this polygon
8824                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8825         }
8826 }
8827
8828 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)
8829 {
8830         texturelayer_t *layer;
8831         layer = t->currentlayers + t->currentnumlayers++;
8832         layer->type = type;
8833         layer->depthmask = depthmask;
8834         layer->blendfunc1 = blendfunc1;
8835         layer->blendfunc2 = blendfunc2;
8836         layer->texture = texture;
8837         layer->texmatrix = *matrix;
8838         layer->color[0] = r;
8839         layer->color[1] = g;
8840         layer->color[2] = b;
8841         layer->color[3] = a;
8842 }
8843
8844 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8845 {
8846         double index, f;
8847         index = parms[2] + r_refdef.scene.time * parms[3];
8848         index -= floor(index);
8849         switch (func)
8850         {
8851         default:
8852         case Q3WAVEFUNC_NONE:
8853         case Q3WAVEFUNC_NOISE:
8854         case Q3WAVEFUNC_COUNT:
8855                 f = 0;
8856                 break;
8857         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8858         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8859         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8860         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8861         case Q3WAVEFUNC_TRIANGLE:
8862                 index *= 4;
8863                 f = index - floor(index);
8864                 if (index < 1)
8865                         f = f;
8866                 else if (index < 2)
8867                         f = 1 - f;
8868                 else if (index < 3)
8869                         f = -f;
8870                 else
8871                         f = -(1 - f);
8872                 break;
8873         }
8874         return (float)(parms[0] + parms[1] * f);
8875 }
8876
8877 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8878 {
8879         int w, h, idx;
8880         float f;
8881         float tcmat[12];
8882         matrix4x4_t matrix, temp;
8883         switch(tcmod->tcmod)
8884         {
8885                 case Q3TCMOD_COUNT:
8886                 case Q3TCMOD_NONE:
8887                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8888                                 matrix = r_waterscrollmatrix;
8889                         else
8890                                 matrix = identitymatrix;
8891                         break;
8892                 case Q3TCMOD_ENTITYTRANSLATE:
8893                         // this is used in Q3 to allow the gamecode to control texcoord
8894                         // scrolling on the entity, which is not supported in darkplaces yet.
8895                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8896                         break;
8897                 case Q3TCMOD_ROTATE:
8898                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8899                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
8900                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8901                         break;
8902                 case Q3TCMOD_SCALE:
8903                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8904                         break;
8905                 case Q3TCMOD_SCROLL:
8906                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
8907                         break;
8908                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8909                         w = (int) tcmod->parms[0];
8910                         h = (int) tcmod->parms[1];
8911                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
8912                         f = f - floor(f);
8913                         idx = (int) floor(f * w * h);
8914                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8915                         break;
8916                 case Q3TCMOD_STRETCH:
8917                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8918                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8919                         break;
8920                 case Q3TCMOD_TRANSFORM:
8921                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
8922                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
8923                         VectorSet(tcmat +  6, 0                   , 0                , 1);
8924                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
8925                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8926                         break;
8927                 case Q3TCMOD_TURBULENT:
8928                         // this is handled in the RSurf_PrepareVertices function
8929                         matrix = identitymatrix;
8930                         break;
8931         }
8932         temp = *texmatrix;
8933         Matrix4x4_Concat(texmatrix, &matrix, &temp);
8934 }
8935
8936 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8937 {
8938         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
8939         char name[MAX_QPATH];
8940         skinframe_t *skinframe;
8941         unsigned char pixels[296*194];
8942         strlcpy(cache->name, skinname, sizeof(cache->name));
8943         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8944         if (developer_loading.integer)
8945                 Con_Printf("loading %s\n", name);
8946         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8947         if (!skinframe || !skinframe->base)
8948         {
8949                 unsigned char *f;
8950                 fs_offset_t filesize;
8951                 skinframe = NULL;
8952                 f = FS_LoadFile(name, tempmempool, true, &filesize);
8953                 if (f)
8954                 {
8955                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8956                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8957                         Mem_Free(f);
8958                 }
8959         }
8960         cache->skinframe = skinframe;
8961 }
8962
8963 texture_t *R_GetCurrentTexture(texture_t *t)
8964 {
8965         int i;
8966         const entity_render_t *ent = rsurface.entity;
8967         dp_model_t *model = ent->model;
8968         q3shaderinfo_layer_tcmod_t *tcmod;
8969
8970         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
8971                 return t->currentframe;
8972         t->update_lastrenderframe = r_textureframe;
8973         t->update_lastrenderentity = (void *)ent;
8974
8975         // switch to an alternate material if this is a q1bsp animated material
8976         {
8977                 texture_t *texture = t;
8978                 int s = rsurface.ent_skinnum;
8979                 if ((unsigned int)s >= (unsigned int)model->numskins)
8980                         s = 0;
8981                 if (model->skinscenes)
8982                 {
8983                         if (model->skinscenes[s].framecount > 1)
8984                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8985                         else
8986                                 s = model->skinscenes[s].firstframe;
8987                 }
8988                 if (s > 0)
8989                         t = t + s * model->num_surfaces;
8990                 if (t->animated)
8991                 {
8992                         // use an alternate animation if the entity's frame is not 0,
8993                         // and only if the texture has an alternate animation
8994                         if (rsurface.ent_alttextures && t->anim_total[1])
8995                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
8996                         else
8997                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
8998                 }
8999                 texture->currentframe = t;
9000         }
9001
9002         // update currentskinframe to be a qw skin or animation frame
9003         if (rsurface.ent_qwskin >= 0)
9004         {
9005                 i = rsurface.ent_qwskin;
9006                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9007                 {
9008                         r_qwskincache_size = cl.maxclients;
9009                         if (r_qwskincache)
9010                                 Mem_Free(r_qwskincache);
9011                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9012                 }
9013                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9014                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9015                 t->currentskinframe = r_qwskincache[i].skinframe;
9016                 if (t->currentskinframe == NULL)
9017                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9018         }
9019         else if (t->numskinframes >= 2)
9020                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9021         if (t->backgroundnumskinframes >= 2)
9022                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9023
9024         t->currentmaterialflags = t->basematerialflags;
9025         t->currentalpha = rsurface.colormod[3];
9026         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9027                 t->currentalpha *= r_wateralpha.value;
9028         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9029                 t->currentalpha *= t->r_water_wateralpha;
9030         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9031                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
9032         if (!(rsurface.ent_flags & RENDER_LIGHT))
9033                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9034         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9035         {
9036                 // pick a model lighting mode
9037                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9038                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9039                 else
9040                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9041         }
9042         if (rsurface.ent_flags & RENDER_ADDITIVE)
9043                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9044         else if (t->currentalpha < 1)
9045                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9046         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9047                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9048         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9049                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9050         if (t->backgroundnumskinframes)
9051                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9052         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9053         {
9054                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
9055                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9056         }
9057         else
9058                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
9059         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9060                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9061
9062         // there is no tcmod
9063         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9064         {
9065                 t->currenttexmatrix = r_waterscrollmatrix;
9066                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9067         }
9068         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9069         {
9070                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9071                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9072         }
9073
9074         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9075                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9076         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9077                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9078
9079         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9080         if (t->currentskinframe->qpixels)
9081                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9082         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9083         if (!t->basetexture)
9084                 t->basetexture = r_texture_notexture;
9085         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9086         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9087         t->nmaptexture = t->currentskinframe->nmap;
9088         if (!t->nmaptexture)
9089                 t->nmaptexture = r_texture_blanknormalmap;
9090         t->glosstexture = r_texture_black;
9091         t->glowtexture = t->currentskinframe->glow;
9092         t->fogtexture = t->currentskinframe->fog;
9093         t->reflectmasktexture = t->currentskinframe->reflect;
9094         if (t->backgroundnumskinframes)
9095         {
9096                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9097                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9098                 t->backgroundglosstexture = r_texture_black;
9099                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9100                 if (!t->backgroundnmaptexture)
9101                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9102         }
9103         else
9104         {
9105                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9106                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9107                 t->backgroundglosstexture = r_texture_black;
9108                 t->backgroundglowtexture = NULL;
9109         }
9110         t->specularpower = r_shadow_glossexponent.value;
9111         // TODO: store reference values for these in the texture?
9112         t->specularscale = 0;
9113         if (r_shadow_gloss.integer > 0)
9114         {
9115                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9116                 {
9117                         if (r_shadow_glossintensity.value > 0)
9118                         {
9119                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9120                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9121                                 t->specularscale = r_shadow_glossintensity.value;
9122                         }
9123                 }
9124                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9125                 {
9126                         t->glosstexture = r_texture_white;
9127                         t->backgroundglosstexture = r_texture_white;
9128                         t->specularscale = r_shadow_gloss2intensity.value;
9129                         t->specularpower = r_shadow_gloss2exponent.value;
9130                 }
9131         }
9132         t->specularscale *= t->specularscalemod;
9133         t->specularpower *= t->specularpowermod;
9134
9135         // lightmaps mode looks bad with dlights using actual texturing, so turn
9136         // off the colormap and glossmap, but leave the normalmap on as it still
9137         // accurately represents the shading involved
9138         if (gl_lightmaps.integer)
9139         {
9140                 t->basetexture = r_texture_grey128;
9141                 t->pantstexture = r_texture_black;
9142                 t->shirttexture = r_texture_black;
9143                 t->nmaptexture = r_texture_blanknormalmap;
9144                 t->glosstexture = r_texture_black;
9145                 t->glowtexture = NULL;
9146                 t->fogtexture = NULL;
9147                 t->reflectmasktexture = NULL;
9148                 t->backgroundbasetexture = NULL;
9149                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9150                 t->backgroundglosstexture = r_texture_black;
9151                 t->backgroundglowtexture = NULL;
9152                 t->specularscale = 0;
9153                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9154         }
9155
9156         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9157         VectorClear(t->dlightcolor);
9158         t->currentnumlayers = 0;
9159         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9160         {
9161                 int blendfunc1, blendfunc2;
9162                 qboolean depthmask;
9163                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9164                 {
9165                         blendfunc1 = GL_SRC_ALPHA;
9166                         blendfunc2 = GL_ONE;
9167                 }
9168                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9169                 {
9170                         blendfunc1 = GL_SRC_ALPHA;
9171                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9172                 }
9173                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9174                 {
9175                         blendfunc1 = t->customblendfunc[0];
9176                         blendfunc2 = t->customblendfunc[1];
9177                 }
9178                 else
9179                 {
9180                         blendfunc1 = GL_ONE;
9181                         blendfunc2 = GL_ZERO;
9182                 }
9183                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9184                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9185                 {
9186                         // fullbright is not affected by r_refdef.lightmapintensity
9187                         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]);
9188                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9189                                 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]);
9190                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9191                                 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]);
9192                 }
9193                 else
9194                 {
9195                         vec3_t ambientcolor;
9196                         float colorscale;
9197                         // set the color tint used for lights affecting this surface
9198                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9199                         colorscale = 2;
9200                         // q3bsp has no lightmap updates, so the lightstylevalue that
9201                         // would normally be baked into the lightmap must be
9202                         // applied to the color
9203                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9204                         if (model->type == mod_brushq3)
9205                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9206                         colorscale *= r_refdef.lightmapintensity;
9207                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9208                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9209                         // basic lit geometry
9210                         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]);
9211                         // add pants/shirt if needed
9212                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9213                                 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]);
9214                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9215                                 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]);
9216                         // now add ambient passes if needed
9217                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9218                         {
9219                                 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]);
9220                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9221                                         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]);
9222                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9223                                         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]);
9224                         }
9225                 }
9226                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9227                         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]);
9228                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9229                 {
9230                         // if this is opaque use alpha blend which will darken the earlier
9231                         // passes cheaply.
9232                         //
9233                         // if this is an alpha blended material, all the earlier passes
9234                         // were darkened by fog already, so we only need to add the fog
9235                         // color ontop through the fog mask texture
9236                         //
9237                         // if this is an additive blended material, all the earlier passes
9238                         // were darkened by fog already, and we should not add fog color
9239                         // (because the background was not darkened, there is no fog color
9240                         // that was lost behind it).
9241                         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]);
9242                 }
9243         }
9244
9245         return t->currentframe;
9246 }
9247
9248 rsurfacestate_t rsurface;
9249
9250 void R_Mesh_ResizeArrays(int newvertices)
9251 {
9252         float *base;
9253         if (rsurface.array_size >= newvertices)
9254                 return;
9255         if (rsurface.array_modelvertex3f)
9256                 Mem_Free(rsurface.array_modelvertex3f);
9257         rsurface.array_size = (newvertices + 1023) & ~1023;
9258         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9259         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9260         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9261         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9262         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9263         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9264         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9265         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9266         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9267         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9268         rsurface.array_color4f           = base + rsurface.array_size * 27;
9269         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9270 }
9271
9272 void RSurf_ActiveWorldEntity(void)
9273 {
9274         dp_model_t *model = r_refdef.scene.worldmodel;
9275         //if (rsurface.entity == r_refdef.scene.worldentity)
9276         //      return;
9277         rsurface.entity = r_refdef.scene.worldentity;
9278         rsurface.skeleton = NULL;
9279         rsurface.ent_skinnum = 0;
9280         rsurface.ent_qwskin = -1;
9281         rsurface.ent_shadertime = 0;
9282         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9283         if (rsurface.array_size < model->surfmesh.num_vertices)
9284                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9285         rsurface.matrix = identitymatrix;
9286         rsurface.inversematrix = identitymatrix;
9287         rsurface.matrixscale = 1;
9288         rsurface.inversematrixscale = 1;
9289         R_EntityMatrix(&identitymatrix);
9290         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9291         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9292         rsurface.fograngerecip = r_refdef.fograngerecip;
9293         rsurface.fogheightfade = r_refdef.fogheightfade;
9294         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9295         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9296         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9297         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9298         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9299         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9300         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9301         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9302         rsurface.colormod[3] = 1;
9303         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);
9304         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9305         rsurface.frameblend[0].lerp = 1;
9306         rsurface.ent_alttextures = false;
9307         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9308         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9309         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9310         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9311         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9312         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9313         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9314         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9315         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9316         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9317         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9318         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9319         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9320         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9321         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9322         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9323         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9324         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9325         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9326         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9327         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9328         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9329         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9330         rsurface.modelelement3i = model->surfmesh.data_element3i;
9331         rsurface.modelelement3s = model->surfmesh.data_element3s;
9332         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9333         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9334         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9335         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9336         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9337         rsurface.modelsurfaces = model->data_surfaces;
9338         rsurface.generatedvertex = false;
9339         rsurface.vertex3f  = rsurface.modelvertex3f;
9340         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9341         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9342         rsurface.svector3f = rsurface.modelsvector3f;
9343         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9344         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9345         rsurface.tvector3f = rsurface.modeltvector3f;
9346         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9347         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9348         rsurface.normal3f  = rsurface.modelnormal3f;
9349         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9350         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9351         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9352 }
9353
9354 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9355 {
9356         dp_model_t *model = ent->model;
9357         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9358         //      return;
9359         rsurface.entity = (entity_render_t *)ent;
9360         rsurface.skeleton = ent->skeleton;
9361         rsurface.ent_skinnum = ent->skinnum;
9362         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;
9363         rsurface.ent_shadertime = ent->shadertime;
9364         rsurface.ent_flags = ent->flags;
9365         if (rsurface.array_size < model->surfmesh.num_vertices)
9366                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9367         rsurface.matrix = ent->matrix;
9368         rsurface.inversematrix = ent->inversematrix;
9369         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9370         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9371         R_EntityMatrix(&rsurface.matrix);
9372         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9373         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9374         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9375         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9376         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9377         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9378         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9379         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9380         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9381         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9382         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9383         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9384         rsurface.colormod[3] = ent->alpha;
9385         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9386         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9387         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9388         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9389         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9390         if (ent->model->brush.submodel && !prepass)
9391         {
9392                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9393                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9394         }
9395         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9396         {
9397                 if (ent->animcache_vertex3f && !r_framedata_failed)
9398                 {
9399                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9400                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9401                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9402                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9403                 }
9404                 else if (wanttangents)
9405                 {
9406                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9407                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9408                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9409                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9410                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9411                 }
9412                 else if (wantnormals)
9413                 {
9414                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9415                         rsurface.modelsvector3f = NULL;
9416                         rsurface.modeltvector3f = NULL;
9417                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9418                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9419                 }
9420                 else
9421                 {
9422                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9423                         rsurface.modelsvector3f = NULL;
9424                         rsurface.modeltvector3f = NULL;
9425                         rsurface.modelnormal3f = NULL;
9426                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9427                 }
9428                 rsurface.modelvertex3f_bufferobject = 0;
9429                 rsurface.modelvertex3f_bufferoffset = 0;
9430                 rsurface.modelsvector3f_bufferobject = 0;
9431                 rsurface.modelsvector3f_bufferoffset = 0;
9432                 rsurface.modeltvector3f_bufferobject = 0;
9433                 rsurface.modeltvector3f_bufferoffset = 0;
9434                 rsurface.modelnormal3f_bufferobject = 0;
9435                 rsurface.modelnormal3f_bufferoffset = 0;
9436                 rsurface.generatedvertex = true;
9437         }
9438         else
9439         {
9440                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9441                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9442                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9443                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9444                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9445                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9446                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9447                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9448                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9449                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9450                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9451                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9452                 rsurface.generatedvertex = false;
9453         }
9454         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9455         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9456         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9457         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9458         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9459         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9460         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9461         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9462         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9463         rsurface.modelelement3i = model->surfmesh.data_element3i;
9464         rsurface.modelelement3s = model->surfmesh.data_element3s;
9465         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9466         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9467         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9468         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9469         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9470         rsurface.modelsurfaces = model->data_surfaces;
9471         rsurface.vertex3f  = rsurface.modelvertex3f;
9472         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9473         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9474         rsurface.svector3f = rsurface.modelsvector3f;
9475         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9476         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9477         rsurface.tvector3f = rsurface.modeltvector3f;
9478         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9479         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9480         rsurface.normal3f  = rsurface.modelnormal3f;
9481         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9482         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9483         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9484 }
9485
9486 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)
9487 {
9488         rsurface.entity = r_refdef.scene.worldentity;
9489         rsurface.skeleton = NULL;
9490         rsurface.ent_skinnum = 0;
9491         rsurface.ent_qwskin = -1;
9492         rsurface.ent_shadertime = shadertime;
9493         rsurface.ent_flags = entflags;
9494         rsurface.modelnum_vertices = numvertices;
9495         rsurface.modelnum_triangles = numtriangles;
9496         if (rsurface.array_size < rsurface.modelnum_vertices)
9497                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9498         rsurface.matrix = *matrix;
9499         rsurface.inversematrix = *inversematrix;
9500         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9501         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9502         R_EntityMatrix(&rsurface.matrix);
9503         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9504         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9505         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9506         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9507         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9508         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9509         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9510         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9511         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9512         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9513         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9514         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9515         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);
9516         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9517         rsurface.frameblend[0].lerp = 1;
9518         rsurface.ent_alttextures = false;
9519         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9520         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9521         if (wanttangents)
9522         {
9523                 rsurface.modelvertex3f = vertex3f;
9524                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9525                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9526                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9527         }
9528         else if (wantnormals)
9529         {
9530                 rsurface.modelvertex3f = vertex3f;
9531                 rsurface.modelsvector3f = NULL;
9532                 rsurface.modeltvector3f = NULL;
9533                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9534         }
9535         else
9536         {
9537                 rsurface.modelvertex3f = vertex3f;
9538                 rsurface.modelsvector3f = NULL;
9539                 rsurface.modeltvector3f = NULL;
9540                 rsurface.modelnormal3f = NULL;
9541         }
9542         rsurface.modelvertex3f_bufferobject = 0;
9543         rsurface.modelvertex3f_bufferoffset = 0;
9544         rsurface.modelsvector3f_bufferobject = 0;
9545         rsurface.modelsvector3f_bufferoffset = 0;
9546         rsurface.modeltvector3f_bufferobject = 0;
9547         rsurface.modeltvector3f_bufferoffset = 0;
9548         rsurface.modelnormal3f_bufferobject = 0;
9549         rsurface.modelnormal3f_bufferoffset = 0;
9550         rsurface.generatedvertex = true;
9551         rsurface.modellightmapcolor4f  = color4f;
9552         rsurface.modellightmapcolor4f_bufferobject = 0;
9553         rsurface.modellightmapcolor4f_bufferoffset = 0;
9554         rsurface.modeltexcoordtexture2f  = texcoord2f;
9555         rsurface.modeltexcoordtexture2f_bufferobject = 0;
9556         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9557         rsurface.modeltexcoordlightmap2f  = NULL;
9558         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9559         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9560         rsurface.modelelement3i = element3i;
9561         rsurface.modelelement3s = element3s;
9562         rsurface.modelelement3i_bufferobject = 0;
9563         rsurface.modelelement3s_bufferobject = 0;
9564         rsurface.modellightmapoffsets = NULL;
9565         rsurface.modelsurfaces = NULL;
9566         rsurface.vertex3f  = rsurface.modelvertex3f;
9567         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9568         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9569         rsurface.svector3f = rsurface.modelsvector3f;
9570         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9571         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9572         rsurface.tvector3f = rsurface.modeltvector3f;
9573         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9574         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9575         rsurface.normal3f  = rsurface.modelnormal3f;
9576         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9577         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9578         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9579
9580         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9581         {
9582                 if ((wantnormals || wanttangents) && !normal3f)
9583                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9584                 if (wanttangents && !svector3f)
9585                         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);
9586         }
9587 }
9588
9589 float RSurf_FogPoint(const float *v)
9590 {
9591         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9592         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9593         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9594         float FogHeightFade = r_refdef.fogheightfade;
9595         float fogfrac;
9596         unsigned int fogmasktableindex;
9597         if (r_refdef.fogplaneviewabove)
9598                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9599         else
9600                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9601         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9602         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9603 }
9604
9605 float RSurf_FogVertex(const float *v)
9606 {
9607         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9608         float FogPlaneViewDist = rsurface.fogplaneviewdist;
9609         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9610         float FogHeightFade = rsurface.fogheightfade;
9611         float fogfrac;
9612         unsigned int fogmasktableindex;
9613         if (r_refdef.fogplaneviewabove)
9614                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9615         else
9616                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9617         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9618         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9619 }
9620
9621 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9622 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9623 {
9624         int deformindex;
9625         int texturesurfaceindex;
9626         int i, j;
9627         float amplitude;
9628         float animpos;
9629         float scale;
9630         const float *v1, *in_tc;
9631         float *out_tc;
9632         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9633         float waveparms[4];
9634         q3shaderinfo_deform_t *deform;
9635         // 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
9636         if (rsurface.generatedvertex)
9637         {
9638                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9639                         generatenormals = true;
9640                 for (i = 0;i < Q3MAXDEFORMS;i++)
9641                 {
9642                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9643                         {
9644                                 generatetangents = true;
9645                                 generatenormals = true;
9646                         }
9647                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9648                                 generatenormals = true;
9649                 }
9650                 if (generatenormals && !rsurface.modelnormal3f)
9651                 {
9652                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9653                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9654                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9655                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9656                 }
9657                 if (generatetangents && !rsurface.modelsvector3f)
9658                 {
9659                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9660                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9661                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9662                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9663                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9664                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9665                         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);
9666                 }
9667         }
9668         rsurface.vertex3f  = rsurface.modelvertex3f;
9669         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9670         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9671         rsurface.svector3f = rsurface.modelsvector3f;
9672         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9673         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9674         rsurface.tvector3f = rsurface.modeltvector3f;
9675         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9676         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9677         rsurface.normal3f  = rsurface.modelnormal3f;
9678         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9679         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9680         // if vertices are deformed (sprite flares and things in maps, possibly
9681         // water waves, bulges and other deformations), generate them into
9682         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
9683         // (may be static model data or generated data for an animated model, or
9684         //  the previous deform pass)
9685         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
9686         {
9687                 switch (deform->deform)
9688                 {
9689                 default:
9690                 case Q3DEFORM_PROJECTIONSHADOW:
9691                 case Q3DEFORM_TEXT0:
9692                 case Q3DEFORM_TEXT1:
9693                 case Q3DEFORM_TEXT2:
9694                 case Q3DEFORM_TEXT3:
9695                 case Q3DEFORM_TEXT4:
9696                 case Q3DEFORM_TEXT5:
9697                 case Q3DEFORM_TEXT6:
9698                 case Q3DEFORM_TEXT7:
9699                 case Q3DEFORM_NONE:
9700                         break;
9701                 case Q3DEFORM_AUTOSPRITE:
9702                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9703                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9704                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9705                         VectorNormalize(newforward);
9706                         VectorNormalize(newright);
9707                         VectorNormalize(newup);
9708                         // make deformed versions of only the model vertices used by the specified surfaces
9709                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9710                         {
9711                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9712                                 // a single autosprite surface can contain multiple sprites...
9713                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9714                                 {
9715                                         VectorClear(center);
9716                                         for (i = 0;i < 4;i++)
9717                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9718                                         VectorScale(center, 0.25f, center);
9719                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
9720                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
9721                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
9722                                         for (i = 0;i < 4;i++)
9723                                         {
9724                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
9725                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9726                                         }
9727                                 }
9728                                 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);
9729                                 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);
9730                         }
9731                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9732                         rsurface.vertex3f_bufferobject = 0;
9733                         rsurface.vertex3f_bufferoffset = 0;
9734                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9735                         rsurface.svector3f_bufferobject = 0;
9736                         rsurface.svector3f_bufferoffset = 0;
9737                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9738                         rsurface.tvector3f_bufferobject = 0;
9739                         rsurface.tvector3f_bufferoffset = 0;
9740                         rsurface.normal3f = rsurface.array_deformednormal3f;
9741                         rsurface.normal3f_bufferobject = 0;
9742                         rsurface.normal3f_bufferoffset = 0;
9743                         break;
9744                 case Q3DEFORM_AUTOSPRITE2:
9745                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9746                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9747                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9748                         VectorNormalize(newforward);
9749                         VectorNormalize(newright);
9750                         VectorNormalize(newup);
9751                         // make deformed versions of only the model vertices used by the specified surfaces
9752                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9753                         {
9754                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9755                                 const float *v1, *v2;
9756                                 vec3_t start, end;
9757                                 float f, l;
9758                                 struct
9759                                 {
9760                                         float length2;
9761                                         const float *v1;
9762                                         const float *v2;
9763                                 }
9764                                 shortest[2];
9765                                 memset(shortest, 0, sizeof(shortest));
9766                                 // a single autosprite surface can contain multiple sprites...
9767                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
9768                                 {
9769                                         VectorClear(center);
9770                                         for (i = 0;i < 4;i++)
9771                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
9772                                         VectorScale(center, 0.25f, center);
9773                                         // find the two shortest edges, then use them to define the
9774                                         // axis vectors for rotating around the central axis
9775                                         for (i = 0;i < 6;i++)
9776                                         {
9777                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
9778                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
9779 #if 0
9780                                                 Debug_PolygonBegin(NULL, 0);
9781                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
9782                                                 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);
9783                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
9784                                                 Debug_PolygonEnd();
9785 #endif
9786                                                 l = VectorDistance2(v1, v2);
9787                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9788                                                 if (v1[2] != v2[2])
9789                                                         l += (1.0f / 1024.0f);
9790                                                 if (shortest[0].length2 > l || i == 0)
9791                                                 {
9792                                                         shortest[1] = shortest[0];
9793                                                         shortest[0].length2 = l;
9794                                                         shortest[0].v1 = v1;
9795                                                         shortest[0].v2 = v2;
9796                                                 }
9797                                                 else if (shortest[1].length2 > l || i == 1)
9798                                                 {
9799                                                         shortest[1].length2 = l;
9800                                                         shortest[1].v1 = v1;
9801                                                         shortest[1].v2 = v2;
9802                                                 }
9803                                         }
9804                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9805                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9806 #if 0
9807                                         Debug_PolygonBegin(NULL, 0);
9808                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
9809                                         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);
9810                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
9811                                         Debug_PolygonEnd();
9812 #endif
9813                                         // this calculates the right vector from the shortest edge
9814                                         // and the up vector from the edge midpoints
9815                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9816                                         VectorNormalize(right);
9817                                         VectorSubtract(end, start, up);
9818                                         VectorNormalize(up);
9819                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9820                                         VectorSubtract(rsurface.localvieworigin, center, forward);
9821                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9822                                         VectorNegate(forward, forward);
9823                                         VectorReflect(forward, 0, up, forward);
9824                                         VectorNormalize(forward);
9825                                         CrossProduct(up, forward, newright);
9826                                         VectorNormalize(newright);
9827 #if 0
9828                                         Debug_PolygonBegin(NULL, 0);
9829                                         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);
9830                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
9831                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
9832                                         Debug_PolygonEnd();
9833 #endif
9834 #if 0
9835                                         Debug_PolygonBegin(NULL, 0);
9836                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
9837                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
9838                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
9839                                         Debug_PolygonEnd();
9840 #endif
9841                                         // rotate the quad around the up axis vector, this is made
9842                                         // especially easy by the fact we know the quad is flat,
9843                                         // so we only have to subtract the center position and
9844                                         // measure distance along the right vector, and then
9845                                         // multiply that by the newright vector and add back the
9846                                         // center position
9847                                         // we also need to subtract the old position to undo the
9848                                         // displacement from the center, which we do with a
9849                                         // DotProduct, the subtraction/addition of center is also
9850                                         // optimized into DotProducts here
9851                                         l = DotProduct(right, center);
9852                                         for (i = 0;i < 4;i++)
9853                                         {
9854                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
9855                                                 f = DotProduct(right, v1) - l;
9856                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
9857                                         }
9858                                 }
9859                                 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);
9860                                 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);
9861                         }
9862                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9863                         rsurface.vertex3f_bufferobject = 0;
9864                         rsurface.vertex3f_bufferoffset = 0;
9865                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9866                         rsurface.svector3f_bufferobject = 0;
9867                         rsurface.svector3f_bufferoffset = 0;
9868                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9869                         rsurface.tvector3f_bufferobject = 0;
9870                         rsurface.tvector3f_bufferoffset = 0;
9871                         rsurface.normal3f = rsurface.array_deformednormal3f;
9872                         rsurface.normal3f_bufferobject = 0;
9873                         rsurface.normal3f_bufferoffset = 0;
9874                         break;
9875                 case Q3DEFORM_NORMAL:
9876                         // deform the normals to make reflections wavey
9877                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9878                         {
9879                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9880                                 for (j = 0;j < surface->num_vertices;j++)
9881                                 {
9882                                         float vertex[3];
9883                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
9884                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
9885                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
9886                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9887                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9888                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
9889                                         VectorNormalize(normal);
9890                                 }
9891                                 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);
9892                         }
9893                         rsurface.svector3f = rsurface.array_deformedsvector3f;
9894                         rsurface.svector3f_bufferobject = 0;
9895                         rsurface.svector3f_bufferoffset = 0;
9896                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
9897                         rsurface.tvector3f_bufferobject = 0;
9898                         rsurface.tvector3f_bufferoffset = 0;
9899                         rsurface.normal3f = rsurface.array_deformednormal3f;
9900                         rsurface.normal3f_bufferobject = 0;
9901                         rsurface.normal3f_bufferoffset = 0;
9902                         break;
9903                 case Q3DEFORM_WAVE:
9904                         // deform vertex array to make wavey water and flags and such
9905                         waveparms[0] = deform->waveparms[0];
9906                         waveparms[1] = deform->waveparms[1];
9907                         waveparms[2] = deform->waveparms[2];
9908                         waveparms[3] = deform->waveparms[3];
9909                         // this is how a divisor of vertex influence on deformation
9910                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9911                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9912                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9913                         {
9914                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9915                                 for (j = 0;j < surface->num_vertices;j++)
9916                                 {
9917                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
9918                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9919                                         // if the wavefunc depends on time, evaluate it per-vertex
9920                                         if (waveparms[3])
9921                                         {
9922                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
9923                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9924                                         }
9925                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
9926                                 }
9927                         }
9928                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9929                         rsurface.vertex3f_bufferobject = 0;
9930                         rsurface.vertex3f_bufferoffset = 0;
9931                         break;
9932                 case Q3DEFORM_BULGE:
9933                         // deform vertex array to make the surface have moving bulges
9934                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9935                         {
9936                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9937                                 for (j = 0;j < surface->num_vertices;j++)
9938                                 {
9939                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
9940                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9941                                 }
9942                         }
9943                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9944                         rsurface.vertex3f_bufferobject = 0;
9945                         rsurface.vertex3f_bufferoffset = 0;
9946                         break;
9947                 case Q3DEFORM_MOVE:
9948                         // deform vertex array
9949                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9950                         VectorScale(deform->parms, scale, waveparms);
9951                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9952                         {
9953                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9954                                 for (j = 0;j < surface->num_vertices;j++)
9955                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
9956                         }
9957                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
9958                         rsurface.vertex3f_bufferobject = 0;
9959                         rsurface.vertex3f_bufferoffset = 0;
9960                         break;
9961                 }
9962         }
9963         // generate texcoords based on the chosen texcoord source
9964         switch(rsurface.texture->tcgen.tcgen)
9965         {
9966         default:
9967         case Q3TCGEN_TEXTURE:
9968                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
9969                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
9970                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
9971                 break;
9972         case Q3TCGEN_LIGHTMAP:
9973                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
9974                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
9975                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
9976                 break;
9977         case Q3TCGEN_VECTOR:
9978                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9979                 {
9980                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9981                         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)
9982                         {
9983                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
9984                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
9985                         }
9986                 }
9987                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
9988                 rsurface.texcoordtexture2f_bufferobject  = 0;
9989                 rsurface.texcoordtexture2f_bufferoffset  = 0;
9990                 break;
9991         case Q3TCGEN_ENVIRONMENT:
9992                 // make environment reflections using a spheremap
9993                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9994                 {
9995                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
9996                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
9997                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
9998                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
9999                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10000                         {
10001                                 // identical to Q3A's method, but executed in worldspace so
10002                                 // carried models can be shiny too
10003
10004                                 float viewer[3], d, reflected[3], worldreflected[3];
10005
10006                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10007                                 // VectorNormalize(viewer);
10008
10009                                 d = DotProduct(normal, viewer);
10010
10011                                 reflected[0] = normal[0]*2*d - viewer[0];
10012                                 reflected[1] = normal[1]*2*d - viewer[1];
10013                                 reflected[2] = normal[2]*2*d - viewer[2];
10014                                 // note: this is proportinal to viewer, so we can normalize later
10015
10016                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10017                                 VectorNormalize(worldreflected);
10018
10019                                 // note: this sphere map only uses world x and z!
10020                                 // so positive and negative y will LOOK THE SAME.
10021                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10022                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10023                         }
10024                 }
10025                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10026                 rsurface.texcoordtexture2f_bufferobject  = 0;
10027                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10028                 break;
10029         }
10030         // the only tcmod that needs software vertex processing is turbulent, so
10031         // check for it here and apply the changes if needed
10032         // and we only support that as the first one
10033         // (handling a mixture of turbulent and other tcmods would be problematic
10034         //  without punting it entirely to a software path)
10035         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10036         {
10037                 amplitude = rsurface.texture->tcmods[0].parms[1];
10038                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10039                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10040                 {
10041                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10042                         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)
10043                         {
10044                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10045                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10046                         }
10047                 }
10048                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10049                 rsurface.texcoordtexture2f_bufferobject  = 0;
10050                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10051         }
10052         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
10053         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10054         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10055         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10056 }
10057
10058 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10059 {
10060         int i, j;
10061         const msurface_t *surface = texturesurfacelist[0];
10062         const msurface_t *surface2;
10063         int firstvertex;
10064         int endvertex;
10065         int numvertices;
10066         int numtriangles;
10067         // TODO: lock all array ranges before render, rather than on each surface
10068         if (texturenumsurfaces == 1)
10069                 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);
10070         else if (r_batchmode.integer == 2)
10071         {
10072                 #define MAXBATCHTRIANGLES 4096
10073                 int batchtriangles = 0;
10074                 static int batchelements[MAXBATCHTRIANGLES*3];
10075                 for (i = 0;i < texturenumsurfaces;i = j)
10076                 {
10077                         surface = texturesurfacelist[i];
10078                         j = i + 1;
10079                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10080                         {
10081                                 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);
10082                                 continue;
10083                         }
10084                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10085                         batchtriangles = surface->num_triangles;
10086                         firstvertex = surface->num_firstvertex;
10087                         endvertex = surface->num_firstvertex + surface->num_vertices;
10088                         for (;j < texturenumsurfaces;j++)
10089                         {
10090                                 surface2 = texturesurfacelist[j];
10091                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10092                                         break;
10093                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10094                                 batchtriangles += surface2->num_triangles;
10095                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10096                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10097                         }
10098                         surface2 = texturesurfacelist[j-1];
10099                         numvertices = endvertex - firstvertex;
10100                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10101                 }
10102         }
10103         else if (r_batchmode.integer == 1)
10104         {
10105                 for (i = 0;i < texturenumsurfaces;i = j)
10106                 {
10107                         surface = texturesurfacelist[i];
10108                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10109                                 if (texturesurfacelist[j] != surface2)
10110                                         break;
10111                         surface2 = texturesurfacelist[j-1];
10112                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10113                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10114                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10115                 }
10116         }
10117         else
10118         {
10119                 for (i = 0;i < texturenumsurfaces;i++)
10120                 {
10121                         surface = texturesurfacelist[i];
10122                         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);
10123                 }
10124         }
10125 }
10126
10127 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10128 {
10129         switch(vid.renderpath)
10130         {
10131         case RENDERPATH_CGGL:
10132 #ifdef SUPPORTCG
10133                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10134                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10135 #endif
10136                 break;
10137         case RENDERPATH_GL20:
10138                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10139                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10140                 break;
10141         case RENDERPATH_GL13:
10142         case RENDERPATH_GL11:
10143                 R_Mesh_TexBind(0, surface->lightmaptexture);
10144                 break;
10145         }
10146 }
10147
10148 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10149 {
10150         // pick the closest matching water plane and bind textures
10151         int planeindex, vertexindex;
10152         float d, bestd;
10153         vec3_t vert;
10154         const float *v;
10155         r_waterstate_waterplane_t *p, *bestp;
10156         bestd = 0;
10157         bestp = NULL;
10158         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10159         {
10160                 d = 0;
10161                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10162                 {
10163                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10164                         d += fabs(PlaneDiff(vert, &p->plane));
10165                 }
10166                 if (bestd > d || !bestp)
10167                 {
10168                         bestd = d;
10169                         bestp = p;
10170                 }
10171         }
10172         switch(vid.renderpath)
10173         {
10174         case RENDERPATH_CGGL:
10175 #ifdef SUPPORTCG
10176                 if (r_cg_permutation->fp_Texture_Refraction) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR
10177                 if (r_cg_permutation->fp_Texture_Reflection) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR
10178 #endif
10179                 break;
10180         case RENDERPATH_GL20:
10181                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10182                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10183                 break;
10184         case RENDERPATH_GL13:
10185         case RENDERPATH_GL11:
10186                 break;
10187         }
10188 }
10189
10190 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10191 {
10192         int i;
10193         const msurface_t *surface;
10194         if (r_waterstate.renderingscene)
10195                 return;
10196         for (i = 0;i < texturenumsurfaces;i++)
10197         {
10198                 surface = texturesurfacelist[i];
10199                 RSurf_BindLightmapForSurface(surface);
10200                 RSurf_BindReflectionForSurface(surface);
10201                 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);
10202         }
10203 }
10204
10205 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10206 {
10207         int i;
10208         int j;
10209         const msurface_t *surface = texturesurfacelist[0];
10210         const msurface_t *surface2;
10211         int firstvertex;
10212         int endvertex;
10213         int numvertices;
10214         int numtriangles;
10215         if (texturenumsurfaces == 1)
10216         {
10217                 RSurf_BindLightmapForSurface(surface);
10218                 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);
10219         }
10220         else if (r_batchmode.integer == 2)
10221         {
10222 #define MAXBATCHTRIANGLES 4096
10223                 int batchtriangles = 0;
10224                 static int batchelements[MAXBATCHTRIANGLES*3];
10225                 for (i = 0;i < texturenumsurfaces;i = j)
10226                 {
10227                         surface = texturesurfacelist[i];
10228                         RSurf_BindLightmapForSurface(surface);
10229                         j = i + 1;
10230                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10231                         {
10232                                 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);
10233                                 continue;
10234                         }
10235                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10236                         batchtriangles = surface->num_triangles;
10237                         firstvertex = surface->num_firstvertex;
10238                         endvertex = surface->num_firstvertex + surface->num_vertices;
10239                         for (;j < texturenumsurfaces;j++)
10240                         {
10241                                 surface2 = texturesurfacelist[j];
10242                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10243                                         break;
10244                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10245                                 batchtriangles += surface2->num_triangles;
10246                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10247                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10248                         }
10249                         surface2 = texturesurfacelist[j-1];
10250                         numvertices = endvertex - firstvertex;
10251                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10252                 }
10253         }
10254         else if (r_batchmode.integer == 1)
10255         {
10256 #if 0
10257                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10258                 for (i = 0;i < texturenumsurfaces;i = j)
10259                 {
10260                         surface = texturesurfacelist[i];
10261                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10262                                 if (texturesurfacelist[j] != surface2)
10263                                         break;
10264                         Con_Printf(" %i", j - i);
10265                 }
10266                 Con_Printf("\n");
10267                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10268 #endif
10269                 for (i = 0;i < texturenumsurfaces;i = j)
10270                 {
10271                         surface = texturesurfacelist[i];
10272                         RSurf_BindLightmapForSurface(surface);
10273                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10274                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10275                                         break;
10276 #if 0
10277                         Con_Printf(" %i", j - i);
10278 #endif
10279                         surface2 = texturesurfacelist[j-1];
10280                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10281                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10282                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10283                 }
10284 #if 0
10285                 Con_Printf("\n");
10286 #endif
10287         }
10288         else
10289         {
10290                 for (i = 0;i < texturenumsurfaces;i++)
10291                 {
10292                         surface = texturesurfacelist[i];
10293                         RSurf_BindLightmapForSurface(surface);
10294                         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);
10295                 }
10296         }
10297 }
10298
10299 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10300 {
10301         int j;
10302         int texturesurfaceindex;
10303         if (r_showsurfaces.integer == 2)
10304         {
10305                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10306                 {
10307                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10308                         for (j = 0;j < surface->num_triangles;j++)
10309                         {
10310                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10311                                 GL_Color(f, f, f, 1);
10312                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10313                         }
10314                 }
10315         }
10316         else
10317         {
10318                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10319                 {
10320                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10321                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
10322                         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);
10323                         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);
10324                 }
10325         }
10326 }
10327
10328 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10329 {
10330         int texturesurfaceindex;
10331         int i;
10332         const float *v;
10333         float *c2;
10334         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10335         {
10336                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10337                 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)
10338                 {
10339                         c2[0] = 0.5;
10340                         c2[1] = 0.5;
10341                         c2[2] = 0.5;
10342                         c2[3] = 1;
10343                 }
10344         }
10345         rsurface.lightmapcolor4f = rsurface.array_color4f;
10346         rsurface.lightmapcolor4f_bufferobject = 0;
10347         rsurface.lightmapcolor4f_bufferoffset = 0;
10348 }
10349
10350 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10351 {
10352         int texturesurfaceindex;
10353         int i;
10354         float f;
10355         const float *v;
10356         const float *c;
10357         float *c2;
10358         if (rsurface.lightmapcolor4f)
10359         {
10360                 // generate color arrays for the surfaces in this list
10361                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10362                 {
10363                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10364                         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)
10365                         {
10366                                 f = RSurf_FogVertex(v);
10367                                 c2[0] = c[0] * f;
10368                                 c2[1] = c[1] * f;
10369                                 c2[2] = c[2] * f;
10370                                 c2[3] = c[3];
10371                         }
10372                 }
10373         }
10374         else
10375         {
10376                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10377                 {
10378                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10379                         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)
10380                         {
10381                                 f = RSurf_FogVertex(v);
10382                                 c2[0] = f;
10383                                 c2[1] = f;
10384                                 c2[2] = f;
10385                                 c2[3] = 1;
10386                         }
10387                 }
10388         }
10389         rsurface.lightmapcolor4f = rsurface.array_color4f;
10390         rsurface.lightmapcolor4f_bufferobject = 0;
10391         rsurface.lightmapcolor4f_bufferoffset = 0;
10392 }
10393
10394 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10395 {
10396         int texturesurfaceindex;
10397         int i;
10398         float f;
10399         const float *v;
10400         const float *c;
10401         float *c2;
10402         if (!rsurface.lightmapcolor4f)
10403                 return;
10404         // generate color arrays for the surfaces in this list
10405         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10406         {
10407                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10408                 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)
10409                 {
10410                         f = RSurf_FogVertex(v);
10411                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10412                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10413                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10414                         c2[3] = c[3];
10415                 }
10416         }
10417         rsurface.lightmapcolor4f = rsurface.array_color4f;
10418         rsurface.lightmapcolor4f_bufferobject = 0;
10419         rsurface.lightmapcolor4f_bufferoffset = 0;
10420 }
10421
10422 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10423 {
10424         int texturesurfaceindex;
10425         int i;
10426         const float *c;
10427         float *c2;
10428         if (!rsurface.lightmapcolor4f)
10429                 return;
10430         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10431         {
10432                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10433                 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)
10434                 {
10435                         c2[0] = c[0] * r;
10436                         c2[1] = c[1] * g;
10437                         c2[2] = c[2] * b;
10438                         c2[3] = c[3] * a;
10439                 }
10440         }
10441         rsurface.lightmapcolor4f = rsurface.array_color4f;
10442         rsurface.lightmapcolor4f_bufferobject = 0;
10443         rsurface.lightmapcolor4f_bufferoffset = 0;
10444 }
10445
10446 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10447 {
10448         int texturesurfaceindex;
10449         int i;
10450         const float *c;
10451         float *c2;
10452         if (!rsurface.lightmapcolor4f)
10453                 return;
10454         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10455         {
10456                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10457                 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)
10458                 {
10459                         c2[0] = c[0] + r_refdef.scene.ambient;
10460                         c2[1] = c[1] + r_refdef.scene.ambient;
10461                         c2[2] = c[2] + r_refdef.scene.ambient;
10462                         c2[3] = c[3];
10463                 }
10464         }
10465         rsurface.lightmapcolor4f = rsurface.array_color4f;
10466         rsurface.lightmapcolor4f_bufferobject = 0;
10467         rsurface.lightmapcolor4f_bufferoffset = 0;
10468 }
10469
10470 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10471 {
10472         // TODO: optimize
10473         rsurface.lightmapcolor4f = NULL;
10474         rsurface.lightmapcolor4f_bufferobject = 0;
10475         rsurface.lightmapcolor4f_bufferoffset = 0;
10476         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10477         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10478         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10479         GL_Color(r, g, b, a);
10480         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10481 }
10482
10483 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10484 {
10485         // TODO: optimize applyfog && applycolor case
10486         // just apply fog if necessary, and tint the fog color array if necessary
10487         rsurface.lightmapcolor4f = NULL;
10488         rsurface.lightmapcolor4f_bufferobject = 0;
10489         rsurface.lightmapcolor4f_bufferoffset = 0;
10490         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10491         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10492         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10493         GL_Color(r, g, b, a);
10494         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10495 }
10496
10497 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10498 {
10499         int texturesurfaceindex;
10500         int i;
10501         float *c;
10502         // TODO: optimize
10503         if (texturesurfacelist[0]->lightmapinfo)
10504         {
10505                 // generate color arrays for the surfaces in this list
10506                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10507                 {
10508                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10509                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10510                         {
10511                                 if (surface->lightmapinfo->samples)
10512                                 {
10513                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10514                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10515                                         VectorScale(lm, scale, c);
10516                                         if (surface->lightmapinfo->styles[1] != 255)
10517                                         {
10518                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10519                                                 lm += size3;
10520                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10521                                                 VectorMA(c, scale, lm, c);
10522                                                 if (surface->lightmapinfo->styles[2] != 255)
10523                                                 {
10524                                                         lm += size3;
10525                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10526                                                         VectorMA(c, scale, lm, c);
10527                                                         if (surface->lightmapinfo->styles[3] != 255)
10528                                                         {
10529                                                                 lm += size3;
10530                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10531                                                                 VectorMA(c, scale, lm, c);
10532                                                         }
10533                                                 }
10534                                         }
10535                                 }
10536                                 else
10537                                         VectorClear(c);
10538                                 c[3] = 1;
10539                         }
10540                 }
10541                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10542                 rsurface.lightmapcolor4f_bufferobject = 0;
10543                 rsurface.lightmapcolor4f_bufferoffset = 0;
10544         }
10545         else
10546         {
10547                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10548                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10549                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10550         }
10551         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10552         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10553         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10554         GL_Color(r, g, b, a);
10555         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10556 }
10557
10558 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10559 {
10560         int texturesurfaceindex;
10561         int i;
10562         float f;
10563         float alpha;
10564         const float *v;
10565         const float *n;
10566         float *c;
10567         vec3_t ambientcolor;
10568         vec3_t diffusecolor;
10569         vec3_t lightdir;
10570         // TODO: optimize
10571         // model lighting
10572         VectorCopy(rsurface.modellight_lightdir, lightdir);
10573         f = 0.5f * r_refdef.lightmapintensity;
10574         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10575         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10576         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10577         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10578         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10579         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10580         alpha = *a;
10581         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10582         {
10583                 // generate color arrays for the surfaces in this list
10584                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10585                 {
10586                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10587                         int numverts = surface->num_vertices;
10588                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10589                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
10590                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10591                         // q3-style directional shading
10592                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10593                         {
10594                                 if ((f = DotProduct(n, lightdir)) > 0)
10595                                         VectorMA(ambientcolor, f, diffusecolor, c);
10596                                 else
10597                                         VectorCopy(ambientcolor, c);
10598                                 c[3] = alpha;
10599                         }
10600                 }
10601                 *r = 1;
10602                 *g = 1;
10603                 *b = 1;
10604                 *a = 1;
10605                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10606                 rsurface.lightmapcolor4f_bufferobject = 0;
10607                 rsurface.lightmapcolor4f_bufferoffset = 0;
10608                 *applycolor = false;
10609         }
10610         else
10611         {
10612                 *r = ambientcolor[0];
10613                 *g = ambientcolor[1];
10614                 *b = ambientcolor[2];
10615                 rsurface.lightmapcolor4f = NULL;
10616                 rsurface.lightmapcolor4f_bufferobject = 0;
10617                 rsurface.lightmapcolor4f_bufferoffset = 0;
10618         }
10619 }
10620
10621 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10622 {
10623         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10624         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10625         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10626         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10627         GL_Color(r, g, b, a);
10628         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10629 }
10630
10631 void RSurf_SetupDepthAndCulling(void)
10632 {
10633         // submodels are biased to avoid z-fighting with world surfaces that they
10634         // may be exactly overlapping (avoids z-fighting artifacts on certain
10635         // doors and things in Quake maps)
10636         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10637         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10638         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10639         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10640 }
10641
10642 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10643 {
10644         // transparent sky would be ridiculous
10645         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10646                 return;
10647         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10648         skyrenderlater = true;
10649         RSurf_SetupDepthAndCulling();
10650         GL_DepthMask(true);
10651         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10652         // skymasking on them, and Quake3 never did sky masking (unlike
10653         // software Quake and software Quake2), so disable the sky masking
10654         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10655         // and skymasking also looks very bad when noclipping outside the
10656         // level, so don't use it then either.
10657         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10658         {
10659                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10660                 R_Mesh_ColorPointer(NULL, 0, 0);
10661                 R_Mesh_ResetTextureState();
10662                 if (skyrendermasked)
10663                 {
10664                         R_SetupShader_DepthOrShadow();
10665                         // depth-only (masking)
10666                         GL_ColorMask(0,0,0,0);
10667                         // just to make sure that braindead drivers don't draw
10668                         // anything despite that colormask...
10669                         GL_BlendFunc(GL_ZERO, GL_ONE);
10670                 }
10671                 else
10672                 {
10673                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10674                         // fog sky
10675                         GL_BlendFunc(GL_ONE, GL_ZERO);
10676                 }
10677                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
10678                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10679                 if (skyrendermasked)
10680                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10681         }
10682         R_Mesh_ResetTextureState();
10683         GL_Color(1, 1, 1, 1);
10684 }
10685
10686 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10687 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10688 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10689 {
10690         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
10691                 return;
10692         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
10693         if (prepass)
10694         {
10695                 // render screenspace normalmap to texture
10696                 GL_DepthMask(true);
10697                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
10698                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10699         }
10700         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) && !r_waterstate.renderingscene)
10701         {
10702                 // render water or distortion background, then blend surface on top
10703                 GL_DepthMask(true);
10704                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
10705                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10706                 GL_DepthMask(false);
10707                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10708                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10709                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10710                 else
10711                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10712         }
10713         else
10714         {
10715                 // render surface normally
10716                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10717                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
10718                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
10719                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
10720                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10721                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10722                 else
10723                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10724         }
10725 }
10726
10727 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10728 {
10729         // OpenGL 1.3 path - anything not completely ancient
10730         int texturesurfaceindex;
10731         qboolean applycolor;
10732         qboolean applyfog;
10733         int layerindex;
10734         const texturelayer_t *layer;
10735         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10736
10737         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10738         {
10739                 vec4_t layercolor;
10740                 int layertexrgbscale;
10741                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10742                 {
10743                         if (layerindex == 0)
10744                                 GL_AlphaTest(true);
10745                         else
10746                         {
10747                                 GL_AlphaTest(false);
10748                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10749                         }
10750                 }
10751                 GL_DepthMask(layer->depthmask && writedepth);
10752                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10753                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10754                 {
10755                         layertexrgbscale = 4;
10756                         VectorScale(layer->color, 0.25f, layercolor);
10757                 }
10758                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10759                 {
10760                         layertexrgbscale = 2;
10761                         VectorScale(layer->color, 0.5f, layercolor);
10762                 }
10763                 else
10764                 {
10765                         layertexrgbscale = 1;
10766                         VectorScale(layer->color, 1.0f, layercolor);
10767                 }
10768                 layercolor[3] = layer->color[3];
10769                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10770                 R_Mesh_ColorPointer(NULL, 0, 0);
10771                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10772                 switch (layer->type)
10773                 {
10774                 case TEXTURELAYERTYPE_LITTEXTURE:
10775                         // single-pass lightmapped texture with 2x rgbscale
10776                         R_Mesh_TexBind(0, r_texture_white);
10777                         R_Mesh_TexMatrix(0, NULL);
10778                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10779                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10780                         R_Mesh_TexBind(1, layer->texture);
10781                         R_Mesh_TexMatrix(1, &layer->texmatrix);
10782                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10783                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10784                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10785                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10786                         else if (rsurface.uselightmaptexture)
10787                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10788                         else
10789                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10790                         break;
10791                 case TEXTURELAYERTYPE_TEXTURE:
10792                         // singletexture unlit texture with transparency support
10793                         R_Mesh_TexBind(0, layer->texture);
10794                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10795                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10796                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10797                         R_Mesh_TexBind(1, 0);
10798                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10799                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10800                         break;
10801                 case TEXTURELAYERTYPE_FOG:
10802                         // singletexture fogging
10803                         if (layer->texture)
10804                         {
10805                                 R_Mesh_TexBind(0, layer->texture);
10806                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10807                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10808                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10809                         }
10810                         else
10811                         {
10812                                 R_Mesh_TexBind(0, 0);
10813                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10814                         }
10815                         R_Mesh_TexBind(1, 0);
10816                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
10817                         // generate a color array for the fog pass
10818                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10819                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10820                         {
10821                                 int i;
10822                                 float f;
10823                                 const float *v;
10824                                 float *c;
10825                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10826                                 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)
10827                                 {
10828                                         f = 1 - RSurf_FogVertex(v);
10829                                         c[0] = layercolor[0];
10830                                         c[1] = layercolor[1];
10831                                         c[2] = layercolor[2];
10832                                         c[3] = f * layercolor[3];
10833                                 }
10834                         }
10835                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10836                         break;
10837                 default:
10838                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10839                 }
10840         }
10841         CHECKGLERROR
10842         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10843         {
10844                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10845                 GL_AlphaTest(false);
10846         }
10847 }
10848
10849 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10850 {
10851         // OpenGL 1.1 - crusty old voodoo path
10852         int texturesurfaceindex;
10853         qboolean applyfog;
10854         int layerindex;
10855         const texturelayer_t *layer;
10856         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
10857
10858         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10859         {
10860                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10861                 {
10862                         if (layerindex == 0)
10863                                 GL_AlphaTest(true);
10864                         else
10865                         {
10866                                 GL_AlphaTest(false);
10867                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
10868                         }
10869                 }
10870                 GL_DepthMask(layer->depthmask && writedepth);
10871                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10872                 R_Mesh_ColorPointer(NULL, 0, 0);
10873                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10874                 switch (layer->type)
10875                 {
10876                 case TEXTURELAYERTYPE_LITTEXTURE:
10877                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10878                         {
10879                                 // two-pass lit texture with 2x rgbscale
10880                                 // first the lightmap pass
10881                                 R_Mesh_TexBind(0, r_texture_white);
10882                                 R_Mesh_TexMatrix(0, NULL);
10883                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10884                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
10885                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10886                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10887                                 else if (rsurface.uselightmaptexture)
10888                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10889                                 else
10890                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
10891                                 // then apply the texture to it
10892                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10893                                 R_Mesh_TexBind(0, layer->texture);
10894                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10895                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10896                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10897                                 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);
10898                         }
10899                         else
10900                         {
10901                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10902                                 R_Mesh_TexBind(0, layer->texture);
10903                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10904                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10905                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10906                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10907                                         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);
10908                                 else
10909                                         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);
10910                         }
10911                         break;
10912                 case TEXTURELAYERTYPE_TEXTURE:
10913                         // singletexture unlit texture with transparency support
10914                         R_Mesh_TexBind(0, layer->texture);
10915                         R_Mesh_TexMatrix(0, &layer->texmatrix);
10916                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10917                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10918                         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);
10919                         break;
10920                 case TEXTURELAYERTYPE_FOG:
10921                         // singletexture fogging
10922                         if (layer->texture)
10923                         {
10924                                 R_Mesh_TexBind(0, layer->texture);
10925                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
10926                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10927                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
10928                         }
10929                         else
10930                         {
10931                                 R_Mesh_TexBind(0, 0);
10932                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
10933                         }
10934                         // generate a color array for the fog pass
10935                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
10936                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10937                         {
10938                                 int i;
10939                                 float f;
10940                                 const float *v;
10941                                 float *c;
10942                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10943                                 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)
10944                                 {
10945                                         f = 1 - RSurf_FogVertex(v);
10946                                         c[0] = layer->color[0];
10947                                         c[1] = layer->color[1];
10948                                         c[2] = layer->color[2];
10949                                         c[3] = f * layer->color[3];
10950                                 }
10951                         }
10952                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10953                         break;
10954                 default:
10955                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10956                 }
10957         }
10958         CHECKGLERROR
10959         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10960         {
10961                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
10962                 GL_AlphaTest(false);
10963         }
10964 }
10965
10966 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10967 {
10968         float c[4];
10969
10970         GL_AlphaTest(false);
10971         R_Mesh_ColorPointer(NULL, 0, 0);
10972         R_Mesh_ResetTextureState();
10973         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10974
10975         if(rsurface.texture && rsurface.texture->currentskinframe)
10976         {
10977                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10978                 c[3] *= rsurface.texture->currentalpha;
10979         }
10980         else
10981         {
10982                 c[0] = 1;
10983                 c[1] = 0;
10984                 c[2] = 1;
10985                 c[3] = 1;
10986         }
10987
10988         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10989         {
10990                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10991                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10992                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10993         }
10994
10995         // brighten it up (as texture value 127 means "unlit")
10996         c[0] *= 2 * r_refdef.view.colorscale;
10997         c[1] *= 2 * r_refdef.view.colorscale;
10998         c[2] *= 2 * r_refdef.view.colorscale;
10999
11000         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11001                 c[3] *= r_wateralpha.value;
11002
11003         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11004         {
11005                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11006                 GL_DepthMask(false);
11007         }
11008         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11009         {
11010                 GL_BlendFunc(GL_ONE, GL_ONE);
11011                 GL_DepthMask(false);
11012         }
11013         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11014         {
11015                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11016                 GL_DepthMask(false);
11017         }
11018         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11019         {
11020                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11021                 GL_DepthMask(false);
11022         }
11023         else
11024         {
11025                 GL_BlendFunc(GL_ONE, GL_ZERO);
11026                 GL_DepthMask(writedepth);
11027         }
11028
11029         rsurface.lightmapcolor4f = NULL;
11030
11031         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11032         {
11033                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11034
11035                 rsurface.lightmapcolor4f = NULL;
11036                 rsurface.lightmapcolor4f_bufferobject = 0;
11037                 rsurface.lightmapcolor4f_bufferoffset = 0;
11038         }
11039         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11040         {
11041                 qboolean applycolor = true;
11042                 float one = 1.0;
11043
11044                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11045
11046                 r_refdef.lightmapintensity = 1;
11047                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11048                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11049         }
11050         else
11051         {
11052                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11053
11054                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11055                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11056                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11057         }
11058
11059         if(!rsurface.lightmapcolor4f)
11060                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11061
11062         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11063         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11064         if(r_refdef.fogenabled)
11065                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11066
11067         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11068         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11069 }
11070
11071 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11072 {
11073         CHECKGLERROR
11074         RSurf_SetupDepthAndCulling();
11075         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11076         {
11077                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11078                 return;
11079         }
11080         switch (vid.renderpath)
11081         {
11082         case RENDERPATH_GL20:
11083         case RENDERPATH_CGGL:
11084                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11085                 break;
11086         case RENDERPATH_GL13:
11087                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11088                 break;
11089         case RENDERPATH_GL11:
11090                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11091                 break;
11092         }
11093         CHECKGLERROR
11094 }
11095
11096 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11097 {
11098         CHECKGLERROR
11099         RSurf_SetupDepthAndCulling();
11100         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11101         {
11102                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11103                 return;
11104         }
11105         switch (vid.renderpath)
11106         {
11107         case RENDERPATH_GL20:
11108         case RENDERPATH_CGGL:
11109                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11110                 break;
11111         case RENDERPATH_GL13:
11112                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11113                 break;
11114         case RENDERPATH_GL11:
11115                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11116                 break;
11117         }
11118         CHECKGLERROR
11119 }
11120
11121 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11122 {
11123         int i, j;
11124         int texturenumsurfaces, endsurface;
11125         texture_t *texture;
11126         const msurface_t *surface;
11127         const msurface_t *texturesurfacelist[256];
11128
11129         // if the model is static it doesn't matter what value we give for
11130         // wantnormals and wanttangents, so this logic uses only rules applicable
11131         // to a model, knowing that they are meaningless otherwise
11132         if (ent == r_refdef.scene.worldentity)
11133                 RSurf_ActiveWorldEntity();
11134         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11135                 RSurf_ActiveModelEntity(ent, false, false, false);
11136         else
11137         {
11138                 switch (vid.renderpath)
11139                 {
11140                 case RENDERPATH_GL20:
11141                 case RENDERPATH_CGGL:
11142                         RSurf_ActiveModelEntity(ent, true, true, false);
11143                         break;
11144                 case RENDERPATH_GL13:
11145                 case RENDERPATH_GL11:
11146                         RSurf_ActiveModelEntity(ent, true, false, false);
11147                         break;
11148                 }
11149         }
11150
11151         if (r_transparentdepthmasking.integer)
11152         {
11153                 qboolean setup = false;
11154                 for (i = 0;i < numsurfaces;i = j)
11155                 {
11156                         j = i + 1;
11157                         surface = rsurface.modelsurfaces + surfacelist[i];
11158                         texture = surface->texture;
11159                         rsurface.texture = R_GetCurrentTexture(texture);
11160                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11161                         // scan ahead until we find a different texture
11162                         endsurface = min(i + 1024, numsurfaces);
11163                         texturenumsurfaces = 0;
11164                         texturesurfacelist[texturenumsurfaces++] = surface;
11165                         for (;j < endsurface;j++)
11166                         {
11167                                 surface = rsurface.modelsurfaces + surfacelist[j];
11168                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11169                                         break;
11170                                 texturesurfacelist[texturenumsurfaces++] = surface;
11171                         }
11172                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11173                                 continue;
11174                         // render the range of surfaces as depth
11175                         if (!setup)
11176                         {
11177                                 setup = true;
11178                                 GL_ColorMask(0,0,0,0);
11179                                 GL_Color(1,1,1,1);
11180                                 GL_DepthTest(true);
11181                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11182                                 GL_DepthMask(true);
11183                                 GL_AlphaTest(false);
11184                                 R_Mesh_ColorPointer(NULL, 0, 0);
11185                                 R_Mesh_ResetTextureState();
11186                                 R_SetupShader_DepthOrShadow();
11187                         }
11188                         RSurf_SetupDepthAndCulling();
11189                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11190                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11191                 }
11192                 if (setup)
11193                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11194         }
11195
11196         for (i = 0;i < numsurfaces;i = j)
11197         {
11198                 j = i + 1;
11199                 surface = rsurface.modelsurfaces + surfacelist[i];
11200                 texture = surface->texture;
11201                 rsurface.texture = R_GetCurrentTexture(texture);
11202                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11203                 // scan ahead until we find a different texture
11204                 endsurface = min(i + 1024, numsurfaces);
11205                 texturenumsurfaces = 0;
11206                 texturesurfacelist[texturenumsurfaces++] = surface;
11207                 for (;j < endsurface;j++)
11208                 {
11209                         surface = rsurface.modelsurfaces + surfacelist[j];
11210                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11211                                 break;
11212                         texturesurfacelist[texturenumsurfaces++] = surface;
11213                 }
11214                 // render the range of surfaces
11215                 if (ent == r_refdef.scene.worldentity)
11216                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11217                 else
11218                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11219         }
11220         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11221         GL_AlphaTest(false);
11222 }
11223
11224 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11225 {
11226         // transparent surfaces get pushed off into the transparent queue
11227         int surfacelistindex;
11228         const msurface_t *surface;
11229         vec3_t tempcenter, center;
11230         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11231         {
11232                 surface = texturesurfacelist[surfacelistindex];
11233                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11234                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11235                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11236                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11237                 if (queueentity->transparent_offset) // transparent offset
11238                 {
11239                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11240                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11241                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11242                 }
11243                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11244         }
11245 }
11246
11247 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11248 {
11249         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11250         CHECKGLERROR
11251         if (depthonly)
11252         {
11253                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11254                         return;
11255                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11256                         return;
11257                 RSurf_SetupDepthAndCulling();
11258                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11259                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11260         }
11261         else if (prepass)
11262         {
11263                 if (!rsurface.texture->currentnumlayers)
11264                         return;
11265                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11266                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11267                 else
11268                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11269         }
11270         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11271         {
11272                 RSurf_SetupDepthAndCulling();
11273                 GL_AlphaTest(false);
11274                 R_Mesh_ColorPointer(NULL, 0, 0);
11275                 R_Mesh_ResetTextureState();
11276                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11277                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11278                 GL_DepthMask(true);
11279                 GL_BlendFunc(GL_ONE, GL_ZERO);
11280                 GL_Color(0, 0, 0, 1);
11281                 GL_DepthTest(writedepth);
11282                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11283         }
11284         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11285         {
11286                 RSurf_SetupDepthAndCulling();
11287                 GL_AlphaTest(false);
11288                 R_Mesh_ColorPointer(NULL, 0, 0);
11289                 R_Mesh_ResetTextureState();
11290                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11291                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11292                 GL_DepthMask(true);
11293                 GL_BlendFunc(GL_ONE, GL_ZERO);
11294                 GL_DepthTest(true);
11295                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11296         }
11297         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11298                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11299         else if (!rsurface.texture->currentnumlayers)
11300                 return;
11301         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11302         {
11303                 // in the deferred case, transparent surfaces were queued during prepass
11304                 if (!r_shadow_usingdeferredprepass)
11305                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11306         }
11307         else
11308         {
11309                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11310                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11311         }
11312         CHECKGLERROR
11313 }
11314
11315 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11316 {
11317         int i, j;
11318         texture_t *texture;
11319         // break the surface list down into batches by texture and use of lightmapping
11320         for (i = 0;i < numsurfaces;i = j)
11321         {
11322                 j = i + 1;
11323                 // texture is the base texture pointer, rsurface.texture is the
11324                 // current frame/skin the texture is directing us to use (for example
11325                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11326                 // use skin 1 instead)
11327                 texture = surfacelist[i]->texture;
11328                 rsurface.texture = R_GetCurrentTexture(texture);
11329                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11330                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11331                 {
11332                         // if this texture is not the kind we want, skip ahead to the next one
11333                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11334                                 ;
11335                         continue;
11336                 }
11337                 // simply scan ahead until we find a different texture or lightmap state
11338                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11339                         ;
11340                 // render the range of surfaces
11341                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11342         }
11343 }
11344
11345 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11346 {
11347         CHECKGLERROR
11348         if (depthonly)
11349         {
11350                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11351                         return;
11352                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11353                         return;
11354                 RSurf_SetupDepthAndCulling();
11355                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11356                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11357         }
11358         else if (prepass)
11359         {
11360                 if (!rsurface.texture->currentnumlayers)
11361                         return;
11362                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11363                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11364                 else
11365                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11366         }
11367         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11368         {
11369                 RSurf_SetupDepthAndCulling();
11370                 GL_AlphaTest(false);
11371                 R_Mesh_ColorPointer(NULL, 0, 0);
11372                 R_Mesh_ResetTextureState();
11373                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11374                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11375                 GL_DepthMask(true);
11376                 GL_BlendFunc(GL_ONE, GL_ZERO);
11377                 GL_Color(0, 0, 0, 1);
11378                 GL_DepthTest(writedepth);
11379                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11380         }
11381         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11382         {
11383                 RSurf_SetupDepthAndCulling();
11384                 GL_AlphaTest(false);
11385                 R_Mesh_ColorPointer(NULL, 0, 0);
11386                 R_Mesh_ResetTextureState();
11387                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11388                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11389                 GL_DepthMask(true);
11390                 GL_BlendFunc(GL_ONE, GL_ZERO);
11391                 GL_DepthTest(true);
11392                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11393         }
11394         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11395                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11396         else if (!rsurface.texture->currentnumlayers)
11397                 return;
11398         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11399         {
11400                 // in the deferred case, transparent surfaces were queued during prepass
11401                 if (!r_shadow_usingdeferredprepass)
11402                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11403         }
11404         else
11405         {
11406                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11407                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11408         }
11409         CHECKGLERROR
11410 }
11411
11412 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11413 {
11414         int i, j;
11415         texture_t *texture;
11416         // break the surface list down into batches by texture and use of lightmapping
11417         for (i = 0;i < numsurfaces;i = j)
11418         {
11419                 j = i + 1;
11420                 // texture is the base texture pointer, rsurface.texture is the
11421                 // current frame/skin the texture is directing us to use (for example
11422                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11423                 // use skin 1 instead)
11424                 texture = surfacelist[i]->texture;
11425                 rsurface.texture = R_GetCurrentTexture(texture);
11426                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11427                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11428                 {
11429                         // if this texture is not the kind we want, skip ahead to the next one
11430                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11431                                 ;
11432                         continue;
11433                 }
11434                 // simply scan ahead until we find a different texture or lightmap state
11435                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11436                         ;
11437                 // render the range of surfaces
11438                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11439         }
11440 }
11441
11442 float locboxvertex3f[6*4*3] =
11443 {
11444         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11445         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11446         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11447         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11448         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11449         1,0,0, 0,0,0, 0,1,0, 1,1,0
11450 };
11451
11452 unsigned short locboxelements[6*2*3] =
11453 {
11454          0, 1, 2, 0, 2, 3,
11455          4, 5, 6, 4, 6, 7,
11456          8, 9,10, 8,10,11,
11457         12,13,14, 12,14,15,
11458         16,17,18, 16,18,19,
11459         20,21,22, 20,22,23
11460 };
11461
11462 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11463 {
11464         int i, j;
11465         cl_locnode_t *loc = (cl_locnode_t *)ent;
11466         vec3_t mins, size;
11467         float vertex3f[6*4*3];
11468         CHECKGLERROR
11469         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11470         GL_DepthMask(false);
11471         GL_DepthRange(0, 1);
11472         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11473         GL_DepthTest(true);
11474         GL_CullFace(GL_NONE);
11475         R_EntityMatrix(&identitymatrix);
11476
11477         R_Mesh_VertexPointer(vertex3f, 0, 0);
11478         R_Mesh_ColorPointer(NULL, 0, 0);
11479         R_Mesh_ResetTextureState();
11480         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11481
11482         i = surfacelist[0];
11483         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11484                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11485                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11486                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11487
11488         if (VectorCompare(loc->mins, loc->maxs))
11489         {
11490                 VectorSet(size, 2, 2, 2);
11491                 VectorMA(loc->mins, -0.5f, size, mins);
11492         }
11493         else
11494         {
11495                 VectorCopy(loc->mins, mins);
11496                 VectorSubtract(loc->maxs, loc->mins, size);
11497         }
11498
11499         for (i = 0;i < 6*4*3;)
11500                 for (j = 0;j < 3;j++, i++)
11501                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11502
11503         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11504 }
11505
11506 void R_DrawLocs(void)
11507 {
11508         int index;
11509         cl_locnode_t *loc, *nearestloc;
11510         vec3_t center;
11511         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11512         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11513         {
11514                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11515                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11516         }
11517 }
11518
11519 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11520 {
11521         if (decalsystem->decals)
11522                 Mem_Free(decalsystem->decals);
11523         memset(decalsystem, 0, sizeof(*decalsystem));
11524 }
11525
11526 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)
11527 {
11528         tridecal_t *decal;
11529         tridecal_t *decals;
11530         int i;
11531
11532         // expand or initialize the system
11533         if (decalsystem->maxdecals <= decalsystem->numdecals)
11534         {
11535                 decalsystem_t old = *decalsystem;
11536                 qboolean useshortelements;
11537                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11538                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11539                 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)));
11540                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11541                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11542                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11543                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11544                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11545                 if (decalsystem->numdecals)
11546                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11547                 if (old.decals)
11548                         Mem_Free(old.decals);
11549                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11550                         decalsystem->element3i[i] = i;
11551                 if (useshortelements)
11552                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11553                                 decalsystem->element3s[i] = i;
11554         }
11555
11556         // grab a decal and search for another free slot for the next one
11557         decals = decalsystem->decals;
11558         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11559         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11560                 ;
11561         decalsystem->freedecal = i;
11562         if (decalsystem->numdecals <= i)
11563                 decalsystem->numdecals = i + 1;
11564
11565         // initialize the decal
11566         decal->lived = 0;
11567         decal->triangleindex = triangleindex;
11568         decal->surfaceindex = surfaceindex;
11569         decal->decalsequence = decalsequence;
11570         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11571         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11572         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11573         decal->color4ub[0][3] = 255;
11574         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11575         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11576         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11577         decal->color4ub[1][3] = 255;
11578         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11579         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11580         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11581         decal->color4ub[2][3] = 255;
11582         decal->vertex3f[0][0] = v0[0];
11583         decal->vertex3f[0][1] = v0[1];
11584         decal->vertex3f[0][2] = v0[2];
11585         decal->vertex3f[1][0] = v1[0];
11586         decal->vertex3f[1][1] = v1[1];
11587         decal->vertex3f[1][2] = v1[2];
11588         decal->vertex3f[2][0] = v2[0];
11589         decal->vertex3f[2][1] = v2[1];
11590         decal->vertex3f[2][2] = v2[2];
11591         decal->texcoord2f[0][0] = t0[0];
11592         decal->texcoord2f[0][1] = t0[1];
11593         decal->texcoord2f[1][0] = t1[0];
11594         decal->texcoord2f[1][1] = t1[1];
11595         decal->texcoord2f[2][0] = t2[0];
11596         decal->texcoord2f[2][1] = t2[1];
11597 }
11598
11599 extern cvar_t cl_decals_bias;
11600 extern cvar_t cl_decals_models;
11601 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11602 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)
11603 {
11604         matrix4x4_t projection;
11605         decalsystem_t *decalsystem;
11606         qboolean dynamic;
11607         dp_model_t *model;
11608         const float *vertex3f;
11609         const msurface_t *surface;
11610         const msurface_t *surfaces;
11611         const int *surfacelist;
11612         const texture_t *texture;
11613         int numtriangles;
11614         int numsurfacelist;
11615         int surfacelistindex;
11616         int surfaceindex;
11617         int triangleindex;
11618         int cornerindex;
11619         int index;
11620         int numpoints;
11621         const int *e;
11622         float localorigin[3];
11623         float localnormal[3];
11624         float localmins[3];
11625         float localmaxs[3];
11626         float localsize;
11627         float v[9][3];
11628         float tc[9][2];
11629         float c[9][4];
11630         //float normal[3];
11631         float planes[6][4];
11632         float f;
11633         float points[2][9][3];
11634         float angles[3];
11635         float temp[3];
11636
11637         decalsystem = &ent->decalsystem;
11638         model = ent->model;
11639         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11640         {
11641                 R_DecalSystem_Reset(&ent->decalsystem);
11642                 return;
11643         }
11644
11645         if (!model->brush.data_nodes && !cl_decals_models.integer)
11646         {
11647                 if (decalsystem->model)
11648                         R_DecalSystem_Reset(decalsystem);
11649                 return;
11650         }
11651
11652         if (decalsystem->model != model)
11653                 R_DecalSystem_Reset(decalsystem);
11654         decalsystem->model = model;
11655
11656         RSurf_ActiveModelEntity(ent, false, false, false);
11657
11658         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11659         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11660         VectorNormalize(localnormal);
11661         localsize = worldsize*rsurface.inversematrixscale;
11662         localmins[0] = localorigin[0] - localsize;
11663         localmins[1] = localorigin[1] - localsize;
11664         localmins[2] = localorigin[2] - localsize;
11665         localmaxs[0] = localorigin[0] + localsize;
11666         localmaxs[1] = localorigin[1] + localsize;
11667         localmaxs[2] = localorigin[2] + localsize;
11668
11669         //VectorCopy(localnormal, planes[4]);
11670         //VectorVectors(planes[4], planes[2], planes[0]);
11671         AnglesFromVectors(angles, localnormal, NULL, false);
11672         AngleVectors(angles, planes[0], planes[2], planes[4]);
11673         VectorNegate(planes[0], planes[1]);
11674         VectorNegate(planes[2], planes[3]);
11675         VectorNegate(planes[4], planes[5]);
11676         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11677         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11678         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11679         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11680         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11681         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11682
11683 #if 1
11684 // works
11685 {
11686         matrix4x4_t forwardprojection;
11687         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11688         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11689 }
11690 #else
11691 // broken
11692 {
11693         float projectionvector[4][3];
11694         VectorScale(planes[0], ilocalsize, projectionvector[0]);
11695         VectorScale(planes[2], ilocalsize, projectionvector[1]);
11696         VectorScale(planes[4], ilocalsize, projectionvector[2]);
11697         projectionvector[0][0] = planes[0][0] * ilocalsize;
11698         projectionvector[0][1] = planes[1][0] * ilocalsize;
11699         projectionvector[0][2] = planes[2][0] * ilocalsize;
11700         projectionvector[1][0] = planes[0][1] * ilocalsize;
11701         projectionvector[1][1] = planes[1][1] * ilocalsize;
11702         projectionvector[1][2] = planes[2][1] * ilocalsize;
11703         projectionvector[2][0] = planes[0][2] * ilocalsize;
11704         projectionvector[2][1] = planes[1][2] * ilocalsize;
11705         projectionvector[2][2] = planes[2][2] * ilocalsize;
11706         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11707         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11708         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11709         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11710 }
11711 #endif
11712
11713         dynamic = model->surfmesh.isanimated;
11714         vertex3f = rsurface.modelvertex3f;
11715         numsurfacelist = model->nummodelsurfaces;
11716         surfacelist = model->sortedmodelsurfaces;
11717         surfaces = model->data_surfaces;
11718         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11719         {
11720                 surfaceindex = surfacelist[surfacelistindex];
11721                 surface = surfaces + surfaceindex;
11722                 // check cull box first because it rejects more than any other check
11723                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11724                         continue;
11725                 // skip transparent surfaces
11726                 texture = surface->texture;
11727                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11728                         continue;
11729                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11730                         continue;
11731                 numtriangles = surface->num_triangles;
11732                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
11733                 {
11734                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
11735                         {
11736                                 index = 3*e[cornerindex];
11737                                 VectorCopy(vertex3f + index, v[cornerindex]);
11738                         }
11739                         // cull backfaces
11740                         //TriangleNormal(v[0], v[1], v[2], normal);
11741                         //if (DotProduct(normal, localnormal) < 0.0f)
11742                         //      continue;
11743                         // clip by each of the box planes formed from the projection matrix
11744                         // if anything survives, we emit the decal
11745                         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]);
11746                         if (numpoints < 3)
11747                                 continue;
11748                         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]);
11749                         if (numpoints < 3)
11750                                 continue;
11751                         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]);
11752                         if (numpoints < 3)
11753                                 continue;
11754                         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]);
11755                         if (numpoints < 3)
11756                                 continue;
11757                         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]);
11758                         if (numpoints < 3)
11759                                 continue;
11760                         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]);
11761                         if (numpoints < 3)
11762                                 continue;
11763                         // some part of the triangle survived, so we have to accept it...
11764                         if (dynamic)
11765                         {
11766                                 // dynamic always uses the original triangle
11767                                 numpoints = 3;
11768                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11769                                 {
11770                                         index = 3*e[cornerindex];
11771                                         VectorCopy(vertex3f + index, v[cornerindex]);
11772                                 }
11773                         }
11774                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11775                         {
11776                                 // convert vertex positions to texcoords
11777                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
11778                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11779                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11780                                 // calculate distance fade from the projection origin
11781                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11782                                 f = bound(0.0f, f, 1.0f);
11783                                 c[cornerindex][0] = r * f;
11784                                 c[cornerindex][1] = g * f;
11785                                 c[cornerindex][2] = b * f;
11786                                 c[cornerindex][3] = 1.0f;
11787                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11788                         }
11789                         if (dynamic)
11790                                 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);
11791                         else
11792                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11793                                         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);
11794                 }
11795         }
11796 }
11797
11798 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11799 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)
11800 {
11801         int renderentityindex;
11802         float worldmins[3];
11803         float worldmaxs[3];
11804         entity_render_t *ent;
11805
11806         if (!cl_decals_newsystem.integer)
11807                 return;
11808
11809         worldmins[0] = worldorigin[0] - worldsize;
11810         worldmins[1] = worldorigin[1] - worldsize;
11811         worldmins[2] = worldorigin[2] - worldsize;
11812         worldmaxs[0] = worldorigin[0] + worldsize;
11813         worldmaxs[1] = worldorigin[1] + worldsize;
11814         worldmaxs[2] = worldorigin[2] + worldsize;
11815
11816         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11817
11818         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11819         {
11820                 ent = r_refdef.scene.entities[renderentityindex];
11821                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11822                         continue;
11823
11824                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11825         }
11826 }
11827
11828 typedef struct r_decalsystem_splatqueue_s
11829 {
11830         vec3_t worldorigin;
11831         vec3_t worldnormal;
11832         float color[4];
11833         float tcrange[4];
11834         float worldsize;
11835         int decalsequence;
11836 }
11837 r_decalsystem_splatqueue_t;
11838
11839 int r_decalsystem_numqueued = 0;
11840 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11841
11842 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)
11843 {
11844         r_decalsystem_splatqueue_t *queue;
11845
11846         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11847                 return;
11848
11849         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11850         VectorCopy(worldorigin, queue->worldorigin);
11851         VectorCopy(worldnormal, queue->worldnormal);
11852         Vector4Set(queue->color, r, g, b, a);
11853         Vector4Set(queue->tcrange, s1, t1, s2, t2);
11854         queue->worldsize = worldsize;
11855         queue->decalsequence = cl.decalsequence++;
11856 }
11857
11858 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11859 {
11860         int i;
11861         r_decalsystem_splatqueue_t *queue;
11862
11863         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11864                 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);
11865         r_decalsystem_numqueued = 0;
11866 }
11867
11868 extern cvar_t cl_decals_max;
11869 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11870 {
11871         int i;
11872         decalsystem_t *decalsystem = &ent->decalsystem;
11873         int numdecals;
11874         int killsequence;
11875         tridecal_t *decal;
11876         float frametime;
11877         float lifetime;
11878
11879         if (!decalsystem->numdecals)
11880                 return;
11881
11882         if (r_showsurfaces.integer)
11883                 return;
11884
11885         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11886         {
11887                 R_DecalSystem_Reset(decalsystem);
11888                 return;
11889         }
11890
11891         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11892         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11893
11894         if (decalsystem->lastupdatetime)
11895                 frametime = (cl.time - decalsystem->lastupdatetime);
11896         else
11897                 frametime = 0;
11898         decalsystem->lastupdatetime = cl.time;
11899         decal = decalsystem->decals;
11900         numdecals = decalsystem->numdecals;
11901
11902         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11903         {
11904                 if (decal->color4ub[0][3])
11905                 {
11906                         decal->lived += frametime;
11907                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11908                         {
11909                                 memset(decal, 0, sizeof(*decal));
11910                                 if (decalsystem->freedecal > i)
11911                                         decalsystem->freedecal = i;
11912                         }
11913                 }
11914         }
11915         decal = decalsystem->decals;
11916         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
11917                 numdecals--;
11918
11919         // collapse the array by shuffling the tail decals into the gaps
11920         for (;;)
11921         {
11922                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
11923                         decalsystem->freedecal++;
11924                 if (decalsystem->freedecal == numdecals)
11925                         break;
11926                 decal[decalsystem->freedecal] = decal[--numdecals];
11927         }
11928
11929         decalsystem->numdecals = numdecals;
11930
11931         if (numdecals <= 0)
11932         {
11933                 // if there are no decals left, reset decalsystem
11934                 R_DecalSystem_Reset(decalsystem);
11935         }
11936 }
11937
11938 extern skinframe_t *decalskinframe;
11939 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11940 {
11941         int i;
11942         decalsystem_t *decalsystem = &ent->decalsystem;
11943         int numdecals;
11944         tridecal_t *decal;
11945         float faderate;
11946         float alpha;
11947         float *v3f;
11948         float *c4f;
11949         float *t2f;
11950         const int *e;
11951         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11952         int numtris = 0;
11953
11954         numdecals = decalsystem->numdecals;
11955         if (!numdecals)
11956                 return;
11957
11958         if (r_showsurfaces.integer)
11959                 return;
11960
11961         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11962         {
11963                 R_DecalSystem_Reset(decalsystem);
11964                 return;
11965         }
11966
11967         // if the model is static it doesn't matter what value we give for
11968         // wantnormals and wanttangents, so this logic uses only rules applicable
11969         // to a model, knowing that they are meaningless otherwise
11970         if (ent == r_refdef.scene.worldentity)
11971                 RSurf_ActiveWorldEntity();
11972         else
11973                 RSurf_ActiveModelEntity(ent, false, false, false);
11974
11975         decalsystem->lastupdatetime = cl.time;
11976         decal = decalsystem->decals;
11977
11978         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11979
11980         // update vertex positions for animated models
11981         v3f = decalsystem->vertex3f;
11982         c4f = decalsystem->color4f;
11983         t2f = decalsystem->texcoord2f;
11984         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11985         {
11986                 if (!decal->color4ub[0][3])
11987                         continue;
11988
11989                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11990                         continue;
11991
11992                 // update color values for fading decals
11993                 if (decal->lived >= cl_decals_time.value)
11994                 {
11995                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11996                         alpha *= (1.0f/255.0f);
11997                 }
11998                 else
11999                         alpha = 1.0f/255.0f;
12000
12001                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12002                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12003                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12004                 c4f[ 3] = 1;
12005                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12006                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12007                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12008                 c4f[ 7] = 1;
12009                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12010                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12011                 c4f[10] = decal->color4ub[2][2] * alpha;
12012                 c4f[11] = 1;
12013
12014                 t2f[0] = decal->texcoord2f[0][0];
12015                 t2f[1] = decal->texcoord2f[0][1];
12016                 t2f[2] = decal->texcoord2f[1][0];
12017                 t2f[3] = decal->texcoord2f[1][1];
12018                 t2f[4] = decal->texcoord2f[2][0];
12019                 t2f[5] = decal->texcoord2f[2][1];
12020
12021                 // update vertex positions for animated models
12022                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12023                 {
12024                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12025                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12026                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12027                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12028                 }
12029                 else
12030                 {
12031                         VectorCopy(decal->vertex3f[0], v3f);
12032                         VectorCopy(decal->vertex3f[1], v3f + 3);
12033                         VectorCopy(decal->vertex3f[2], v3f + 6);
12034                 }
12035
12036                 if (r_refdef.fogenabled)
12037                 {
12038                         alpha = RSurf_FogVertex(v3f);
12039                         VectorScale(c4f, alpha, c4f);
12040                         alpha = RSurf_FogVertex(v3f + 3);
12041                         VectorScale(c4f + 4, alpha, c4f + 4);
12042                         alpha = RSurf_FogVertex(v3f + 6);
12043                         VectorScale(c4f + 8, alpha, c4f + 8);
12044                 }
12045
12046                 v3f += 9;
12047                 c4f += 12;
12048                 t2f += 6;
12049                 numtris++;
12050         }
12051
12052         if (numtris > 0)
12053         {
12054                 r_refdef.stats.drawndecals += numtris;
12055
12056                 // now render the decals all at once
12057                 // (this assumes they all use one particle font texture!)
12058                 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);
12059                 R_Mesh_ResetTextureState();
12060                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12061                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12062                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12063                 GL_DepthMask(false);
12064                 GL_DepthRange(0, 1);
12065                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12066                 GL_DepthTest(true);
12067                 GL_CullFace(GL_NONE);
12068                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12069                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12070                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12071         }
12072 }
12073
12074 static void R_DrawModelDecals(void)
12075 {
12076         int i, numdecals;
12077
12078         // fade faster when there are too many decals
12079         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12080         for (i = 0;i < r_refdef.scene.numentities;i++)
12081                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12082
12083         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12084         for (i = 0;i < r_refdef.scene.numentities;i++)
12085                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12086                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12087
12088         R_DecalSystem_ApplySplatEntitiesQueue();
12089
12090         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12091         for (i = 0;i < r_refdef.scene.numentities;i++)
12092                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12093
12094         r_refdef.stats.totaldecals += numdecals;
12095
12096         if (r_showsurfaces.integer)
12097                 return;
12098
12099         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12100
12101         for (i = 0;i < r_refdef.scene.numentities;i++)
12102         {
12103                 if (!r_refdef.viewcache.entityvisible[i])
12104                         continue;
12105                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12106                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12107         }
12108 }
12109
12110 void R_DrawDebugModel(void)
12111 {
12112         entity_render_t *ent = rsurface.entity;
12113         int i, j, k, l, flagsmask;
12114         q3mbrush_t *brush;
12115         const msurface_t *surface;
12116         dp_model_t *model = ent->model;
12117         vec3_t v;
12118
12119         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12120
12121         R_Mesh_ColorPointer(NULL, 0, 0);
12122         R_Mesh_ResetTextureState();
12123         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12124         GL_DepthRange(0, 1);
12125         GL_DepthTest(!r_showdisabledepthtest.integer);
12126         GL_DepthMask(false);
12127         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12128
12129         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
12130         {
12131                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12132                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
12133                 {
12134                         if (brush->colbrushf && brush->colbrushf->numtriangles)
12135                         {
12136                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12137                                 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);
12138                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12139                         }
12140                 }
12141                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
12142                 {
12143                         if (surface->num_collisiontriangles)
12144                         {
12145                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
12146                                 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);
12147                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
12148                         }
12149                 }
12150         }
12151
12152         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12153
12154         if (r_showtris.integer || r_shownormals.integer)
12155         {
12156                 if (r_showdisabledepthtest.integer)
12157                 {
12158                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12159                         GL_DepthMask(false);
12160                 }
12161                 else
12162                 {
12163                         GL_BlendFunc(GL_ONE, GL_ZERO);
12164                         GL_DepthMask(true);
12165                 }
12166                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12167                 {
12168                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12169                                 continue;
12170                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12171                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12172                         {
12173                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12174                                 if (r_showtris.value > 0)
12175                                 {
12176                                         if (!rsurface.texture->currentlayers->depthmask)
12177                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12178                                         else if (ent == r_refdef.scene.worldentity)
12179                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12180                                         else
12181                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12182                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12183                                         R_Mesh_ColorPointer(NULL, 0, 0);
12184                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12185                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12186                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12187                                         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);
12188                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12189                                         CHECKGLERROR
12190                                 }
12191                                 if (r_shownormals.value < 0)
12192                                 {
12193                                         qglBegin(GL_LINES);
12194                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12195                                         {
12196                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12197                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12198                                                 qglVertex3f(v[0], v[1], v[2]);
12199                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12200                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12201                                                 qglVertex3f(v[0], v[1], v[2]);
12202                                         }
12203                                         qglEnd();
12204                                         CHECKGLERROR
12205                                 }
12206                                 if (r_shownormals.value > 0)
12207                                 {
12208                                         qglBegin(GL_LINES);
12209                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12210                                         {
12211                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12212                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12213                                                 qglVertex3f(v[0], v[1], v[2]);
12214                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12215                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12216                                                 qglVertex3f(v[0], v[1], v[2]);
12217                                         }
12218                                         qglEnd();
12219                                         CHECKGLERROR
12220                                         qglBegin(GL_LINES);
12221                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12222                                         {
12223                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12224                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12225                                                 qglVertex3f(v[0], v[1], v[2]);
12226                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12227                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12228                                                 qglVertex3f(v[0], v[1], v[2]);
12229                                         }
12230                                         qglEnd();
12231                                         CHECKGLERROR
12232                                         qglBegin(GL_LINES);
12233                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12234                                         {
12235                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12236                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12237                                                 qglVertex3f(v[0], v[1], v[2]);
12238                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12239                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12240                                                 qglVertex3f(v[0], v[1], v[2]);
12241                                         }
12242                                         qglEnd();
12243                                         CHECKGLERROR
12244                                 }
12245                         }
12246                 }
12247                 rsurface.texture = NULL;
12248         }
12249 }
12250
12251 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12252 int r_maxsurfacelist = 0;
12253 const msurface_t **r_surfacelist = NULL;
12254 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12255 {
12256         int i, j, endj, flagsmask;
12257         dp_model_t *model = r_refdef.scene.worldmodel;
12258         msurface_t *surfaces;
12259         unsigned char *update;
12260         int numsurfacelist = 0;
12261         if (model == NULL)
12262                 return;
12263
12264         if (r_maxsurfacelist < model->num_surfaces)
12265         {
12266                 r_maxsurfacelist = model->num_surfaces;
12267                 if (r_surfacelist)
12268                         Mem_Free((msurface_t**)r_surfacelist);
12269                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12270         }
12271
12272         RSurf_ActiveWorldEntity();
12273
12274         surfaces = model->data_surfaces;
12275         update = model->brushq1.lightmapupdateflags;
12276
12277         // update light styles on this submodel
12278         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12279         {
12280                 model_brush_lightstyleinfo_t *style;
12281                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12282                 {
12283                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12284                         {
12285                                 int *list = style->surfacelist;
12286                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12287                                 for (j = 0;j < style->numsurfaces;j++)
12288                                         update[list[j]] = true;
12289                         }
12290                 }
12291         }
12292
12293         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12294
12295         if (debug)
12296         {
12297                 R_DrawDebugModel();
12298                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12299                 return;
12300         }
12301
12302         rsurface.uselightmaptexture = false;
12303         rsurface.texture = NULL;
12304         rsurface.rtlight = NULL;
12305         numsurfacelist = 0;
12306         // add visible surfaces to draw list
12307         for (i = 0;i < model->nummodelsurfaces;i++)
12308         {
12309                 j = model->sortedmodelsurfaces[i];
12310                 if (r_refdef.viewcache.world_surfacevisible[j])
12311                         r_surfacelist[numsurfacelist++] = surfaces + j;
12312         }
12313         // update lightmaps if needed
12314         if (model->brushq1.firstrender)
12315         {
12316                 model->brushq1.firstrender = false;
12317                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12318                         if (update[j])
12319                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12320         }
12321         else if (update)
12322         {
12323                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12324                         if (r_refdef.viewcache.world_surfacevisible[j])
12325                                 if (update[j])
12326                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12327         }
12328         // don't do anything if there were no surfaces
12329         if (!numsurfacelist)
12330         {
12331                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12332                 return;
12333         }
12334         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12335         GL_AlphaTest(false);
12336
12337         // add to stats if desired
12338         if (r_speeds.integer && !skysurfaces && !depthonly)
12339         {
12340                 r_refdef.stats.world_surfaces += numsurfacelist;
12341                 for (j = 0;j < numsurfacelist;j++)
12342                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12343         }
12344
12345         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12346 }
12347
12348 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12349 {
12350         int i, j, endj, flagsmask;
12351         dp_model_t *model = ent->model;
12352         msurface_t *surfaces;
12353         unsigned char *update;
12354         int numsurfacelist = 0;
12355         if (model == NULL)
12356                 return;
12357
12358         if (r_maxsurfacelist < model->num_surfaces)
12359         {
12360                 r_maxsurfacelist = model->num_surfaces;
12361                 if (r_surfacelist)
12362                         Mem_Free((msurface_t **)r_surfacelist);
12363                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12364         }
12365
12366         // if the model is static it doesn't matter what value we give for
12367         // wantnormals and wanttangents, so this logic uses only rules applicable
12368         // to a model, knowing that they are meaningless otherwise
12369         if (ent == r_refdef.scene.worldentity)
12370                 RSurf_ActiveWorldEntity();
12371         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12372                 RSurf_ActiveModelEntity(ent, false, false, false);
12373         else if (prepass)
12374                 RSurf_ActiveModelEntity(ent, true, true, true);
12375         else if (depthonly)
12376         {
12377                 switch (vid.renderpath)
12378                 {
12379                 case RENDERPATH_GL20:
12380                 case RENDERPATH_CGGL:
12381                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12382                         break;
12383                 case RENDERPATH_GL13:
12384                 case RENDERPATH_GL11:
12385                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12386                         break;
12387                 }
12388         }
12389         else
12390         {
12391                 switch (vid.renderpath)
12392                 {
12393                 case RENDERPATH_GL20:
12394                 case RENDERPATH_CGGL:
12395                         RSurf_ActiveModelEntity(ent, true, true, false);
12396                         break;
12397                 case RENDERPATH_GL13:
12398                 case RENDERPATH_GL11:
12399                         RSurf_ActiveModelEntity(ent, true, false, false);
12400                         break;
12401                 }
12402         }
12403
12404         surfaces = model->data_surfaces;
12405         update = model->brushq1.lightmapupdateflags;
12406
12407         // update light styles
12408         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12409         {
12410                 model_brush_lightstyleinfo_t *style;
12411                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12412                 {
12413                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12414                         {
12415                                 int *list = style->surfacelist;
12416                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12417                                 for (j = 0;j < style->numsurfaces;j++)
12418                                         update[list[j]] = true;
12419                         }
12420                 }
12421         }
12422
12423         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12424
12425         if (debug)
12426         {
12427                 R_DrawDebugModel();
12428                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12429                 return;
12430         }
12431
12432         rsurface.uselightmaptexture = false;
12433         rsurface.texture = NULL;
12434         rsurface.rtlight = NULL;
12435         numsurfacelist = 0;
12436         // add visible surfaces to draw list
12437         for (i = 0;i < model->nummodelsurfaces;i++)
12438                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12439         // don't do anything if there were no surfaces
12440         if (!numsurfacelist)
12441         {
12442                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12443                 return;
12444         }
12445         // update lightmaps if needed
12446         if (update)
12447         {
12448                 int updated = 0;
12449                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12450                 {
12451                         if (update[j])
12452                         {
12453                                 updated++;
12454                                 R_BuildLightMap(ent, surfaces + j);
12455                         }
12456                 }
12457         }
12458         if (update)
12459                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12460                         if (update[j])
12461                                 R_BuildLightMap(ent, surfaces + j);
12462         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12463         GL_AlphaTest(false);
12464
12465         // add to stats if desired
12466         if (r_speeds.integer && !skysurfaces && !depthonly)
12467         {
12468                 r_refdef.stats.entities_surfaces += numsurfacelist;
12469                 for (j = 0;j < numsurfacelist;j++)
12470                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12471         }
12472
12473         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12474 }
12475
12476 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12477 {
12478         static texture_t texture;
12479         static msurface_t surface;
12480         const msurface_t *surfacelist = &surface;
12481
12482         // fake enough texture and surface state to render this geometry
12483
12484         texture.update_lastrenderframe = -1; // regenerate this texture
12485         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12486         texture.currentskinframe = skinframe;
12487         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12488         texture.specularscalemod = 1;
12489         texture.specularpowermod = 1;
12490
12491         surface.texture = &texture;
12492         surface.num_triangles = numtriangles;
12493         surface.num_firsttriangle = firsttriangle;
12494         surface.num_vertices = numvertices;
12495         surface.num_firstvertex = firstvertex;
12496
12497         // now render it
12498         rsurface.texture = R_GetCurrentTexture(surface.texture);
12499         rsurface.uselightmaptexture = false;
12500         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12501 }
12502
12503 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)
12504 {
12505         static msurface_t surface;
12506         const msurface_t *surfacelist = &surface;
12507
12508         // fake enough texture and surface state to render this geometry
12509
12510         surface.texture = texture;
12511         surface.num_triangles = numtriangles;
12512         surface.num_firsttriangle = firsttriangle;
12513         surface.num_vertices = numvertices;
12514         surface.num_firstvertex = firstvertex;
12515
12516         // now render it
12517         rsurface.texture = R_GetCurrentTexture(surface.texture);
12518         rsurface.uselightmaptexture = false;
12519         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12520 }