]> git.xonotic.org Git - xonotic/darkplaces.git/blob - gl_rmain.c
uservec2 now combines the possibly-blurred scene and the sobel output
[xonotic/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
33
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
35
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
38 qboolean r_loadfog;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
41
42 //
43 // screen size info
44 //
45 r_refdef_t r_refdef;
46
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
55
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
61
62 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
68 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
72 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
75 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
76 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
80 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
81 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
82 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
83 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
84 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
85 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
86 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
87 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
88 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
89 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
90 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
91 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
92 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
93 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
94 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
95 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
96 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
97 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
98 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
99 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
100 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
101 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
102 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
103 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
104 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
105 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
106 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
107
108 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
109 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
110 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
111 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
112 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
113 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
114 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
115 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
116
117 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
118 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
119
120 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
121 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
125
126 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
127 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
128 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
129
130 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
131 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
132 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
133 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
134 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
135 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
136 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
137 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
138 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
139 //cvar_t r_glsl_postprocess_sobel = {CVAR_SAVE, "r_glsl_postprocess_sobel", "0", "1 = use the sobel operator on the final output (this causes grey-scaling), 2 = combine sobel and blur"};
140
141 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
142 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
143 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
144 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
145 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
146
147 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
148 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
149 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
150 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
151
152 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
153 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
154 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
155 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
156 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
157 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
158 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
159
160 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
161 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
162 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
163 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
164
165 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
166
167 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
168
169 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
170
171 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
172 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
173 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"};
174 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
175 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
176 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
177 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
178 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)"};
179
180 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
181
182 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)"};
183
184 extern cvar_t v_glslgamma;
185
186 extern qboolean v_flipped_state;
187
188 static struct r_bloomstate_s
189 {
190         qboolean enabled;
191         qboolean hdr;
192
193         int bloomwidth, bloomheight;
194
195         int screentexturewidth, screentextureheight;
196         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
197
198         int bloomtexturewidth, bloomtextureheight;
199         rtexture_t *texture_bloom;
200
201         // arrays for rendering the screen passes
202         float screentexcoord2f[8];
203         float bloomtexcoord2f[8];
204         float offsettexcoord2f[8];
205
206         r_viewport_t viewport;
207 }
208 r_bloomstate;
209
210 r_waterstate_t r_waterstate;
211
212 /// shadow volume bsp struct with automatically growing nodes buffer
213 svbsp_t r_svbsp;
214
215 rtexture_t *r_texture_blanknormalmap;
216 rtexture_t *r_texture_white;
217 rtexture_t *r_texture_grey128;
218 rtexture_t *r_texture_black;
219 rtexture_t *r_texture_notexture;
220 rtexture_t *r_texture_whitecube;
221 rtexture_t *r_texture_normalizationcube;
222 rtexture_t *r_texture_fogattenuation;
223 rtexture_t *r_texture_fogheighttexture;
224 rtexture_t *r_texture_gammaramps;
225 unsigned int r_texture_gammaramps_serial;
226 //rtexture_t *r_texture_fogintensity;
227 rtexture_t *r_texture_reflectcube;
228
229 // TODO: hash lookups?
230 typedef struct cubemapinfo_s
231 {
232         char basename[64];
233         rtexture_t *texture;
234 }
235 cubemapinfo_t;
236
237 int r_texture_numcubemaps;
238 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
239
240 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
241 unsigned int r_numqueries;
242 unsigned int r_maxqueries;
243
244 typedef struct r_qwskincache_s
245 {
246         char name[MAX_QPATH];
247         skinframe_t *skinframe;
248 }
249 r_qwskincache_t;
250
251 static r_qwskincache_t *r_qwskincache;
252 static int r_qwskincache_size;
253
254 /// vertex coordinates for a quad that covers the screen exactly
255 const float r_screenvertex3f[12] =
256 {
257         0, 0, 0,
258         1, 0, 0,
259         1, 1, 0,
260         0, 1, 0
261 };
262
263 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
264 {
265         int i;
266         for (i = 0;i < verts;i++)
267         {
268                 out[0] = in[0] * r;
269                 out[1] = in[1] * g;
270                 out[2] = in[2] * b;
271                 out[3] = in[3];
272                 in += 4;
273                 out += 4;
274         }
275 }
276
277 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
278 {
279         int i;
280         for (i = 0;i < verts;i++)
281         {
282                 out[0] = r;
283                 out[1] = g;
284                 out[2] = b;
285                 out[3] = a;
286                 out += 4;
287         }
288 }
289
290 // FIXME: move this to client?
291 void FOG_clear(void)
292 {
293         if (gamemode == GAME_NEHAHRA)
294         {
295                 Cvar_Set("gl_fogenable", "0");
296                 Cvar_Set("gl_fogdensity", "0.2");
297                 Cvar_Set("gl_fogred", "0.3");
298                 Cvar_Set("gl_foggreen", "0.3");
299                 Cvar_Set("gl_fogblue", "0.3");
300         }
301         r_refdef.fog_density = 0;
302         r_refdef.fog_red = 0;
303         r_refdef.fog_green = 0;
304         r_refdef.fog_blue = 0;
305         r_refdef.fog_alpha = 1;
306         r_refdef.fog_start = 0;
307         r_refdef.fog_end = 16384;
308         r_refdef.fog_height = 1<<30;
309         r_refdef.fog_fadedepth = 128;
310         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
311 }
312
313 static void R_BuildBlankTextures(void)
314 {
315         unsigned char data[4];
316         data[2] = 128; // normal X
317         data[1] = 128; // normal Y
318         data[0] = 255; // normal Z
319         data[3] = 128; // height
320         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
321         data[0] = 255;
322         data[1] = 255;
323         data[2] = 255;
324         data[3] = 255;
325         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
326         data[0] = 128;
327         data[1] = 128;
328         data[2] = 128;
329         data[3] = 255;
330         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
331         data[0] = 0;
332         data[1] = 0;
333         data[2] = 0;
334         data[3] = 255;
335         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
336 }
337
338 static void R_BuildNoTexture(void)
339 {
340         int x, y;
341         unsigned char pix[16][16][4];
342         // this makes a light grey/dark grey checkerboard texture
343         for (y = 0;y < 16;y++)
344         {
345                 for (x = 0;x < 16;x++)
346                 {
347                         if ((y < 8) ^ (x < 8))
348                         {
349                                 pix[y][x][0] = 128;
350                                 pix[y][x][1] = 128;
351                                 pix[y][x][2] = 128;
352                                 pix[y][x][3] = 255;
353                         }
354                         else
355                         {
356                                 pix[y][x][0] = 64;
357                                 pix[y][x][1] = 64;
358                                 pix[y][x][2] = 64;
359                                 pix[y][x][3] = 255;
360                         }
361                 }
362         }
363         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
364 }
365
366 static void R_BuildWhiteCube(void)
367 {
368         unsigned char data[6*1*1*4];
369         memset(data, 255, sizeof(data));
370         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
371 }
372
373 static void R_BuildNormalizationCube(void)
374 {
375         int x, y, side;
376         vec3_t v;
377         vec_t s, t, intensity;
378 #define NORMSIZE 64
379         unsigned char *data;
380         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
381         for (side = 0;side < 6;side++)
382         {
383                 for (y = 0;y < NORMSIZE;y++)
384                 {
385                         for (x = 0;x < NORMSIZE;x++)
386                         {
387                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
388                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
389                                 switch(side)
390                                 {
391                                 default:
392                                 case 0:
393                                         v[0] = 1;
394                                         v[1] = -t;
395                                         v[2] = -s;
396                                         break;
397                                 case 1:
398                                         v[0] = -1;
399                                         v[1] = -t;
400                                         v[2] = s;
401                                         break;
402                                 case 2:
403                                         v[0] = s;
404                                         v[1] = 1;
405                                         v[2] = t;
406                                         break;
407                                 case 3:
408                                         v[0] = s;
409                                         v[1] = -1;
410                                         v[2] = -t;
411                                         break;
412                                 case 4:
413                                         v[0] = s;
414                                         v[1] = -t;
415                                         v[2] = 1;
416                                         break;
417                                 case 5:
418                                         v[0] = -s;
419                                         v[1] = -t;
420                                         v[2] = -1;
421                                         break;
422                                 }
423                                 intensity = 127.0f / sqrt(DotProduct(v, v));
424                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
425                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
426                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
427                                 data[((side*64+y)*64+x)*4+3] = 255;
428                         }
429                 }
430         }
431         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
432         Mem_Free(data);
433 }
434
435 static void R_BuildFogTexture(void)
436 {
437         int x, b;
438 #define FOGWIDTH 256
439         unsigned char data1[FOGWIDTH][4];
440         //unsigned char data2[FOGWIDTH][4];
441         double d, r, alpha;
442
443         r_refdef.fogmasktable_start = r_refdef.fog_start;
444         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
445         r_refdef.fogmasktable_range = r_refdef.fogrange;
446         r_refdef.fogmasktable_density = r_refdef.fog_density;
447
448         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
449         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
450         {
451                 d = (x * r - r_refdef.fogmasktable_start);
452                 if(developer_extra.integer)
453                         Con_DPrintf("%f ", d);
454                 d = max(0, d);
455                 if (r_fog_exp2.integer)
456                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
457                 else
458                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
459                 if(developer_extra.integer)
460                         Con_DPrintf(" : %f ", alpha);
461                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
462                 if(developer_extra.integer)
463                         Con_DPrintf(" = %f\n", alpha);
464                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
465         }
466
467         for (x = 0;x < FOGWIDTH;x++)
468         {
469                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
470                 data1[x][0] = b;
471                 data1[x][1] = b;
472                 data1[x][2] = b;
473                 data1[x][3] = 255;
474                 //data2[x][0] = 255 - b;
475                 //data2[x][1] = 255 - b;
476                 //data2[x][2] = 255 - b;
477                 //data2[x][3] = 255;
478         }
479         if (r_texture_fogattenuation)
480         {
481                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
482                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
483         }
484         else
485         {
486                 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);
487                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
488         }
489 }
490
491 static void R_BuildFogHeightTexture(void)
492 {
493         unsigned char *inpixels;
494         int size;
495         int x;
496         int y;
497         int j;
498         float c[4];
499         float f;
500         inpixels = NULL;
501         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
502         if (r_refdef.fogheighttexturename[0])
503                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false);
504         if (!inpixels)
505         {
506                 r_refdef.fog_height_tablesize = 0;
507                 if (r_texture_fogheighttexture)
508                         R_FreeTexture(r_texture_fogheighttexture);
509                 r_texture_fogheighttexture = NULL;
510                 if (r_refdef.fog_height_table2d)
511                         Mem_Free(r_refdef.fog_height_table2d);
512                 r_refdef.fog_height_table2d = NULL;
513                 if (r_refdef.fog_height_table1d)
514                         Mem_Free(r_refdef.fog_height_table1d);
515                 r_refdef.fog_height_table1d = NULL;
516                 return;
517         }
518         size = image_width;
519         r_refdef.fog_height_tablesize = size;
520         r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
521         r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
522         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
523         Mem_Free(inpixels);
524         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
525         // average fog color table accounting for every fog layer between a point
526         // and the camera.  (Note: attenuation is handled separately!)
527         for (y = 0;y < size;y++)
528         {
529                 for (x = 0;x < size;x++)
530                 {
531                         Vector4Clear(c);
532                         f = 0;
533                         if (x < y)
534                         {
535                                 for (j = x;j <= y;j++)
536                                 {
537                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
538                                         f++;
539                                 }
540                         }
541                         else
542                         {
543                                 for (j = x;j >= y;j--)
544                                 {
545                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
546                                         f++;
547                                 }
548                         }
549                         f = 1.0f / f;
550                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
551                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
552                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
553                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
554                 }
555         }
556         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, NULL);
557 }
558
559 //=======================================================================================================================================================
560
561 static const char *builtinshaderstring =
562 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
563 "// written by Forest 'LordHavoc' Hale\n"
564 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
565 "\n"
566 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
567 "# define USEFOG\n"
568 "#endif\n"
569 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
570 "#define USELIGHTMAP\n"
571 "#endif\n"
572 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
573 "#define USEEYEVECTOR\n"
574 "#endif\n"
575 "\n"
576 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
577 "# extension GL_ARB_texture_rectangle : enable\n"
578 "#endif\n"
579 "\n"
580 "#ifdef USESHADOWMAP2D\n"
581 "# ifdef GL_EXT_gpu_shader4\n"
582 "#   extension GL_EXT_gpu_shader4 : enable\n"
583 "# endif\n"
584 "# ifdef GL_ARB_texture_gather\n"
585 "#   extension GL_ARB_texture_gather : enable\n"
586 "# else\n"
587 "#   ifdef GL_AMD_texture_texture4\n"
588 "#     extension GL_AMD_texture_texture4 : enable\n"
589 "#   endif\n"
590 "# endif\n"
591 "#endif\n"
592 "\n"
593 "#ifdef USESHADOWMAPCUBE\n"
594 "# extension GL_EXT_gpu_shader4 : enable\n"
595 "#endif\n"
596 "\n"
597 "//#ifdef USESHADOWSAMPLER\n"
598 "//# extension GL_ARB_shadow : enable\n"
599 "//#endif\n"
600 "\n"
601 "//#ifdef __GLSL_CG_DATA_TYPES\n"
602 "//# define myhalf half\n"
603 "//# define myhalf2 half2\n"
604 "//# define myhalf3 half3\n"
605 "//# define myhalf4 half4\n"
606 "//#else\n"
607 "# define myhalf float\n"
608 "# define myhalf2 vec2\n"
609 "# define myhalf3 vec3\n"
610 "# define myhalf4 vec4\n"
611 "//#endif\n"
612 "\n"
613 "#ifdef VERTEX_SHADER\n"
614 "uniform mat4 ModelViewProjectionMatrix;\n"
615 "#endif\n"
616 "\n"
617 "#ifdef MODE_DEPTH_OR_SHADOW\n"
618 "#ifdef VERTEX_SHADER\n"
619 "void main(void)\n"
620 "{\n"
621 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
622 "}\n"
623 "#endif\n"
624 "#else // !MODE_DEPTH_ORSHADOW\n"
625 "\n"
626 "\n"
627 "\n"
628 "\n"
629 "#ifdef MODE_SHOWDEPTH\n"
630 "#ifdef VERTEX_SHADER\n"
631 "void main(void)\n"
632 "{\n"
633 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
634 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
635 "}\n"
636 "#endif\n"
637 "\n"
638 "#ifdef FRAGMENT_SHADER\n"
639 "void main(void)\n"
640 "{\n"
641 "       gl_FragColor = gl_Color;\n"
642 "}\n"
643 "#endif\n"
644 "#else // !MODE_SHOWDEPTH\n"
645 "\n"
646 "\n"
647 "\n"
648 "\n"
649 "#ifdef MODE_POSTPROCESS\n"
650 "varying vec2 TexCoord1;\n"
651 "varying vec2 TexCoord2;\n"
652 "\n"
653 "#ifdef VERTEX_SHADER\n"
654 "void main(void)\n"
655 "{\n"
656 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
657 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
658 "#ifdef USEBLOOM\n"
659 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
660 "#endif\n"
661 "}\n"
662 "#endif\n"
663 "\n"
664 "#ifdef FRAGMENT_SHADER\n"
665 "uniform sampler2D Texture_First;\n"
666 "#ifdef USEBLOOM\n"
667 "uniform sampler2D Texture_Second;\n"
668 "#endif\n"
669 "#ifdef USEGAMMARAMPS\n"
670 "uniform sampler2D Texture_GammaRamps;\n"
671 "#endif\n"
672 "#ifdef USESATURATION\n"
673 "uniform float Saturation;\n"
674 "#endif\n"
675 "#ifdef USEVIEWTINT\n"
676 "uniform vec4 ViewTintColor;\n"
677 "#endif\n"
678 "//uncomment these if you want to use them:\n"
679 "uniform vec4 UserVec1;\n"
680 "//uniform float UseSobel;\n"
681 "uniform vec4 UserVec2;\n"
682 "// uniform vec4 UserVec3;\n"
683 "// uniform vec4 UserVec4;\n"
684 "// uniform float ClientTime;\n"
685 "uniform vec2 PixelSize;\n"
686 "void main(void)\n"
687 "{\n"
688 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
689 "#ifdef USEBLOOM\n"
690 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
691 "#endif\n"
692 "#ifdef USEVIEWTINT\n"
693 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
694 "#endif\n"
695 "\n"
696 "#ifdef USEPOSTPROCESSING\n"
697 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
698 "// 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"
699 "       vec3 sobel = vec3(1.0);\n"
700 "       // vec2 ts = textureSize(Texture_First, 0);\n"
701 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
702 "       vec2 px = PixelSize;\n"
703 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
704 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
705 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
706 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
707 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
708 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
709 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
710 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
711 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
712 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
713 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
714 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
715 "       float px1 = -1.0 * (0.30*x1.r + 0.59*x1.g + 0.11*x1.b);\n"
716 "       float px2 = -2.0 * (0.30*x2.r + 0.59*x2.g + 0.11*x2.b);\n"
717 "       float px3 = -1.0 * (0.30*x3.r + 0.59*x3.g + 0.11*x3.b);\n"
718 "       float px4 =  1.0 * (0.30*x4.r + 0.59*x4.g + 0.11*x4.b);\n"
719 "       float px5 =  2.0 * (0.30*x5.r + 0.59*x5.g + 0.11*x5.b);\n"
720 "       float px6 =  1.0 * (0.30*x6.r + 0.59*x6.g + 0.11*x6.b);\n"
721 "       float py1 = -1.0 * (0.30*y1.r + 0.59*y1.g + 0.11*y1.b);\n"
722 "       float py2 = -2.0 * (0.30*y2.r + 0.59*y2.g + 0.11*y2.b);\n"
723 "       float py3 = -1.0 * (0.30*y3.r + 0.59*y3.g + 0.11*y3.b);\n"
724 "       float py4 =  1.0 * (0.30*y4.r + 0.59*y4.g + 0.11*y4.b);\n"
725 "       float py5 =  2.0 * (0.30*y5.r + 0.59*y5.g + 0.11*y5.b);\n"
726 "       float py6 =  1.0 * (0.30*y6.r + 0.59*y6.g + 0.11*y6.b);\n"
727 "       sobel = vec3(0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6));\n"
728 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
729 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
730 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
731 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
732 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
733 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
734 "       //gl_FragColor = mix(gl_FragColor, vec4(vec3(sobel), 1), UseSobel);\n"
735 "       gl_FragColor.rgb = gl_FragColor.rgb * UserVec2.y + vec3(sobel)*UserVec2.x;\n"
736 "#endif\n"
737 "\n"
738 "#ifdef USESATURATION\n"
739 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
740 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
741 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
742 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
743 "#endif\n"
744 "\n"
745 "#ifdef USEGAMMARAMPS\n"
746 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
747 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
748 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
749 "#endif\n"
750 "}\n"
751 "#endif\n"
752 "#else // !MODE_POSTPROCESS\n"
753 "\n"
754 "\n"
755 "\n"
756 "\n"
757 "#ifdef MODE_GENERIC\n"
758 "#ifdef USEDIFFUSE\n"
759 "varying vec2 TexCoord1;\n"
760 "#endif\n"
761 "#ifdef USESPECULAR\n"
762 "varying vec2 TexCoord2;\n"
763 "#endif\n"
764 "#ifdef VERTEX_SHADER\n"
765 "void main(void)\n"
766 "{\n"
767 "       gl_FrontColor = gl_Color;\n"
768 "#ifdef USEDIFFUSE\n"
769 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
770 "#endif\n"
771 "#ifdef USESPECULAR\n"
772 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
773 "#endif\n"
774 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
775 "}\n"
776 "#endif\n"
777 "\n"
778 "#ifdef FRAGMENT_SHADER\n"
779 "#ifdef USEDIFFUSE\n"
780 "uniform sampler2D Texture_First;\n"
781 "#endif\n"
782 "#ifdef USESPECULAR\n"
783 "uniform sampler2D Texture_Second;\n"
784 "#endif\n"
785 "\n"
786 "void main(void)\n"
787 "{\n"
788 "       gl_FragColor = gl_Color;\n"
789 "#ifdef USEDIFFUSE\n"
790 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
791 "#endif\n"
792 "\n"
793 "#ifdef USESPECULAR\n"
794 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
795 "# ifdef USECOLORMAPPING\n"
796 "       gl_FragColor *= tex2;\n"
797 "# endif\n"
798 "# ifdef USEGLOW\n"
799 "       gl_FragColor += tex2;\n"
800 "# endif\n"
801 "# ifdef USEVERTEXTEXTUREBLEND\n"
802 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
803 "# endif\n"
804 "#endif\n"
805 "}\n"
806 "#endif\n"
807 "#else // !MODE_GENERIC\n"
808 "\n"
809 "\n"
810 "\n"
811 "\n"
812 "#ifdef MODE_BLOOMBLUR\n"
813 "varying TexCoord;\n"
814 "#ifdef VERTEX_SHADER\n"
815 "void main(void)\n"
816 "{\n"
817 "       gl_FrontColor = gl_Color;\n"
818 "       TexCoord = gl_MultiTexCoord0.xy;\n"
819 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
820 "}\n"
821 "#endif\n"
822 "\n"
823 "#ifdef FRAGMENT_SHADER\n"
824 "uniform sampler2D Texture_First;\n"
825 "uniform vec4 BloomBlur_Parameters;\n"
826 "\n"
827 "void main(void)\n"
828 "{\n"
829 "       int i;\n"
830 "       vec2 tc = TexCoord;\n"
831 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
832 "       tc += BloomBlur_Parameters.xy;\n"
833 "       for (i = 1;i < SAMPLES;i++)\n"
834 "       {\n"
835 "               color += texture2D(Texture_First, tc).rgb;\n"
836 "               tc += BloomBlur_Parameters.xy;\n"
837 "       }\n"
838 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
839 "}\n"
840 "#endif\n"
841 "#else // !MODE_BLOOMBLUR\n"
842 "#ifdef MODE_REFRACTION\n"
843 "varying vec2 TexCoord;\n"
844 "varying vec4 ModelViewProjectionPosition;\n"
845 "uniform mat4 TexMatrix;\n"
846 "#ifdef VERTEX_SHADER\n"
847 "\n"
848 "void main(void)\n"
849 "{\n"
850 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
851 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
852 "       ModelViewProjectionPosition = gl_Position;\n"
853 "}\n"
854 "#endif\n"
855 "\n"
856 "#ifdef FRAGMENT_SHADER\n"
857 "uniform sampler2D Texture_Normal;\n"
858 "uniform sampler2D Texture_Refraction;\n"
859 "uniform sampler2D Texture_Reflection;\n"
860 "\n"
861 "uniform vec4 DistortScaleRefractReflect;\n"
862 "uniform vec4 ScreenScaleRefractReflect;\n"
863 "uniform vec4 ScreenCenterRefractReflect;\n"
864 "uniform vec4 RefractColor;\n"
865 "uniform vec4 ReflectColor;\n"
866 "uniform float ReflectFactor;\n"
867 "uniform float ReflectOffset;\n"
868 "\n"
869 "void main(void)\n"
870 "{\n"
871 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
872 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
873 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
874 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
875 "       // FIXME temporary hack to detect the case that the reflection\n"
876 "       // gets blackened at edges due to leaving the area that contains actual\n"
877 "       // content.\n"
878 "       // Remove this 'ack once we have a better way to stop this thing from\n"
879 "       // 'appening.\n"
880 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
881 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
882 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
883 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
884 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
885 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
886 "}\n"
887 "#endif\n"
888 "#else // !MODE_REFRACTION\n"
889 "\n"
890 "\n"
891 "\n"
892 "\n"
893 "#ifdef MODE_WATER\n"
894 "varying vec2 TexCoord;\n"
895 "varying vec3 EyeVector;\n"
896 "varying vec4 ModelViewProjectionPosition;\n"
897 "#ifdef VERTEX_SHADER\n"
898 "uniform vec3 EyePosition;\n"
899 "uniform mat4 TexMatrix;\n"
900 "\n"
901 "void main(void)\n"
902 "{\n"
903 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
904 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
905 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
906 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
907 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
908 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
909 "       ModelViewProjectionPosition = gl_Position;\n"
910 "}\n"
911 "#endif\n"
912 "\n"
913 "#ifdef FRAGMENT_SHADER\n"
914 "uniform sampler2D Texture_Normal;\n"
915 "uniform sampler2D Texture_Refraction;\n"
916 "uniform sampler2D Texture_Reflection;\n"
917 "\n"
918 "uniform vec4 DistortScaleRefractReflect;\n"
919 "uniform vec4 ScreenScaleRefractReflect;\n"
920 "uniform vec4 ScreenCenterRefractReflect;\n"
921 "uniform vec4 RefractColor;\n"
922 "uniform vec4 ReflectColor;\n"
923 "uniform float ReflectFactor;\n"
924 "uniform float ReflectOffset;\n"
925 "\n"
926 "void main(void)\n"
927 "{\n"
928 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
929 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
930 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
931 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
932 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
933 "       // FIXME temporary hack to detect the case that the reflection\n"
934 "       // gets blackened at edges due to leaving the area that contains actual\n"
935 "       // content.\n"
936 "       // Remove this 'ack once we have a better way to stop this thing from\n"
937 "       // 'appening.\n"
938 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
939 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
940 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
941 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
942 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
943 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
944 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
945 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
946 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
947 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
948 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
949 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
950 "}\n"
951 "#endif\n"
952 "#else // !MODE_WATER\n"
953 "\n"
954 "\n"
955 "\n"
956 "\n"
957 "// common definitions between vertex shader and fragment shader:\n"
958 "\n"
959 "varying vec2 TexCoord;\n"
960 "#ifdef USEVERTEXTEXTUREBLEND\n"
961 "varying vec2 TexCoord2;\n"
962 "#endif\n"
963 "#ifdef USELIGHTMAP\n"
964 "varying vec2 TexCoordLightmap;\n"
965 "#endif\n"
966 "\n"
967 "#ifdef MODE_LIGHTSOURCE\n"
968 "varying vec3 CubeVector;\n"
969 "#endif\n"
970 "\n"
971 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
972 "varying vec3 LightVector;\n"
973 "#endif\n"
974 "\n"
975 "#ifdef USEEYEVECTOR\n"
976 "varying vec3 EyeVector;\n"
977 "#endif\n"
978 "#ifdef USEFOG\n"
979 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
980 "#endif\n"
981 "\n"
982 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
983 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
984 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
985 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
986 "#endif\n"
987 "\n"
988 "#ifdef USEREFLECTION\n"
989 "varying vec4 ModelViewProjectionPosition;\n"
990 "#endif\n"
991 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
992 "uniform vec3 LightPosition;\n"
993 "varying vec4 ModelViewPosition;\n"
994 "#endif\n"
995 "\n"
996 "#ifdef MODE_LIGHTSOURCE\n"
997 "uniform vec3 LightPosition;\n"
998 "#endif\n"
999 "uniform vec3 EyePosition;\n"
1000 "#ifdef MODE_LIGHTDIRECTION\n"
1001 "uniform vec3 LightDir;\n"
1002 "#endif\n"
1003 "uniform vec4 FogPlane;\n"
1004 "\n"
1005 "#ifdef USESHADOWMAPORTHO\n"
1006 "varying vec3 ShadowMapTC;\n"
1007 "#endif\n"
1008 "\n"
1009 "\n"
1010 "\n"
1011 "\n"
1012 "\n"
1013 "// 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"
1014 "\n"
1015 "// fragment shader specific:\n"
1016 "#ifdef FRAGMENT_SHADER\n"
1017 "\n"
1018 "uniform sampler2D Texture_Normal;\n"
1019 "uniform sampler2D Texture_Color;\n"
1020 "uniform sampler2D Texture_Gloss;\n"
1021 "#ifdef USEGLOW\n"
1022 "uniform sampler2D Texture_Glow;\n"
1023 "#endif\n"
1024 "#ifdef USEVERTEXTEXTUREBLEND\n"
1025 "uniform sampler2D Texture_SecondaryNormal;\n"
1026 "uniform sampler2D Texture_SecondaryColor;\n"
1027 "uniform sampler2D Texture_SecondaryGloss;\n"
1028 "#ifdef USEGLOW\n"
1029 "uniform sampler2D Texture_SecondaryGlow;\n"
1030 "#endif\n"
1031 "#endif\n"
1032 "#ifdef USECOLORMAPPING\n"
1033 "uniform sampler2D Texture_Pants;\n"
1034 "uniform sampler2D Texture_Shirt;\n"
1035 "#endif\n"
1036 "#ifdef USEFOG\n"
1037 "#ifdef USEFOGHEIGHTTEXTURE\n"
1038 "uniform sampler2D Texture_FogHeightTexture;\n"
1039 "#endif\n"
1040 "uniform sampler2D Texture_FogMask;\n"
1041 "#endif\n"
1042 "#ifdef USELIGHTMAP\n"
1043 "uniform sampler2D Texture_Lightmap;\n"
1044 "#endif\n"
1045 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1046 "uniform sampler2D Texture_Deluxemap;\n"
1047 "#endif\n"
1048 "#ifdef USEREFLECTION\n"
1049 "uniform sampler2D Texture_Reflection;\n"
1050 "#endif\n"
1051 "\n"
1052 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1053 "uniform sampler2D Texture_ScreenDepth;\n"
1054 "uniform sampler2D Texture_ScreenNormalMap;\n"
1055 "#endif\n"
1056 "#ifdef USEDEFERREDLIGHTMAP\n"
1057 "uniform sampler2D Texture_ScreenDiffuse;\n"
1058 "uniform sampler2D Texture_ScreenSpecular;\n"
1059 "#endif\n"
1060 "\n"
1061 "uniform myhalf3 Color_Pants;\n"
1062 "uniform myhalf3 Color_Shirt;\n"
1063 "uniform myhalf3 FogColor;\n"
1064 "\n"
1065 "#ifdef USEFOG\n"
1066 "uniform float FogRangeRecip;\n"
1067 "uniform float FogPlaneViewDist;\n"
1068 "uniform float FogHeightFade;\n"
1069 "vec3 FogVertex(vec3 surfacecolor)\n"
1070 "{\n"
1071 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1072 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1073 "       float fogfrac;\n"
1074 "#ifdef USEFOGHEIGHTTEXTURE\n"
1075 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1076 "       fogfrac = fogheightpixel.a;\n"
1077 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1078 "#else\n"
1079 "# ifdef USEFOGOUTSIDE\n"
1080 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1081 "# else\n"
1082 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1083 "# endif\n"
1084 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1085 "#endif\n"
1086 "}\n"
1087 "#endif\n"
1088 "\n"
1089 "#ifdef USEOFFSETMAPPING\n"
1090 "uniform float OffsetMapping_Scale;\n"
1091 "vec2 OffsetMapping(vec2 TexCoord)\n"
1092 "{\n"
1093 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1094 "       // 14 sample relief mapping: linear search and then binary search\n"
1095 "       // this basically steps forward a small amount repeatedly until it finds\n"
1096 "       // itself inside solid, then jitters forward and back using decreasing\n"
1097 "       // amounts to find the impact\n"
1098 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1099 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1100 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1101 "       vec3 RT = vec3(TexCoord, 1);\n"
1102 "       OffsetVector *= 0.1;\n"
1103 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1110 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1111 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1112 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1113 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1114 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1115 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1116 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1117 "       return RT.xy;\n"
1118 "#else\n"
1119 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1120 "       // this basically moves forward the full distance, and then backs up based\n"
1121 "       // on height of samples\n"
1122 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1123 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1124 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1125 "       TexCoord += OffsetVector;\n"
1126 "       OffsetVector *= 0.333;\n"
1127 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1128 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1129 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1130 "       return TexCoord;\n"
1131 "#endif\n"
1132 "}\n"
1133 "#endif // USEOFFSETMAPPING\n"
1134 "\n"
1135 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1136 "uniform sampler2D Texture_Attenuation;\n"
1137 "uniform samplerCube Texture_Cube;\n"
1138 "#endif\n"
1139 "\n"
1140 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1141 "\n"
1142 "#ifdef USESHADOWMAPRECT\n"
1143 "# ifdef USESHADOWSAMPLER\n"
1144 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1145 "# else\n"
1146 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1147 "# endif\n"
1148 "#endif\n"
1149 "\n"
1150 "#ifdef USESHADOWMAP2D\n"
1151 "# ifdef USESHADOWSAMPLER\n"
1152 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1153 "# else\n"
1154 "uniform sampler2D Texture_ShadowMap2D;\n"
1155 "# endif\n"
1156 "#endif\n"
1157 "\n"
1158 "#ifdef USESHADOWMAPVSDCT\n"
1159 "uniform samplerCube Texture_CubeProjection;\n"
1160 "#endif\n"
1161 "\n"
1162 "#ifdef USESHADOWMAPCUBE\n"
1163 "# ifdef USESHADOWSAMPLER\n"
1164 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1165 "# else\n"
1166 "uniform samplerCube Texture_ShadowMapCube;\n"
1167 "# endif\n"
1168 "#endif\n"
1169 "\n"
1170 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1171 "uniform vec2 ShadowMap_TextureScale;\n"
1172 "uniform vec4 ShadowMap_Parameters;\n"
1173 "#endif\n"
1174 "\n"
1175 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1176 "# ifdef USESHADOWMAPORTHO\n"
1177 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1178 "# else\n"
1179 "#  ifdef USESHADOWMAPVSDCT\n"
1180 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1181 "{\n"
1182 "       vec3 adir = abs(dir);\n"
1183 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1184 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1185 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1186 "}\n"
1187 "#  else\n"
1188 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1189 "{\n"
1190 "       vec3 adir = abs(dir);\n"
1191 "       float ma = adir.z;\n"
1192 "       vec4 proj = vec4(dir, 2.5);\n"
1193 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1194 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1195 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1196 "       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"
1197 "}\n"
1198 "#  endif\n"
1199 "# endif\n"
1200 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1201 "\n"
1202 "#ifdef USESHADOWMAPCUBE\n"
1203 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1204 "{\n"
1205 "       vec3 adir = abs(dir);\n"
1206 "       return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1207 "}\n"
1208 "#endif\n"
1209 "\n"
1210 "# ifdef USESHADOWMAPRECT\n"
1211 "float ShadowMapCompare(vec3 dir)\n"
1212 "{\n"
1213 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1214 "       float f;\n"
1215 "#  ifdef USESHADOWSAMPLER\n"
1216 "\n"
1217 "#    ifdef USESHADOWMAPPCF\n"
1218 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1219 "       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"
1220 "#    else\n"
1221 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1222 "#    endif\n"
1223 "\n"
1224 "#  else\n"
1225 "\n"
1226 "#    ifdef USESHADOWMAPPCF\n"
1227 "#      if USESHADOWMAPPCF > 1\n"
1228 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1229 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1230 "       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"
1231 "       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"
1232 "       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"
1233 "       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"
1234 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1235 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1236 "#      else\n"
1237 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1238 "       vec2 offset = fract(shadowmaptc.xy);\n"
1239 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1240 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1241 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1242 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1243 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1244 "#      endif\n"
1245 "#    else\n"
1246 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1247 "#    endif\n"
1248 "\n"
1249 "#  endif\n"
1250 "#  ifdef USESHADOWMAPORTHO\n"
1251 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1252 "#  else\n"
1253 "       return f;\n"
1254 "#  endif\n"
1255 "}\n"
1256 "# endif\n"
1257 "\n"
1258 "# ifdef USESHADOWMAP2D\n"
1259 "float ShadowMapCompare(vec3 dir)\n"
1260 "{\n"
1261 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1262 "       float f;\n"
1263 "\n"
1264 "#  ifdef USESHADOWSAMPLER\n"
1265 "#    ifdef USESHADOWMAPPCF\n"
1266 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1267 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1268 "       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"
1269 "#    else\n"
1270 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1271 "#    endif\n"
1272 "#  else\n"
1273 "#    ifdef USESHADOWMAPPCF\n"
1274 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1275 "#      ifdef GL_ARB_texture_gather\n"
1276 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1277 "#      else\n"
1278 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1279 "#      endif\n"
1280 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1281 "#      if USESHADOWMAPPCF > 1\n"
1282 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1283 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1284 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1285 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1286 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1287 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1288 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1289 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1290 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1291 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1292 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1293 "       locols.yz += group2.ab;\n"
1294 "       hicols.yz += group8.rg;\n"
1295 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1296 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1297 "                               mix(locols, hicols, offset.y);\n"
1298 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1299 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1300 "       f = dot(cols, vec4(1.0/25.0));\n"
1301 "#      else\n"
1302 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1303 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1304 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1305 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1306 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1307 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1308 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1309 "#      endif\n"
1310 "#     else\n"
1311 "#      ifdef GL_EXT_gpu_shader4\n"
1312 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1313 "#      else\n"
1314 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1315 "#      endif\n"
1316 "#      if USESHADOWMAPPCF > 1\n"
1317 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1318 "       center *= ShadowMap_TextureScale;\n"
1319 "       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"
1320 "       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"
1321 "       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"
1322 "       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"
1323 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1324 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1325 "#      else\n"
1326 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1327 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1328 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1329 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1330 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1331 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1332 "#      endif\n"
1333 "#     endif\n"
1334 "#    else\n"
1335 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1336 "#    endif\n"
1337 "#  endif\n"
1338 "#  ifdef USESHADOWMAPORTHO\n"
1339 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1340 "#  else\n"
1341 "       return f;\n"
1342 "#  endif\n"
1343 "}\n"
1344 "# endif\n"
1345 "\n"
1346 "# ifdef USESHADOWMAPCUBE\n"
1347 "float ShadowMapCompare(vec3 dir)\n"
1348 "{\n"
1349 "       // apply depth texture cubemap as light filter\n"
1350 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1351 "       float f;\n"
1352 "#  ifdef USESHADOWSAMPLER\n"
1353 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1354 "#  else\n"
1355 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1356 "#  endif\n"
1357 "       return f;\n"
1358 "}\n"
1359 "# endif\n"
1360 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1361 "#endif // FRAGMENT_SHADER\n"
1362 "\n"
1363 "\n"
1364 "\n"
1365 "\n"
1366 "#ifdef MODE_DEFERREDGEOMETRY\n"
1367 "#ifdef VERTEX_SHADER\n"
1368 "uniform mat4 TexMatrix;\n"
1369 "#ifdef USEVERTEXTEXTUREBLEND\n"
1370 "uniform mat4 BackgroundTexMatrix;\n"
1371 "#endif\n"
1372 "uniform mat4 ModelViewMatrix;\n"
1373 "void main(void)\n"
1374 "{\n"
1375 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1376 "#ifdef USEVERTEXTEXTUREBLEND\n"
1377 "       gl_FrontColor = gl_Color;\n"
1378 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1379 "#endif\n"
1380 "\n"
1381 "       // transform unnormalized eye direction into tangent space\n"
1382 "#ifdef USEOFFSETMAPPING\n"
1383 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1384 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1385 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1386 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1387 "#endif\n"
1388 "\n"
1389 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1390 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1391 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1392 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1393 "}\n"
1394 "#endif // VERTEX_SHADER\n"
1395 "\n"
1396 "#ifdef FRAGMENT_SHADER\n"
1397 "void main(void)\n"
1398 "{\n"
1399 "#ifdef USEOFFSETMAPPING\n"
1400 "       // apply offsetmapping\n"
1401 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1402 "#define TexCoord TexCoordOffset\n"
1403 "#endif\n"
1404 "\n"
1405 "#ifdef USEALPHAKILL\n"
1406 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1407 "               discard;\n"
1408 "#endif\n"
1409 "\n"
1410 "#ifdef USEVERTEXTEXTUREBLEND\n"
1411 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1412 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1413 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1414 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1415 "#endif\n"
1416 "\n"
1417 "#ifdef USEVERTEXTEXTUREBLEND\n"
1418 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1419 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1420 "#else\n"
1421 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1422 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1423 "#endif\n"
1424 "\n"
1425 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1426 "}\n"
1427 "#endif // FRAGMENT_SHADER\n"
1428 "#else // !MODE_DEFERREDGEOMETRY\n"
1429 "\n"
1430 "\n"
1431 "\n"
1432 "\n"
1433 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1434 "#ifdef VERTEX_SHADER\n"
1435 "uniform mat4 ModelViewMatrix;\n"
1436 "void main(void)\n"
1437 "{\n"
1438 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1439 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1440 "}\n"
1441 "#endif // VERTEX_SHADER\n"
1442 "\n"
1443 "#ifdef FRAGMENT_SHADER\n"
1444 "uniform mat4 ViewToLight;\n"
1445 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1446 "uniform vec2 ScreenToDepth;\n"
1447 "uniform myhalf3 DeferredColor_Ambient;\n"
1448 "uniform myhalf3 DeferredColor_Diffuse;\n"
1449 "#ifdef USESPECULAR\n"
1450 "uniform myhalf3 DeferredColor_Specular;\n"
1451 "uniform myhalf SpecularPower;\n"
1452 "#endif\n"
1453 "uniform myhalf2 PixelToScreenTexCoord;\n"
1454 "void main(void)\n"
1455 "{\n"
1456 "       // calculate viewspace pixel position\n"
1457 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1458 "       vec3 position;\n"
1459 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1460 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1461 "       // decode viewspace pixel normal\n"
1462 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1463 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1464 "       // surfacenormal = pixel normal in viewspace\n"
1465 "       // LightVector = pixel to light in viewspace\n"
1466 "       // CubeVector = position in lightspace\n"
1467 "       // eyevector = pixel to view in viewspace\n"
1468 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1469 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1470 "#ifdef USEDIFFUSE\n"
1471 "       // calculate diffuse shading\n"
1472 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1473 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1474 "#endif\n"
1475 "#ifdef USESPECULAR\n"
1476 "       // calculate directional shading\n"
1477 "       vec3 eyevector = position * -1.0;\n"
1478 "#  ifdef USEEXACTSPECULARMATH\n"
1479 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1480 "#  else\n"
1481 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1482 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1483 "#  endif\n"
1484 "#endif\n"
1485 "\n"
1486 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1487 "       fade *= ShadowMapCompare(CubeVector);\n"
1488 "#endif\n"
1489 "\n"
1490 "#ifdef USEDIFFUSE\n"
1491 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1492 "#else\n"
1493 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1494 "#endif\n"
1495 "#ifdef USESPECULAR\n"
1496 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1497 "#else\n"
1498 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1499 "#endif\n"
1500 "\n"
1501 "# ifdef USECUBEFILTER\n"
1502 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1503 "       gl_FragData[0].rgb *= cubecolor;\n"
1504 "       gl_FragData[1].rgb *= cubecolor;\n"
1505 "# endif\n"
1506 "}\n"
1507 "#endif // FRAGMENT_SHADER\n"
1508 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1509 "\n"
1510 "\n"
1511 "\n"
1512 "\n"
1513 "#ifdef VERTEX_SHADER\n"
1514 "uniform mat4 TexMatrix;\n"
1515 "#ifdef USEVERTEXTEXTUREBLEND\n"
1516 "uniform mat4 BackgroundTexMatrix;\n"
1517 "#endif\n"
1518 "#ifdef MODE_LIGHTSOURCE\n"
1519 "uniform mat4 ModelToLight;\n"
1520 "#endif\n"
1521 "#ifdef USESHADOWMAPORTHO\n"
1522 "uniform mat4 ShadowMapMatrix;\n"
1523 "#endif\n"
1524 "void main(void)\n"
1525 "{\n"
1526 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1527 "       gl_FrontColor = gl_Color;\n"
1528 "#endif\n"
1529 "       // copy the surface texcoord\n"
1530 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1531 "#ifdef USEVERTEXTEXTUREBLEND\n"
1532 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1533 "#endif\n"
1534 "#ifdef USELIGHTMAP\n"
1535 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1536 "#endif\n"
1537 "\n"
1538 "#ifdef MODE_LIGHTSOURCE\n"
1539 "       // transform vertex position into light attenuation/cubemap space\n"
1540 "       // (-1 to +1 across the light box)\n"
1541 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1542 "\n"
1543 "# ifdef USEDIFFUSE\n"
1544 "       // transform unnormalized light direction into tangent space\n"
1545 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1546 "       //  normalize it per pixel)\n"
1547 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1548 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1549 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1550 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1551 "# endif\n"
1552 "#endif\n"
1553 "\n"
1554 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1555 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1556 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1557 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1558 "#endif\n"
1559 "\n"
1560 "       // transform unnormalized eye direction into tangent space\n"
1561 "#ifdef USEEYEVECTOR\n"
1562 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1563 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1564 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1565 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1566 "#endif\n"
1567 "\n"
1568 "#ifdef USEFOG\n"
1569 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1570 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1571 "#endif\n"
1572 "\n"
1573 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1574 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1575 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1576 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1577 "#endif\n"
1578 "\n"
1579 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1580 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1581 "\n"
1582 "#ifdef USESHADOWMAPORTHO\n"
1583 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1584 "#endif\n"
1585 "\n"
1586 "#ifdef USEREFLECTION\n"
1587 "       ModelViewProjectionPosition = gl_Position;\n"
1588 "#endif\n"
1589 "}\n"
1590 "#endif // VERTEX_SHADER\n"
1591 "\n"
1592 "\n"
1593 "\n"
1594 "\n"
1595 "#ifdef FRAGMENT_SHADER\n"
1596 "#ifdef USEDEFERREDLIGHTMAP\n"
1597 "uniform myhalf2 PixelToScreenTexCoord;\n"
1598 "uniform myhalf3 DeferredMod_Diffuse;\n"
1599 "uniform myhalf3 DeferredMod_Specular;\n"
1600 "#endif\n"
1601 "uniform myhalf3 Color_Ambient;\n"
1602 "uniform myhalf3 Color_Diffuse;\n"
1603 "uniform myhalf3 Color_Specular;\n"
1604 "uniform myhalf SpecularPower;\n"
1605 "#ifdef USEGLOW\n"
1606 "uniform myhalf3 Color_Glow;\n"
1607 "#endif\n"
1608 "uniform myhalf Alpha;\n"
1609 "#ifdef USEREFLECTION\n"
1610 "uniform vec4 DistortScaleRefractReflect;\n"
1611 "uniform vec4 ScreenScaleRefractReflect;\n"
1612 "uniform vec4 ScreenCenterRefractReflect;\n"
1613 "uniform myhalf4 ReflectColor;\n"
1614 "#endif\n"
1615 "#ifdef USEREFLECTCUBE\n"
1616 "uniform mat4 ModelToReflectCube;\n"
1617 "uniform sampler2D Texture_ReflectMask;\n"
1618 "uniform samplerCube Texture_ReflectCube;\n"
1619 "#endif\n"
1620 "#ifdef MODE_LIGHTDIRECTION\n"
1621 "uniform myhalf3 LightColor;\n"
1622 "#endif\n"
1623 "#ifdef MODE_LIGHTSOURCE\n"
1624 "uniform myhalf3 LightColor;\n"
1625 "#endif\n"
1626 "void main(void)\n"
1627 "{\n"
1628 "#ifdef USEOFFSETMAPPING\n"
1629 "       // apply offsetmapping\n"
1630 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1631 "#define TexCoord TexCoordOffset\n"
1632 "#endif\n"
1633 "\n"
1634 "       // combine the diffuse textures (base, pants, shirt)\n"
1635 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1636 "#ifdef USEALPHAKILL\n"
1637 "       if (color.a < 0.5)\n"
1638 "               discard;\n"
1639 "#endif\n"
1640 "       color.a *= Alpha;\n"
1641 "#ifdef USECOLORMAPPING\n"
1642 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1643 "#endif\n"
1644 "#ifdef USEVERTEXTEXTUREBLEND\n"
1645 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1646 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1647 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1648 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1649 "       color.a = 1.0;\n"
1650 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1651 "#endif\n"
1652 "\n"
1653 "       // get the surface normal\n"
1654 "#ifdef USEVERTEXTEXTUREBLEND\n"
1655 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1656 "#else\n"
1657 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1658 "#endif\n"
1659 "\n"
1660 "       // get the material colors\n"
1661 "       myhalf3 diffusetex = color.rgb;\n"
1662 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1663 "# ifdef USEVERTEXTEXTUREBLEND\n"
1664 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1665 "# else\n"
1666 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1667 "# endif\n"
1668 "#endif\n"
1669 "\n"
1670 "#ifdef USEREFLECTCUBE\n"
1671 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1672 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1673 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1674 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1675 "#endif\n"
1676 "\n"
1677 "\n"
1678 "\n"
1679 "\n"
1680 "#ifdef MODE_LIGHTSOURCE\n"
1681 "       // light source\n"
1682 "#ifdef USEDIFFUSE\n"
1683 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1684 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1685 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1686 "#ifdef USESPECULAR\n"
1687 "#ifdef USEEXACTSPECULARMATH\n"
1688 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1689 "#else\n"
1690 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1691 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1692 "#endif\n"
1693 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1694 "#endif\n"
1695 "#else\n"
1696 "       color.rgb = diffusetex * Color_Ambient;\n"
1697 "#endif\n"
1698 "       color.rgb *= LightColor;\n"
1699 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1700 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1701 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1702 "#endif\n"
1703 "# ifdef USECUBEFILTER\n"
1704 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1705 "# endif\n"
1706 "#endif // MODE_LIGHTSOURCE\n"
1707 "\n"
1708 "\n"
1709 "\n"
1710 "\n"
1711 "#ifdef MODE_LIGHTDIRECTION\n"
1712 "#define SHADING\n"
1713 "#ifdef USEDIFFUSE\n"
1714 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1715 "#endif\n"
1716 "#define lightcolor LightColor\n"
1717 "#endif // MODE_LIGHTDIRECTION\n"
1718 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1719 "#define SHADING\n"
1720 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1721 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1722 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1723 "       // convert modelspace light vector to tangentspace\n"
1724 "       myhalf3 lightnormal;\n"
1725 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1726 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1727 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1728 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1729 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1730 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1731 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1732 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1733 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1734 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1735 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1736 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1737 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1738 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1739 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1740 "#define SHADING\n"
1741 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1742 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1743 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1744 "#endif\n"
1745 "\n"
1746 "\n"
1747 "\n"
1748 "\n"
1749 "#ifdef MODE_LIGHTMAP\n"
1750 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1751 "#endif // MODE_LIGHTMAP\n"
1752 "#ifdef MODE_VERTEXCOLOR\n"
1753 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1754 "#endif // MODE_VERTEXCOLOR\n"
1755 "#ifdef MODE_FLATCOLOR\n"
1756 "       color.rgb = diffusetex * Color_Ambient;\n"
1757 "#endif // MODE_FLATCOLOR\n"
1758 "\n"
1759 "\n"
1760 "\n"
1761 "\n"
1762 "#ifdef SHADING\n"
1763 "# ifdef USEDIFFUSE\n"
1764 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1765 "#  ifdef USESPECULAR\n"
1766 "#   ifdef USEEXACTSPECULARMATH\n"
1767 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1768 "#   else\n"
1769 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1770 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1771 "#   endif\n"
1772 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1773 "#  else\n"
1774 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1775 "#  endif\n"
1776 "# else\n"
1777 "       color.rgb = diffusetex * Color_Ambient;\n"
1778 "# endif\n"
1779 "#endif\n"
1780 "\n"
1781 "#ifdef USESHADOWMAPORTHO\n"
1782 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1783 "#endif\n"
1784 "\n"
1785 "#ifdef USEDEFERREDLIGHTMAP\n"
1786 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1787 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1788 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1789 "#endif\n"
1790 "\n"
1791 "#ifdef USEGLOW\n"
1792 "#ifdef USEVERTEXTEXTUREBLEND\n"
1793 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1794 "#else\n"
1795 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1796 "#endif\n"
1797 "#endif\n"
1798 "\n"
1799 "#ifdef USEFOG\n"
1800 "       color.rgb = FogVertex(color.rgb);\n"
1801 "#endif\n"
1802 "\n"
1803 "       // 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"
1804 "#ifdef USEREFLECTION\n"
1805 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1806 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1807 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1808 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1809 "       // FIXME temporary hack to detect the case that the reflection\n"
1810 "       // gets blackened at edges due to leaving the area that contains actual\n"
1811 "       // content.\n"
1812 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1813 "       // 'appening.\n"
1814 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1815 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1816 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1817 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1818 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1819 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1820 "#endif\n"
1821 "\n"
1822 "       gl_FragColor = vec4(color);\n"
1823 "}\n"
1824 "#endif // FRAGMENT_SHADER\n"
1825 "\n"
1826 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1827 "#endif // !MODE_DEFERREDGEOMETRY\n"
1828 "#endif // !MODE_WATER\n"
1829 "#endif // !MODE_REFRACTION\n"
1830 "#endif // !MODE_BLOOMBLUR\n"
1831 "#endif // !MODE_GENERIC\n"
1832 "#endif // !MODE_POSTPROCESS\n"
1833 "#endif // !MODE_SHOWDEPTH\n"
1834 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1835 ;
1836
1837 /*
1838 =========================================================================================================================================================
1839
1840
1841
1842 =========================================================================================================================================================
1843
1844
1845
1846 =========================================================================================================================================================
1847
1848
1849
1850 =========================================================================================================================================================
1851
1852
1853
1854 =========================================================================================================================================================
1855
1856
1857
1858 =========================================================================================================================================================
1859
1860
1861
1862 =========================================================================================================================================================
1863 */
1864
1865 const char *builtincgshaderstring =
1866 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1867 "// written by Forest 'LordHavoc' Hale\n"
1868 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1869 "\n"
1870 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1871 "#if defined(USEREFLECTION)\n"
1872 "#undef USESHADOWMAPORTHO\n"
1873 "#endif\n"
1874 "\n"
1875 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1876 "# define USEFOG\n"
1877 "#endif\n"
1878 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1879 "#define USELIGHTMAP\n"
1880 "#endif\n"
1881 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1882 "#define USEEYEVECTOR\n"
1883 "#endif\n"
1884 "\n"
1885 "#ifdef FRAGMENT_SHADER\n"
1886 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1887 "#endif\n"
1888 "\n"
1889 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1890 "#ifdef VERTEX_SHADER\n"
1891 "void main\n"
1892 "(\n"
1893 "float4 gl_Vertex : POSITION,\n"
1894 "uniform float4x4 ModelViewProjectionMatrix,\n"
1895 "out float4 gl_Position : POSITION\n"
1896 ")\n"
1897 "{\n"
1898 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1899 "}\n"
1900 "#endif\n"
1901 "#else // !MODE_DEPTH_ORSHADOW\n"
1902 "\n"
1903 "\n"
1904 "\n"
1905 "\n"
1906 "#ifdef MODE_SHOWDEPTH\n"
1907 "#ifdef VERTEX_SHADER\n"
1908 "void main\n"
1909 "(\n"
1910 "float4 gl_Vertex : POSITION,\n"
1911 "uniform float4x4 ModelViewProjectionMatrix,\n"
1912 "out float4 gl_Position : POSITION,\n"
1913 "out float4 gl_FrontColor : COLOR0\n"
1914 ")\n"
1915 "{\n"
1916 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1917 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1918 "}\n"
1919 "#endif\n"
1920 "\n"
1921 "#ifdef FRAGMENT_SHADER\n"
1922 "void main\n"
1923 "(\n"
1924 "float4 gl_FrontColor : COLOR0,\n"
1925 "out float4 gl_FragColor : COLOR\n"
1926 ")\n"
1927 "{\n"
1928 "       gl_FragColor = gl_FrontColor;\n"
1929 "}\n"
1930 "#endif\n"
1931 "#else // !MODE_SHOWDEPTH\n"
1932 "\n"
1933 "\n"
1934 "\n"
1935 "\n"
1936 "#ifdef MODE_POSTPROCESS\n"
1937 "\n"
1938 "#ifdef VERTEX_SHADER\n"
1939 "void main\n"
1940 "(\n"
1941 "float4 gl_Vertex : POSITION,\n"
1942 "uniform float4x4 ModelViewProjectionMatrix,\n"
1943 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1944 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1945 "out float4 gl_Position : POSITION,\n"
1946 "out float2 TexCoord1 : TEXCOORD0,\n"
1947 "out float2 TexCoord2 : TEXCOORD1\n"
1948 ")\n"
1949 "{\n"
1950 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1951 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1952 "#ifdef USEBLOOM\n"
1953 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1954 "#endif\n"
1955 "}\n"
1956 "#endif\n"
1957 "\n"
1958 "#ifdef FRAGMENT_SHADER\n"
1959 "void main\n"
1960 "(\n"
1961 "float2 TexCoord1 : TEXCOORD0,\n"
1962 "float2 TexCoord2 : TEXCOORD1,\n"
1963 "uniform sampler2D Texture_First,\n"
1964 "#ifdef USEBLOOM\n"
1965 "uniform sampler2D Texture_Second,\n"
1966 "#endif\n"
1967 "#ifdef USEGAMMARAMPS\n"
1968 "uniform sampler2D Texture_GammaRamps,\n"
1969 "#endif\n"
1970 "#ifdef USESATURATION\n"
1971 "uniform float Saturation,\n"
1972 "#endif\n"
1973 "#ifdef USEVIEWTINT\n"
1974 "uniform float4 ViewTintColor,\n"
1975 "#endif\n"
1976 "uniform float4 UserVec1,\n"
1977 "uniform float4 UserVec2,\n"
1978 "uniform float4 UserVec3,\n"
1979 "uniform float4 UserVec4,\n"
1980 "uniform float ClientTime,\n"
1981 "uniform float2 PixelSize,\n"
1982 "out float4 gl_FragColor : COLOR\n"
1983 ")\n"
1984 "{\n"
1985 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1986 "#ifdef USEBLOOM\n"
1987 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1988 "#endif\n"
1989 "#ifdef USEVIEWTINT\n"
1990 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1991 "#endif\n"
1992 "\n"
1993 "#ifdef USEPOSTPROCESSING\n"
1994 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1995 "// 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"
1996 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1997 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1998 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1999 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
2000 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
2001 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2002 "#endif\n"
2003 "\n"
2004 "#ifdef USESATURATION\n"
2005 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2006 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2007 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2008 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2009 "#endif\n"
2010 "\n"
2011 "#ifdef USEGAMMARAMPS\n"
2012 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2013 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2014 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2015 "#endif\n"
2016 "}\n"
2017 "#endif\n"
2018 "#else // !MODE_POSTPROCESS\n"
2019 "\n"
2020 "\n"
2021 "\n"
2022 "\n"
2023 "#ifdef MODE_GENERIC\n"
2024 "#ifdef VERTEX_SHADER\n"
2025 "void main\n"
2026 "(\n"
2027 "float4 gl_Vertex : POSITION,\n"
2028 "uniform float4x4 ModelViewProjectionMatrix,\n"
2029 "float4 gl_Color : COLOR0,\n"
2030 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2031 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2032 "out float4 gl_Position : POSITION,\n"
2033 "out float4 gl_FrontColor : COLOR,\n"
2034 "out float2 TexCoord1 : TEXCOORD0,\n"
2035 "out float2 TexCoord2 : TEXCOORD1\n"
2036 ")\n"
2037 "{\n"
2038 "       gl_FrontColor = gl_Color;\n"
2039 "#ifdef USEDIFFUSE\n"
2040 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2041 "#endif\n"
2042 "#ifdef USESPECULAR\n"
2043 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2044 "#endif\n"
2045 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2046 "}\n"
2047 "#endif\n"
2048 "\n"
2049 "#ifdef FRAGMENT_SHADER\n"
2050 "\n"
2051 "void main\n"
2052 "(\n"
2053 "float4 gl_FrontColor : COLOR,\n"
2054 "float2 TexCoord1 : TEXCOORD0,\n"
2055 "float2 TexCoord2 : TEXCOORD1,\n"
2056 "#ifdef USEDIFFUSE\n"
2057 "uniform sampler2D Texture_First,\n"
2058 "#endif\n"
2059 "#ifdef USESPECULAR\n"
2060 "uniform sampler2D Texture_Second,\n"
2061 "#endif\n"
2062 "out float4 gl_FragColor : COLOR\n"
2063 ")\n"
2064 "{\n"
2065 "       gl_FragColor = gl_FrontColor;\n"
2066 "#ifdef USEDIFFUSE\n"
2067 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2068 "#endif\n"
2069 "\n"
2070 "#ifdef USESPECULAR\n"
2071 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2072 "# ifdef USECOLORMAPPING\n"
2073 "       gl_FragColor *= tex2;\n"
2074 "# endif\n"
2075 "# ifdef USEGLOW\n"
2076 "       gl_FragColor += tex2;\n"
2077 "# endif\n"
2078 "# ifdef USEVERTEXTEXTUREBLEND\n"
2079 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2080 "# endif\n"
2081 "#endif\n"
2082 "}\n"
2083 "#endif\n"
2084 "#else // !MODE_GENERIC\n"
2085 "\n"
2086 "\n"
2087 "\n"
2088 "\n"
2089 "#ifdef MODE_BLOOMBLUR\n"
2090 "#ifdef VERTEX_SHADER\n"
2091 "void main\n"
2092 "(\n"
2093 "float4 gl_Vertex : POSITION,\n"
2094 "uniform float4x4 ModelViewProjectionMatrix,\n"
2095 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2096 "out float4 gl_Position : POSITION,\n"
2097 "out float2 TexCoord : TEXCOORD0\n"
2098 ")\n"
2099 "{\n"
2100 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2101 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2102 "}\n"
2103 "#endif\n"
2104 "\n"
2105 "#ifdef FRAGMENT_SHADER\n"
2106 "\n"
2107 "void main\n"
2108 "(\n"
2109 "float2 TexCoord : TEXCOORD0,\n"
2110 "uniform sampler2D Texture_First,\n"
2111 "uniform float4 BloomBlur_Parameters,\n"
2112 "out float4 gl_FragColor : COLOR\n"
2113 ")\n"
2114 "{\n"
2115 "       int i;\n"
2116 "       float2 tc = TexCoord;\n"
2117 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2118 "       tc += BloomBlur_Parameters.xy;\n"
2119 "       for (i = 1;i < SAMPLES;i++)\n"
2120 "       {\n"
2121 "               color += tex2D(Texture_First, tc).rgb;\n"
2122 "               tc += BloomBlur_Parameters.xy;\n"
2123 "       }\n"
2124 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2125 "}\n"
2126 "#endif\n"
2127 "#else // !MODE_BLOOMBLUR\n"
2128 "#ifdef MODE_REFRACTION\n"
2129 "#ifdef VERTEX_SHADER\n"
2130 "void main\n"
2131 "(\n"
2132 "float4 gl_Vertex : POSITION,\n"
2133 "uniform float4x4 ModelViewProjectionMatrix,\n"
2134 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2135 "uniform float4x4 TexMatrix,\n"
2136 "uniform float3 EyePosition,\n"
2137 "out float4 gl_Position : POSITION,\n"
2138 "out float2 TexCoord : TEXCOORD0,\n"
2139 "out float3 EyeVector : TEXCOORD1,\n"
2140 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2141 ")\n"
2142 "{\n"
2143 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2144 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2145 "       ModelViewProjectionPosition = gl_Position;\n"
2146 "}\n"
2147 "#endif\n"
2148 "\n"
2149 "#ifdef FRAGMENT_SHADER\n"
2150 "void main\n"
2151 "(\n"
2152 "float2 TexCoord : TEXCOORD0,\n"
2153 "float3 EyeVector : TEXCOORD1,\n"
2154 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2155 "uniform sampler2D Texture_Normal,\n"
2156 "uniform sampler2D Texture_Refraction,\n"
2157 "uniform sampler2D Texture_Reflection,\n"
2158 "uniform float4 DistortScaleRefractReflect,\n"
2159 "uniform float4 ScreenScaleRefractReflect,\n"
2160 "uniform float4 ScreenCenterRefractReflect,\n"
2161 "uniform float4 RefractColor,\n"
2162 "out float4 gl_FragColor : COLOR\n"
2163 ")\n"
2164 "{\n"
2165 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2166 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2167 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2168 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2169 "       // FIXME temporary hack to detect the case that the reflection\n"
2170 "       // gets blackened at edges due to leaving the area that contains actual\n"
2171 "       // content.\n"
2172 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2173 "       // 'appening.\n"
2174 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2175 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2176 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2177 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2178 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2179 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2180 "}\n"
2181 "#endif\n"
2182 "#else // !MODE_REFRACTION\n"
2183 "\n"
2184 "\n"
2185 "\n"
2186 "\n"
2187 "#ifdef MODE_WATER\n"
2188 "#ifdef VERTEX_SHADER\n"
2189 "\n"
2190 "void main\n"
2191 "(\n"
2192 "float4 gl_Vertex : POSITION,\n"
2193 "uniform float4x4 ModelViewProjectionMatrix,\n"
2194 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2195 "uniform float4x4 TexMatrix,\n"
2196 "uniform float3 EyePosition,\n"
2197 "out float4 gl_Position : POSITION,\n"
2198 "out float2 TexCoord : TEXCOORD0,\n"
2199 "out float3 EyeVector : TEXCOORD1,\n"
2200 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2201 ")\n"
2202 "{\n"
2203 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2204 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2205 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2206 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2207 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2208 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2209 "       ModelViewProjectionPosition = gl_Position;\n"
2210 "}\n"
2211 "#endif\n"
2212 "\n"
2213 "#ifdef FRAGMENT_SHADER\n"
2214 "void main\n"
2215 "(\n"
2216 "float2 TexCoord : TEXCOORD0,\n"
2217 "float3 EyeVector : TEXCOORD1,\n"
2218 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2219 "uniform sampler2D Texture_Normal,\n"
2220 "uniform sampler2D Texture_Refraction,\n"
2221 "uniform sampler2D Texture_Reflection,\n"
2222 "uniform float4 DistortScaleRefractReflect,\n"
2223 "uniform float4 ScreenScaleRefractReflect,\n"
2224 "uniform float4 ScreenCenterRefractReflect,\n"
2225 "uniform float4 RefractColor,\n"
2226 "uniform float4 ReflectColor,\n"
2227 "uniform float ReflectFactor,\n"
2228 "uniform float ReflectOffset,\n"
2229 "out float4 gl_FragColor : COLOR\n"
2230 ")\n"
2231 "{\n"
2232 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2233 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2234 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2235 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2236 "       // FIXME temporary hack to detect the case that the reflection\n"
2237 "       // gets blackened at edges due to leaving the area that contains actual\n"
2238 "       // content.\n"
2239 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2240 "       // 'appening.\n"
2241 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2242 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2243 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2244 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2245 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2246 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2247 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2248 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2249 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2250 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2251 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2252 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2253 "}\n"
2254 "#endif\n"
2255 "#else // !MODE_WATER\n"
2256 "\n"
2257 "\n"
2258 "\n"
2259 "\n"
2260 "// 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"
2261 "\n"
2262 "// fragment shader specific:\n"
2263 "#ifdef FRAGMENT_SHADER\n"
2264 "\n"
2265 "#ifdef USEFOG\n"
2266 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2267 "{\n"
2268 "       float fogfrac;\n"
2269 "#ifdef USEFOGHEIGHTTEXTURE\n"
2270 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2271 "       fogfrac = fogheightpixel.a;\n"
2272 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2273 "#else\n"
2274 "# ifdef USEFOGOUTSIDE\n"
2275 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2276 "# else\n"
2277 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2278 "# endif\n"
2279 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2280 "#endif\n"
2281 "}\n"
2282 "#endif\n"
2283 "\n"
2284 "#ifdef USEOFFSETMAPPING\n"
2285 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2286 "{\n"
2287 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2288 "       // 14 sample relief mapping: linear search and then binary search\n"
2289 "       // this basically steps forward a small amount repeatedly until it finds\n"
2290 "       // itself inside solid, then jitters forward and back using decreasing\n"
2291 "       // amounts to find the impact\n"
2292 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2293 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2294 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2295 "       float3 RT = float3(TexCoord, 1);\n"
2296 "       OffsetVector *= 0.1;\n"
2297 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2304 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2305 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2306 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2307 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2308 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2309 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2310 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2311 "       return RT.xy;\n"
2312 "#else\n"
2313 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2314 "       // this basically moves forward the full distance, and then backs up based\n"
2315 "       // on height of samples\n"
2316 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2317 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2318 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2319 "       TexCoord += OffsetVector;\n"
2320 "       OffsetVector *= 0.333;\n"
2321 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2323 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2324 "       return TexCoord;\n"
2325 "#endif\n"
2326 "}\n"
2327 "#endif // USEOFFSETMAPPING\n"
2328 "\n"
2329 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2330 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2331 "# ifdef USESHADOWMAPORTHO\n"
2332 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2333 "# else\n"
2334 "#  ifdef USESHADOWMAPVSDCT\n"
2335 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2336 "{\n"
2337 "       float3 adir = abs(dir);\n"
2338 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2339 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2340 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2341 "}\n"
2342 "#  else\n"
2343 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2344 "{\n"
2345 "       float3 adir = abs(dir);\n"
2346 "       float ma = adir.z;\n"
2347 "       float4 proj = float4(dir, 2.5);\n"
2348 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2349 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2350 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2351 "       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"
2352 "}\n"
2353 "#  endif\n"
2354 "# endif\n"
2355 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2356 "\n"
2357 "#ifdef USESHADOWMAPCUBE\n"
2358 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2359 "{\n"
2360 "    float3 adir = abs(dir);\n"
2361 "    return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2362 "}\n"
2363 "#endif\n"
2364 "\n"
2365 "# ifdef USESHADOWMAPRECT\n"
2366 "#ifdef USESHADOWMAPVSDCT\n"
2367 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2368 "#else\n"
2369 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2370 "#endif\n"
2371 "{\n"
2372 "#ifdef USESHADOWMAPVSDCT\n"
2373 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2374 "#else\n"
2375 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2376 "#endif\n"
2377 "       float f;\n"
2378 "#  ifdef USESHADOWSAMPLER\n"
2379 "\n"
2380 "#    ifdef USESHADOWMAPPCF\n"
2381 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2382 "    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"
2383 "#    else\n"
2384 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2385 "#    endif\n"
2386 "\n"
2387 "#  else\n"
2388 "\n"
2389 "#    ifdef USESHADOWMAPPCF\n"
2390 "#      if USESHADOWMAPPCF > 1\n"
2391 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2392 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2393 "    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"
2394 "    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"
2395 "    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"
2396 "    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"
2397 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2398 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2399 "#      else\n"
2400 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2401 "    float2 offset = frac(shadowmaptc.xy);\n"
2402 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2403 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2404 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2405 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2406 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2407 "#      endif\n"
2408 "#    else\n"
2409 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2410 "#    endif\n"
2411 "\n"
2412 "#  endif\n"
2413 "#  ifdef USESHADOWMAPORTHO\n"
2414 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2415 "#  else\n"
2416 "       return f;\n"
2417 "#  endif\n"
2418 "}\n"
2419 "# endif\n"
2420 "\n"
2421 "# ifdef USESHADOWMAP2D\n"
2422 "#ifdef USESHADOWMAPVSDCT\n"
2423 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2424 "#else\n"
2425 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2426 "#endif\n"
2427 "{\n"
2428 "#ifdef USESHADOWMAPVSDCT\n"
2429 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2430 "#else\n"
2431 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2432 "#endif\n"
2433 "    float f;\n"
2434 "\n"
2435 "#  ifdef USESHADOWSAMPLER\n"
2436 "#    ifdef USESHADOWMAPPCF\n"
2437 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2438 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2439 "    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"
2440 "#    else\n"
2441 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2442 "#    endif\n"
2443 "#  else\n"
2444 "#    ifdef USESHADOWMAPPCF\n"
2445 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2446 "#      ifdef GL_ARB_texture_gather\n"
2447 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2448 "#      else\n"
2449 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2450 "#      endif\n"
2451 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2452 "    center *= ShadowMap_TextureScale;\n"
2453 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2454 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2455 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2456 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2457 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2458 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2459 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2460 "#     else\n"
2461 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2462 "#      if USESHADOWMAPPCF > 1\n"
2463 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2464 "    center *= ShadowMap_TextureScale;\n"
2465 "    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"
2466 "    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"
2467 "    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"
2468 "    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"
2469 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2470 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2471 "#      else\n"
2472 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2473 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2474 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2475 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2476 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2477 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2478 "#      endif\n"
2479 "#     endif\n"
2480 "#    else\n"
2481 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2482 "#    endif\n"
2483 "#  endif\n"
2484 "#  ifdef USESHADOWMAPORTHO\n"
2485 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2486 "#  else\n"
2487 "       return f;\n"
2488 "#  endif\n"
2489 "}\n"
2490 "# endif\n"
2491 "\n"
2492 "# ifdef USESHADOWMAPCUBE\n"
2493 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2494 "{\n"
2495 "    // apply depth texture cubemap as light filter\n"
2496 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2497 "    float f;\n"
2498 "#  ifdef USESHADOWSAMPLER\n"
2499 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2500 "#  else\n"
2501 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2502 "#  endif\n"
2503 "    return f;\n"
2504 "}\n"
2505 "# endif\n"
2506 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2507 "#endif // FRAGMENT_SHADER\n"
2508 "\n"
2509 "\n"
2510 "\n"
2511 "\n"
2512 "#ifdef MODE_DEFERREDGEOMETRY\n"
2513 "#ifdef VERTEX_SHADER\n"
2514 "void main\n"
2515 "(\n"
2516 "float4 gl_Vertex : POSITION,\n"
2517 "uniform float4x4 ModelViewProjectionMatrix,\n"
2518 "#ifdef USEVERTEXTEXTUREBLEND\n"
2519 "float4 gl_Color : COLOR0,\n"
2520 "#endif\n"
2521 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2522 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2523 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2524 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2525 "uniform float4x4 TexMatrix,\n"
2526 "#ifdef USEVERTEXTEXTUREBLEND\n"
2527 "uniform float4x4 BackgroundTexMatrix,\n"
2528 "#endif\n"
2529 "uniform float4x4 ModelViewMatrix,\n"
2530 "#ifdef USEOFFSETMAPPING\n"
2531 "uniform float3 EyePosition,\n"
2532 "#endif\n"
2533 "out float4 gl_Position : POSITION,\n"
2534 "out float4 gl_FrontColor : COLOR,\n"
2535 "out float4 TexCoordBoth : TEXCOORD0,\n"
2536 "#ifdef USEOFFSETMAPPING\n"
2537 "out float3 EyeVector : TEXCOORD2,\n"
2538 "#endif\n"
2539 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2540 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2541 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2542 ")\n"
2543 "{\n"
2544 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2545 "#ifdef USEVERTEXTEXTUREBLEND\n"
2546 "       gl_FrontColor = gl_Color;\n"
2547 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2548 "#endif\n"
2549 "\n"
2550 "       // transform unnormalized eye direction into tangent space\n"
2551 "#ifdef USEOFFSETMAPPING\n"
2552 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2553 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2554 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2555 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2556 "#endif\n"
2557 "\n"
2558 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2559 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2560 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2561 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2562 "}\n"
2563 "#endif // VERTEX_SHADER\n"
2564 "\n"
2565 "#ifdef FRAGMENT_SHADER\n"
2566 "void main\n"
2567 "(\n"
2568 "float4 TexCoordBoth : TEXCOORD0,\n"
2569 "float3 EyeVector : TEXCOORD2,\n"
2570 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2571 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2572 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2573 "uniform sampler2D Texture_Normal,\n"
2574 "#ifdef USEALPHAKILL\n"
2575 "uniform sampler2D Texture_Color,\n"
2576 "#endif\n"
2577 "uniform sampler2D Texture_Gloss,\n"
2578 "#ifdef USEVERTEXTEXTUREBLEND\n"
2579 "uniform sampler2D Texture_SecondaryNormal,\n"
2580 "uniform sampler2D Texture_SecondaryGloss,\n"
2581 "#endif\n"
2582 "#ifdef USEOFFSETMAPPING\n"
2583 "uniform float OffsetMapping_Scale,\n"
2584 "#endif\n"
2585 "uniform half SpecularPower,\n"
2586 "out float4 gl_FragColor : COLOR\n"
2587 ")\n"
2588 "{\n"
2589 "       float2 TexCoord = TexCoordBoth.xy;\n"
2590 "#ifdef USEOFFSETMAPPING\n"
2591 "       // apply offsetmapping\n"
2592 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2593 "#define TexCoord TexCoordOffset\n"
2594 "#endif\n"
2595 "\n"
2596 "#ifdef USEALPHAKILL\n"
2597 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2598 "               discard;\n"
2599 "#endif\n"
2600 "\n"
2601 "#ifdef USEVERTEXTEXTUREBLEND\n"
2602 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2603 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2604 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2605 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2606 "#endif\n"
2607 "\n"
2608 "#ifdef USEVERTEXTEXTUREBLEND\n"
2609 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2610 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2611 "#else\n"
2612 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2613 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2614 "#endif\n"
2615 "\n"
2616 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2617 "}\n"
2618 "#endif // FRAGMENT_SHADER\n"
2619 "#else // !MODE_DEFERREDGEOMETRY\n"
2620 "\n"
2621 "\n"
2622 "\n"
2623 "\n"
2624 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2625 "#ifdef VERTEX_SHADER\n"
2626 "void main\n"
2627 "(\n"
2628 "float4 gl_Vertex : POSITION,\n"
2629 "uniform float4x4 ModelViewProjectionMatrix,\n"
2630 "uniform float4x4 ModelViewMatrix,\n"
2631 "out float4 gl_Position : POSITION,\n"
2632 "out float4 ModelViewPosition : TEXCOORD0\n"
2633 ")\n"
2634 "{\n"
2635 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2636 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2637 "}\n"
2638 "#endif // VERTEX_SHADER\n"
2639 "\n"
2640 "#ifdef FRAGMENT_SHADER\n"
2641 "void main\n"
2642 "(\n"
2643 "float2 Pixel : WPOS,\n"
2644 "float4 ModelViewPosition : TEXCOORD0,\n"
2645 "uniform float4x4 ViewToLight,\n"
2646 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2647 "uniform float3 LightPosition,\n"
2648 "uniform half2 PixelToScreenTexCoord,\n"
2649 "uniform half3 DeferredColor_Ambient,\n"
2650 "uniform half3 DeferredColor_Diffuse,\n"
2651 "#ifdef USESPECULAR\n"
2652 "uniform half3 DeferredColor_Specular,\n"
2653 "uniform half SpecularPower,\n"
2654 "#endif\n"
2655 "uniform sampler2D Texture_Attenuation,\n"
2656 "uniform sampler2D Texture_ScreenDepth,\n"
2657 "uniform sampler2D Texture_ScreenNormalMap,\n"
2658 "\n"
2659 "#ifdef USECUBEFILTER\n"
2660 "uniform samplerCUBE Texture_Cube,\n"
2661 "#endif\n"
2662 "\n"
2663 "#ifdef USESHADOWMAPRECT\n"
2664 "# ifdef USESHADOWSAMPLER\n"
2665 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2666 "# else\n"
2667 "uniform samplerRECT Texture_ShadowMapRect,\n"
2668 "# endif\n"
2669 "#endif\n"
2670 "\n"
2671 "#ifdef USESHADOWMAP2D\n"
2672 "# ifdef USESHADOWSAMPLER\n"
2673 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2674 "# else\n"
2675 "uniform sampler2D Texture_ShadowMap2D,\n"
2676 "# endif\n"
2677 "#endif\n"
2678 "\n"
2679 "#ifdef USESHADOWMAPVSDCT\n"
2680 "uniform samplerCUBE Texture_CubeProjection,\n"
2681 "#endif\n"
2682 "\n"
2683 "#ifdef USESHADOWMAPCUBE\n"
2684 "# ifdef USESHADOWSAMPLER\n"
2685 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2686 "# else\n"
2687 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2688 "# endif\n"
2689 "#endif\n"
2690 "\n"
2691 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2692 "uniform float2 ShadowMap_TextureScale,\n"
2693 "uniform float4 ShadowMap_Parameters,\n"
2694 "#endif\n"
2695 "\n"
2696 "out float4 gl_FragData0 : COLOR0,\n"
2697 "out float4 gl_FragData1 : COLOR1\n"
2698 ")\n"
2699 "{\n"
2700 "       // calculate viewspace pixel position\n"
2701 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2702 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2703 "       float3 position;\n"
2704 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2705 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2706 "       // decode viewspace pixel normal\n"
2707 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2708 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2709 "       // surfacenormal = pixel normal in viewspace\n"
2710 "       // LightVector = pixel to light in viewspace\n"
2711 "       // CubeVector = position in lightspace\n"
2712 "       // eyevector = pixel to view in viewspace\n"
2713 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2714 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2715 "#ifdef USEDIFFUSE\n"
2716 "       // calculate diffuse shading\n"
2717 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2718 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2719 "#endif\n"
2720 "#ifdef USESPECULAR\n"
2721 "       // calculate directional shading\n"
2722 "       float3 eyevector = position * -1.0;\n"
2723 "#  ifdef USEEXACTSPECULARMATH\n"
2724 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2725 "#  else\n"
2726 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2727 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2728 "#  endif\n"
2729 "#endif\n"
2730 "\n"
2731 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2732 "       fade *= ShadowMapCompare(CubeVector,\n"
2733 "# if defined(USESHADOWMAP2D)\n"
2734 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2735 "# endif\n"
2736 "# if defined(USESHADOWMAPRECT)\n"
2737 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2738 "# endif\n"
2739 "# if defined(USESHADOWMAPCUBE)\n"
2740 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2741 "# endif\n"
2742 "\n"
2743 "#ifdef USESHADOWMAPVSDCT\n"
2744 ", Texture_CubeProjection\n"
2745 "#endif\n"
2746 "       );\n"
2747 "#endif\n"
2748 "\n"
2749 "#ifdef USEDIFFUSE\n"
2750 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2751 "#else\n"
2752 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2753 "#endif\n"
2754 "#ifdef USESPECULAR\n"
2755 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2756 "#else\n"
2757 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2758 "#endif\n"
2759 "\n"
2760 "# ifdef USECUBEFILTER\n"
2761 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2762 "       gl_FragData0.rgb *= cubecolor;\n"
2763 "       gl_FragData1.rgb *= cubecolor;\n"
2764 "# endif\n"
2765 "}\n"
2766 "#endif // FRAGMENT_SHADER\n"
2767 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2768 "\n"
2769 "\n"
2770 "\n"
2771 "\n"
2772 "#ifdef VERTEX_SHADER\n"
2773 "void main\n"
2774 "(\n"
2775 "float4 gl_Vertex : POSITION,\n"
2776 "uniform float4x4 ModelViewProjectionMatrix,\n"
2777 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2778 "float4 gl_Color : COLOR0,\n"
2779 "#endif\n"
2780 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2781 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2782 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2783 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2784 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2785 "\n"
2786 "uniform float3 EyePosition,\n"
2787 "uniform float4x4 TexMatrix,\n"
2788 "#ifdef USEVERTEXTEXTUREBLEND\n"
2789 "uniform float4x4 BackgroundTexMatrix,\n"
2790 "#endif\n"
2791 "#ifdef MODE_LIGHTSOURCE\n"
2792 "uniform float4x4 ModelToLight,\n"
2793 "#endif\n"
2794 "#ifdef MODE_LIGHTSOURCE\n"
2795 "uniform float3 LightPosition,\n"
2796 "#endif\n"
2797 "#ifdef MODE_LIGHTDIRECTION\n"
2798 "uniform float3 LightDir,\n"
2799 "#endif\n"
2800 "uniform float4 FogPlane,\n"
2801 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2802 "uniform float3 LightPosition,\n"
2803 "#endif\n"
2804 "#ifdef USESHADOWMAPORTHO\n"
2805 "uniform float4x4 ShadowMapMatrix,\n"
2806 "#endif\n"
2807 "\n"
2808 "out float4 gl_FrontColor : COLOR,\n"
2809 "out float4 TexCoordBoth : TEXCOORD0,\n"
2810 "#ifdef USELIGHTMAP\n"
2811 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2812 "#endif\n"
2813 "#ifdef USEEYEVECTOR\n"
2814 "out float3 EyeVector : TEXCOORD2,\n"
2815 "#endif\n"
2816 "#ifdef USEREFLECTION\n"
2817 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2818 "#endif\n"
2819 "#ifdef USEFOG\n"
2820 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2821 "#endif\n"
2822 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2823 "out float3 LightVector : TEXCOORD1,\n"
2824 "#endif\n"
2825 "#ifdef MODE_LIGHTSOURCE\n"
2826 "out float3 CubeVector : TEXCOORD3,\n"
2827 "#endif\n"
2828 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2829 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2830 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2831 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2832 "#endif\n"
2833 "#ifdef USESHADOWMAPORTHO\n"
2834 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2835 "#endif\n"
2836 "out float4 gl_Position : POSITION\n"
2837 ")\n"
2838 "{\n"
2839 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2840 "       gl_FrontColor = gl_Color;\n"
2841 "#endif\n"
2842 "       // copy the surface texcoord\n"
2843 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2844 "#ifdef USEVERTEXTEXTUREBLEND\n"
2845 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2846 "#endif\n"
2847 "#ifdef USELIGHTMAP\n"
2848 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2849 "#endif\n"
2850 "\n"
2851 "#ifdef MODE_LIGHTSOURCE\n"
2852 "       // transform vertex position into light attenuation/cubemap space\n"
2853 "       // (-1 to +1 across the light box)\n"
2854 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2855 "\n"
2856 "# ifdef USEDIFFUSE\n"
2857 "       // transform unnormalized light direction into tangent space\n"
2858 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2859 "       //  normalize it per pixel)\n"
2860 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2861 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2862 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2863 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2864 "# endif\n"
2865 "#endif\n"
2866 "\n"
2867 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2868 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2869 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2870 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2871 "#endif\n"
2872 "\n"
2873 "       // transform unnormalized eye direction into tangent space\n"
2874 "#ifdef USEEYEVECTOR\n"
2875 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2876 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2877 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2878 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2879 "#endif\n"
2880 "\n"
2881 "#ifdef USEFOG\n"
2882 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2883 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2884 "#endif\n"
2885 "\n"
2886 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2887 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2888 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2889 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2890 "#endif\n"
2891 "\n"
2892 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2893 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2894 "\n"
2895 "#ifdef USESHADOWMAPORTHO\n"
2896 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2897 "#endif\n"
2898 "\n"
2899 "#ifdef USEREFLECTION\n"
2900 "       ModelViewProjectionPosition = gl_Position;\n"
2901 "#endif\n"
2902 "}\n"
2903 "#endif // VERTEX_SHADER\n"
2904 "\n"
2905 "\n"
2906 "\n"
2907 "\n"
2908 "#ifdef FRAGMENT_SHADER\n"
2909 "void main\n"
2910 "(\n"
2911 "#ifdef USEDEFERREDLIGHTMAP\n"
2912 "float2 Pixel : WPOS,\n"
2913 "#endif\n"
2914 "float4 gl_FrontColor : COLOR,\n"
2915 "float4 TexCoordBoth : TEXCOORD0,\n"
2916 "#ifdef USELIGHTMAP\n"
2917 "float2 TexCoordLightmap : TEXCOORD1,\n"
2918 "#endif\n"
2919 "#ifdef USEEYEVECTOR\n"
2920 "float3 EyeVector : TEXCOORD2,\n"
2921 "#endif\n"
2922 "#ifdef USEREFLECTION\n"
2923 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2924 "#endif\n"
2925 "#ifdef USEFOG\n"
2926 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2927 "#endif\n"
2928 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2929 "float3 LightVector : TEXCOORD1,\n"
2930 "#endif\n"
2931 "#ifdef MODE_LIGHTSOURCE\n"
2932 "float3 CubeVector : TEXCOORD3,\n"
2933 "#endif\n"
2934 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2935 "float4 ModelViewPosition : TEXCOORD0,\n"
2936 "#endif\n"
2937 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2938 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2939 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2940 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2941 "#endif\n"
2942 "#ifdef USESHADOWMAPORTHO\n"
2943 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2944 "#endif\n"
2945 "\n"
2946 "uniform sampler2D Texture_Normal,\n"
2947 "uniform sampler2D Texture_Color,\n"
2948 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2949 "uniform sampler2D Texture_Gloss,\n"
2950 "#endif\n"
2951 "#ifdef USEGLOW\n"
2952 "uniform sampler2D Texture_Glow,\n"
2953 "#endif\n"
2954 "#ifdef USEVERTEXTEXTUREBLEND\n"
2955 "uniform sampler2D Texture_SecondaryNormal,\n"
2956 "uniform sampler2D Texture_SecondaryColor,\n"
2957 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2958 "uniform sampler2D Texture_SecondaryGloss,\n"
2959 "#endif\n"
2960 "#ifdef USEGLOW\n"
2961 "uniform sampler2D Texture_SecondaryGlow,\n"
2962 "#endif\n"
2963 "#endif\n"
2964 "#ifdef USECOLORMAPPING\n"
2965 "uniform sampler2D Texture_Pants,\n"
2966 "uniform sampler2D Texture_Shirt,\n"
2967 "#endif\n"
2968 "#ifdef USEFOG\n"
2969 "uniform sampler2D Texture_FogHeightTexture,\n"
2970 "uniform sampler2D Texture_FogMask,\n"
2971 "#endif\n"
2972 "#ifdef USELIGHTMAP\n"
2973 "uniform sampler2D Texture_Lightmap,\n"
2974 "#endif\n"
2975 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2976 "uniform sampler2D Texture_Deluxemap,\n"
2977 "#endif\n"
2978 "#ifdef USEREFLECTION\n"
2979 "uniform sampler2D Texture_Reflection,\n"
2980 "#endif\n"
2981 "\n"
2982 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2983 "uniform sampler2D Texture_ScreenDepth,\n"
2984 "uniform sampler2D Texture_ScreenNormalMap,\n"
2985 "#endif\n"
2986 "#ifdef USEDEFERREDLIGHTMAP\n"
2987 "uniform sampler2D Texture_ScreenDiffuse,\n"
2988 "uniform sampler2D Texture_ScreenSpecular,\n"
2989 "#endif\n"
2990 "\n"
2991 "#ifdef USECOLORMAPPING\n"
2992 "uniform half3 Color_Pants,\n"
2993 "uniform half3 Color_Shirt,\n"
2994 "#endif\n"
2995 "#ifdef USEFOG\n"
2996 "uniform float3 FogColor,\n"
2997 "uniform float FogRangeRecip,\n"
2998 "uniform float FogPlaneViewDist,\n"
2999 "uniform float FogHeightFade,\n"
3000 "#endif\n"
3001 "\n"
3002 "#ifdef USEOFFSETMAPPING\n"
3003 "uniform float OffsetMapping_Scale,\n"
3004 "#endif\n"
3005 "\n"
3006 "#ifdef USEDEFERREDLIGHTMAP\n"
3007 "uniform half2 PixelToScreenTexCoord,\n"
3008 "uniform half3 DeferredMod_Diffuse,\n"
3009 "uniform half3 DeferredMod_Specular,\n"
3010 "#endif\n"
3011 "uniform half3 Color_Ambient,\n"
3012 "uniform half3 Color_Diffuse,\n"
3013 "uniform half3 Color_Specular,\n"
3014 "uniform half SpecularPower,\n"
3015 "#ifdef USEGLOW\n"
3016 "uniform half3 Color_Glow,\n"
3017 "#endif\n"
3018 "uniform half Alpha,\n"
3019 "#ifdef USEREFLECTION\n"
3020 "uniform float4 DistortScaleRefractReflect,\n"
3021 "uniform float4 ScreenScaleRefractReflect,\n"
3022 "uniform float4 ScreenCenterRefractReflect,\n"
3023 "uniform half4 ReflectColor,\n"
3024 "#endif\n"
3025 "#ifdef USEREFLECTCUBE\n"
3026 "uniform float4x4 ModelToReflectCube,\n"
3027 "uniform sampler2D Texture_ReflectMask,\n"
3028 "uniform samplerCUBE Texture_ReflectCube,\n"
3029 "#endif\n"
3030 "#ifdef MODE_LIGHTDIRECTION\n"
3031 "uniform half3 LightColor,\n"
3032 "#endif\n"
3033 "#ifdef MODE_LIGHTSOURCE\n"
3034 "uniform half3 LightColor,\n"
3035 "#endif\n"
3036 "\n"
3037 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3038 "uniform sampler2D Texture_Attenuation,\n"
3039 "uniform samplerCUBE Texture_Cube,\n"
3040 "#endif\n"
3041 "\n"
3042 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3043 "\n"
3044 "#ifdef USESHADOWMAPRECT\n"
3045 "# ifdef USESHADOWSAMPLER\n"
3046 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3047 "# else\n"
3048 "uniform samplerRECT Texture_ShadowMapRect,\n"
3049 "# endif\n"
3050 "#endif\n"
3051 "\n"
3052 "#ifdef USESHADOWMAP2D\n"
3053 "# ifdef USESHADOWSAMPLER\n"
3054 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3055 "# else\n"
3056 "uniform sampler2D Texture_ShadowMap2D,\n"
3057 "# endif\n"
3058 "#endif\n"
3059 "\n"
3060 "#ifdef USESHADOWMAPVSDCT\n"
3061 "uniform samplerCUBE Texture_CubeProjection,\n"
3062 "#endif\n"
3063 "\n"
3064 "#ifdef USESHADOWMAPCUBE\n"
3065 "# ifdef USESHADOWSAMPLER\n"
3066 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3067 "# else\n"
3068 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3069 "# endif\n"
3070 "#endif\n"
3071 "\n"
3072 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3073 "uniform float2 ShadowMap_TextureScale,\n"
3074 "uniform float4 ShadowMap_Parameters,\n"
3075 "#endif\n"
3076 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3077 "\n"
3078 "out float4 gl_FragColor : COLOR\n"
3079 ")\n"
3080 "{\n"
3081 "       float2 TexCoord = TexCoordBoth.xy;\n"
3082 "#ifdef USEVERTEXTEXTUREBLEND\n"
3083 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3084 "#endif\n"
3085 "#ifdef USEOFFSETMAPPING\n"
3086 "       // apply offsetmapping\n"
3087 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3088 "#define TexCoord TexCoordOffset\n"
3089 "#endif\n"
3090 "\n"
3091 "       // combine the diffuse textures (base, pants, shirt)\n"
3092 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3093 "#ifdef USEALPHAKILL\n"
3094 "       if (color.a < 0.5)\n"
3095 "               discard;\n"
3096 "#endif\n"
3097 "       color.a *= Alpha;\n"
3098 "#ifdef USECOLORMAPPING\n"
3099 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3100 "#endif\n"
3101 "#ifdef USEVERTEXTEXTUREBLEND\n"
3102 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3103 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3104 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3105 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3106 "       color.a = 1.0;\n"
3107 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3108 "#endif\n"
3109 "\n"
3110 "       // get the surface normal\n"
3111 "#ifdef USEVERTEXTEXTUREBLEND\n"
3112 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3113 "#else\n"
3114 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3115 "#endif\n"
3116 "\n"
3117 "       // get the material colors\n"
3118 "       half3 diffusetex = color.rgb;\n"
3119 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3120 "# ifdef USEVERTEXTEXTUREBLEND\n"
3121 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3122 "# else\n"
3123 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3124 "# endif\n"
3125 "#endif\n"
3126 "\n"
3127 "#ifdef USEREFLECTCUBE\n"
3128 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3129 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3130 "       float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3131 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3132 "#endif\n"
3133 "\n"
3134 "\n"
3135 "\n"
3136 "\n"
3137 "#ifdef MODE_LIGHTSOURCE\n"
3138 "       // light source\n"
3139 "#ifdef USEDIFFUSE\n"
3140 "       half3 lightnormal = half3(normalize(LightVector));\n"
3141 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3142 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3143 "#ifdef USESPECULAR\n"
3144 "#ifdef USEEXACTSPECULARMATH\n"
3145 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3146 "#else\n"
3147 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3148 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3149 "#endif\n"
3150 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3151 "#endif\n"
3152 "#else\n"
3153 "       color.rgb = diffusetex * Color_Ambient;\n"
3154 "#endif\n"
3155 "       color.rgb *= LightColor;\n"
3156 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3157 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3158 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3159 "# if defined(USESHADOWMAP2D)\n"
3160 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3161 "# endif\n"
3162 "# if defined(USESHADOWMAPRECT)\n"
3163 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3164 "# endif\n"
3165 "# if defined(USESHADOWMAPCUBE)\n"
3166 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3167 "# endif\n"
3168 "\n"
3169 "#ifdef USESHADOWMAPVSDCT\n"
3170 ", Texture_CubeProjection\n"
3171 "#endif\n"
3172 "       );\n"
3173 "\n"
3174 "#endif\n"
3175 "# ifdef USECUBEFILTER\n"
3176 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3177 "# endif\n"
3178 "#endif // MODE_LIGHTSOURCE\n"
3179 "\n"
3180 "\n"
3181 "\n"
3182 "\n"
3183 "#ifdef MODE_LIGHTDIRECTION\n"
3184 "#define SHADING\n"
3185 "#ifdef USEDIFFUSE\n"
3186 "       half3 lightnormal = half3(normalize(LightVector));\n"
3187 "#endif\n"
3188 "#define lightcolor LightColor\n"
3189 "#endif // MODE_LIGHTDIRECTION\n"
3190 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3191 "#define SHADING\n"
3192 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3193 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3194 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3195 "       // convert modelspace light vector to tangentspace\n"
3196 "       half3 lightnormal;\n"
3197 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3198 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3199 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3200 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3201 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3202 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3203 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3204 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3205 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3206 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3207 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3208 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3209 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3210 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3211 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3212 "#define SHADING\n"
3213 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3214 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3215 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3216 "#endif\n"
3217 "\n"
3218 "\n"
3219 "\n"
3220 "\n"
3221 "#ifdef MODE_LIGHTMAP\n"
3222 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3223 "#endif // MODE_LIGHTMAP\n"
3224 "#ifdef MODE_VERTEXCOLOR\n"
3225 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3226 "#endif // MODE_VERTEXCOLOR\n"
3227 "#ifdef MODE_FLATCOLOR\n"
3228 "       color.rgb = diffusetex * Color_Ambient;\n"
3229 "#endif // MODE_FLATCOLOR\n"
3230 "\n"
3231 "\n"
3232 "\n"
3233 "\n"
3234 "#ifdef SHADING\n"
3235 "# ifdef USEDIFFUSE\n"
3236 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3237 "#  ifdef USESPECULAR\n"
3238 "#   ifdef USEEXACTSPECULARMATH\n"
3239 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3240 "#   else\n"
3241 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3242 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3243 "#   endif\n"
3244 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3245 "#  else\n"
3246 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3247 "#  endif\n"
3248 "# else\n"
3249 "       color.rgb = diffusetex * Color_Ambient;\n"
3250 "# endif\n"
3251 "#endif\n"
3252 "\n"
3253 "#ifdef USESHADOWMAPORTHO\n"
3254 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3255 "# if defined(USESHADOWMAP2D)\n"
3256 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3257 "# endif\n"
3258 "# if defined(USESHADOWMAPRECT)\n"
3259 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3260 "# endif\n"
3261 "       );\n"
3262 "#endif\n"
3263 "\n"
3264 "#ifdef USEDEFERREDLIGHTMAP\n"
3265 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3266 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3267 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3268 "#endif\n"
3269 "\n"
3270 "#ifdef USEGLOW\n"
3271 "#ifdef USEVERTEXTEXTUREBLEND\n"
3272 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3273 "#else\n"
3274 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3275 "#endif\n"
3276 "#endif\n"
3277 "\n"
3278 "#ifdef USEFOG\n"
3279 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3280 "#endif\n"
3281 "\n"
3282 "       // 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"
3283 "#ifdef USEREFLECTION\n"
3284 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3285 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3286 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3287 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3288 "       // FIXME temporary hack to detect the case that the reflection\n"
3289 "       // gets blackened at edges due to leaving the area that contains actual\n"
3290 "       // content.\n"
3291 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3292 "       // 'appening.\n"
3293 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3294 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3295 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3296 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3297 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3298 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3299 "#endif\n"
3300 "\n"
3301 "       gl_FragColor = float4(color);\n"
3302 "}\n"
3303 "#endif // FRAGMENT_SHADER\n"
3304 "\n"
3305 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3306 "#endif // !MODE_DEFERREDGEOMETRY\n"
3307 "#endif // !MODE_WATER\n"
3308 "#endif // !MODE_REFRACTION\n"
3309 "#endif // !MODE_BLOOMBLUR\n"
3310 "#endif // !MODE_GENERIC\n"
3311 "#endif // !MODE_POSTPROCESS\n"
3312 "#endif // !MODE_SHOWDEPTH\n"
3313 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3314 ;
3315
3316 char *glslshaderstring = NULL;
3317 char *cgshaderstring = NULL;
3318
3319 //=======================================================================================================================================================
3320
3321 typedef struct shaderpermutationinfo_s
3322 {
3323         const char *pretext;
3324         const char *name;
3325 }
3326 shaderpermutationinfo_t;
3327
3328 typedef struct shadermodeinfo_s
3329 {
3330         const char *vertexfilename;
3331         const char *geometryfilename;
3332         const char *fragmentfilename;
3333         const char *pretext;
3334         const char *name;
3335 }
3336 shadermodeinfo_t;
3337
3338 typedef enum shaderpermutation_e
3339 {
3340         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3341         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3342         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3343         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3344         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3345         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3346         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3347         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3348         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3349         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3350         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3351         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3352         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3353         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3354         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3355         SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3356         SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3357         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3358         SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3359         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3360         SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3361         SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3362         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3363         SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3364         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3365         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3366         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3367         SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3368         SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3369         SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3370         SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3371 }
3372 shaderpermutation_t;
3373
3374 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3375 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3376 {
3377         {"#define USEDIFFUSE\n", " diffuse"},
3378         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3379         {"#define USEVIEWTINT\n", " viewtint"},
3380         {"#define USECOLORMAPPING\n", " colormapping"},
3381         {"#define USESATURATION\n", " saturation"},
3382         {"#define USEFOGINSIDE\n", " foginside"},
3383         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3384         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3385         {"#define USEGAMMARAMPS\n", " gammaramps"},
3386         {"#define USECUBEFILTER\n", " cubefilter"},
3387         {"#define USEGLOW\n", " glow"},
3388         {"#define USEBLOOM\n", " bloom"},
3389         {"#define USESPECULAR\n", " specular"},
3390         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3391         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3392         {"#define USEREFLECTION\n", " reflection"},
3393         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3394         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3395         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3396         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3397         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3398         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3399         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3400         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3401         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3402         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3403         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3404         {"#define USEALPHAKILL\n", " alphakill"},
3405         {"#define USEREFLECTCUBE\n", " reflectcube"},
3406 };
3407
3408 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3409 typedef enum shadermode_e
3410 {
3411         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3412         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3413         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3414         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3415         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3416         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3417         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3418         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3419         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3420         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3421         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3422         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3423         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3424         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3425         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3426         SHADERMODE_COUNT
3427 }
3428 shadermode_t;
3429
3430 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3431 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3432 {
3433         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3434         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3435         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3436         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3437         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3438         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3439         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3440         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3441         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3442         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3443         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3444         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3445         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3446         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3447         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3448 };
3449
3450 #ifdef SUPPORTCG
3451 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3452 {
3453         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3454         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3455         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3456         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3457         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3458         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3459         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3460         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3461         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3462         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3463         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3464         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3465         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3466         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3467         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3468 };
3469 #endif
3470
3471 struct r_glsl_permutation_s;
3472 typedef struct r_glsl_permutation_s
3473 {
3474         /// hash lookup data
3475         struct r_glsl_permutation_s *hashnext;
3476         unsigned int mode;
3477         unsigned int permutation;
3478
3479         /// indicates if we have tried compiling this permutation already
3480         qboolean compiled;
3481         /// 0 if compilation failed
3482         int program;
3483         /// locations of detected uniforms in program object, or -1 if not found
3484         int loc_Texture_First;
3485         int loc_Texture_Second;
3486         int loc_Texture_GammaRamps;
3487         int loc_Texture_Normal;
3488         int loc_Texture_Color;
3489         int loc_Texture_Gloss;
3490         int loc_Texture_Glow;
3491         int loc_Texture_SecondaryNormal;
3492         int loc_Texture_SecondaryColor;
3493         int loc_Texture_SecondaryGloss;
3494         int loc_Texture_SecondaryGlow;
3495         int loc_Texture_Pants;
3496         int loc_Texture_Shirt;
3497         int loc_Texture_FogHeightTexture;
3498         int loc_Texture_FogMask;
3499         int loc_Texture_Lightmap;
3500         int loc_Texture_Deluxemap;
3501         int loc_Texture_Attenuation;
3502         int loc_Texture_Cube;
3503         int loc_Texture_Refraction;
3504         int loc_Texture_Reflection;
3505         int loc_Texture_ShadowMapRect;
3506         int loc_Texture_ShadowMapCube;
3507         int loc_Texture_ShadowMap2D;
3508         int loc_Texture_CubeProjection;
3509         int loc_Texture_ScreenDepth;
3510         int loc_Texture_ScreenNormalMap;
3511         int loc_Texture_ScreenDiffuse;
3512         int loc_Texture_ScreenSpecular;
3513         int loc_Texture_ReflectMask;
3514         int loc_Texture_ReflectCube;
3515         int loc_Alpha;
3516         int loc_BloomBlur_Parameters;
3517         int loc_ClientTime;
3518         int loc_Color_Ambient;
3519         int loc_Color_Diffuse;
3520         int loc_Color_Specular;
3521         int loc_Color_Glow;
3522         int loc_Color_Pants;
3523         int loc_Color_Shirt;
3524         int loc_DeferredColor_Ambient;
3525         int loc_DeferredColor_Diffuse;
3526         int loc_DeferredColor_Specular;
3527         int loc_DeferredMod_Diffuse;
3528         int loc_DeferredMod_Specular;
3529         int loc_DistortScaleRefractReflect;
3530         int loc_EyePosition;
3531         int loc_FogColor;
3532         int loc_FogHeightFade;
3533         int loc_FogPlane;
3534         int loc_FogPlaneViewDist;
3535         int loc_FogRangeRecip;
3536         int loc_LightColor;
3537         int loc_LightDir;
3538         int loc_LightPosition;
3539         int loc_OffsetMapping_Scale;
3540         int loc_PixelSize;
3541         int loc_ReflectColor;
3542         int loc_ReflectFactor;
3543         int loc_ReflectOffset;
3544         int loc_RefractColor;
3545         int loc_Saturation;
3546         int loc_ScreenCenterRefractReflect;
3547         int loc_ScreenScaleRefractReflect;
3548         int loc_ScreenToDepth;
3549         int loc_ShadowMap_Parameters;
3550         int loc_ShadowMap_TextureScale;
3551         int loc_SpecularPower;
3552         int loc_UserVec1;
3553         int loc_UserVec2;
3554         int loc_UserVec3;
3555         int loc_UserVec4;
3556 //      int loc_UseSobel;
3557         int loc_ViewTintColor;
3558         int loc_ViewToLight;
3559         int loc_ModelToLight;
3560         int loc_TexMatrix;
3561         int loc_BackgroundTexMatrix;
3562         int loc_ModelViewProjectionMatrix;
3563         int loc_ModelViewMatrix;
3564         int loc_PixelToScreenTexCoord;
3565         int loc_ModelToReflectCube;
3566         int loc_ShadowMapMatrix;        
3567 }
3568 r_glsl_permutation_t;
3569
3570 #define SHADERPERMUTATION_HASHSIZE 256
3571
3572 /// information about each possible shader permutation
3573 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3574 /// currently selected permutation
3575 r_glsl_permutation_t *r_glsl_permutation;
3576 /// storage for permutations linked in the hash table
3577 memexpandablearray_t r_glsl_permutationarray;
3578
3579 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3580 {
3581         //unsigned int hashdepth = 0;
3582         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3583         r_glsl_permutation_t *p;
3584         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3585         {
3586                 if (p->mode == mode && p->permutation == permutation)
3587                 {
3588                         //if (hashdepth > 10)
3589                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3590                         return p;
3591                 }
3592                 //hashdepth++;
3593         }
3594         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3595         p->mode = mode;
3596         p->permutation = permutation;
3597         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3598         r_glsl_permutationhash[mode][hashindex] = p;
3599         //if (hashdepth > 10)
3600         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3601         return p;
3602 }
3603
3604 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3605 {
3606         char *shaderstring;
3607         if (!filename || !filename[0])
3608                 return NULL;
3609         if (!strcmp(filename, "glsl/default.glsl"))
3610         {
3611                 if (!glslshaderstring)
3612                 {
3613                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3614                         if (glslshaderstring)
3615                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3616                         else
3617                                 glslshaderstring = (char *)builtinshaderstring;
3618                 }
3619                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3620                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3621                 return shaderstring;
3622         }
3623         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3624         if (shaderstring)
3625         {
3626                 if (printfromdisknotice)
3627                         Con_DPrintf("from disk %s... ", filename);
3628                 return shaderstring;
3629         }
3630         return shaderstring;
3631 }
3632
3633 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3634 {
3635         int i;
3636         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3637         int vertstrings_count = 0;
3638         int geomstrings_count = 0;
3639         int fragstrings_count = 0;
3640         char *vertexstring, *geometrystring, *fragmentstring;
3641         const char *vertstrings_list[32+3];
3642         const char *geomstrings_list[32+3];
3643         const char *fragstrings_list[32+3];
3644         char permutationname[256];
3645
3646         if (p->compiled)
3647                 return;
3648         p->compiled = true;
3649         p->program = 0;
3650
3651         permutationname[0] = 0;
3652         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3653         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3654         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3655
3656         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3657
3658         // the first pretext is which type of shader to compile as
3659         // (later these will all be bound together as a program object)
3660         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3661         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3662         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3663
3664         // the second pretext is the mode (for example a light source)
3665         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3666         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3667         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3668         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3669
3670         // now add all the permutation pretexts
3671         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3672         {
3673                 if (permutation & (1<<i))
3674                 {
3675                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3676                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3677                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3678                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3679                 }
3680                 else
3681                 {
3682                         // keep line numbers correct
3683                         vertstrings_list[vertstrings_count++] = "\n";
3684                         geomstrings_list[geomstrings_count++] = "\n";
3685                         fragstrings_list[fragstrings_count++] = "\n";
3686                 }
3687         }
3688
3689         // now append the shader text itself
3690         vertstrings_list[vertstrings_count++] = vertexstring;
3691         geomstrings_list[geomstrings_count++] = geometrystring;
3692         fragstrings_list[fragstrings_count++] = fragmentstring;
3693
3694         // if any sources were NULL, clear the respective list
3695         if (!vertexstring)
3696                 vertstrings_count = 0;
3697         if (!geometrystring)
3698                 geomstrings_count = 0;
3699         if (!fragmentstring)
3700                 fragstrings_count = 0;
3701
3702         // compile the shader program
3703         if (vertstrings_count + geomstrings_count + fragstrings_count)
3704                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3705         if (p->program)
3706         {
3707                 CHECKGLERROR
3708                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3709                 // look up all the uniform variable names we care about, so we don't
3710                 // have to look them up every time we set them
3711
3712                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3713                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3714                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3715                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3716                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3717                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3718                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3719                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3720                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3721                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3722                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3723                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3724                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3725                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3726                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3727                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3728                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3729                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3730                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3731                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3732                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3733                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3734                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3735                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3736                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3737                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3738                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3739                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3740                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3741                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3742                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3743                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3744                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3745                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3746                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3747                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3748                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3749                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3750                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3751                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3752                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3753                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3754                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3755                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3756                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3757                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3758                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3759                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3760                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3761                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3762                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3763                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3764                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3765                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3766                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3767                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3768                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3769                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3770                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3771                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3772                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3773                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3774                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3775                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3776                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3777                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3778                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3779                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3780                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3781                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3782                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3783                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3784 //              p->loc_UseSobel                   = qglGetUniformLocationARB(p->program, "UseSobel");
3785                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3786                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3787                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3788                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3789                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3790                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3791                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3792                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3793                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3794                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
3795                 // initialize the samplers to refer to the texture units we use
3796                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3797                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3798                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3799                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3800                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3801                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3802                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3803                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3804                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3805                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3806                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3807                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3808                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3809                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3810                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3811                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3812                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3813                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3814                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3815                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3816                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3817                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3818                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3819                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3820                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3821                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3822                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3823                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3824                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3825                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3826                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3827                 CHECKGLERROR
3828                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3829         }
3830         else
3831                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3832
3833         // free the strings
3834         if (vertexstring)
3835                 Mem_Free(vertexstring);
3836         if (geometrystring)
3837                 Mem_Free(geometrystring);
3838         if (fragmentstring)
3839                 Mem_Free(fragmentstring);
3840 }
3841
3842 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3843 {
3844         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3845         if (r_glsl_permutation != perm)
3846         {
3847                 r_glsl_permutation = perm;
3848                 if (!r_glsl_permutation->program)
3849                 {
3850                         if (!r_glsl_permutation->compiled)
3851                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3852                         if (!r_glsl_permutation->program)
3853                         {
3854                                 // remove features until we find a valid permutation
3855                                 int i;
3856                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3857                                 {
3858                                         // reduce i more quickly whenever it would not remove any bits
3859                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3860                                         if (!(permutation & j))
3861                                                 continue;
3862                                         permutation -= j;
3863                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3864                                         if (!r_glsl_permutation->compiled)
3865                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3866                                         if (r_glsl_permutation->program)
3867                                                 break;
3868                                 }
3869                                 if (i >= SHADERPERMUTATION_COUNT)
3870                                 {
3871                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3872                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3873                                         qglUseProgramObjectARB(0);CHECKGLERROR
3874                                         return; // no bit left to clear, entire mode is broken
3875                                 }
3876                         }
3877                 }
3878                 CHECKGLERROR
3879                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3880         }
3881         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3882         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3883         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3884 }
3885
3886 #ifdef SUPPORTCG
3887 #include <Cg/cgGL.h>
3888 struct r_cg_permutation_s;
3889 typedef struct r_cg_permutation_s
3890 {
3891         /// hash lookup data
3892         struct r_cg_permutation_s *hashnext;
3893         unsigned int mode;
3894         unsigned int permutation;
3895
3896         /// indicates if we have tried compiling this permutation already
3897         qboolean compiled;
3898         /// 0 if compilation failed
3899         CGprogram vprogram;
3900         CGprogram fprogram;
3901         /// locations of detected parameters in programs, or NULL if not found
3902         CGparameter vp_EyePosition;
3903         CGparameter vp_FogPlane;
3904         CGparameter vp_LightDir;
3905         CGparameter vp_LightPosition;
3906         CGparameter vp_ModelToLight;
3907         CGparameter vp_TexMatrix;
3908         CGparameter vp_BackgroundTexMatrix;
3909         CGparameter vp_ModelViewProjectionMatrix;
3910         CGparameter vp_ModelViewMatrix;
3911         CGparameter vp_ShadowMapMatrix;
3912
3913         CGparameter fp_Texture_First;
3914         CGparameter fp_Texture_Second;
3915         CGparameter fp_Texture_GammaRamps;
3916         CGparameter fp_Texture_Normal;
3917         CGparameter fp_Texture_Color;
3918         CGparameter fp_Texture_Gloss;
3919         CGparameter fp_Texture_Glow;
3920         CGparameter fp_Texture_SecondaryNormal;
3921         CGparameter fp_Texture_SecondaryColor;
3922         CGparameter fp_Texture_SecondaryGloss;
3923         CGparameter fp_Texture_SecondaryGlow;
3924         CGparameter fp_Texture_Pants;
3925         CGparameter fp_Texture_Shirt;
3926         CGparameter fp_Texture_FogHeightTexture;
3927         CGparameter fp_Texture_FogMask;
3928         CGparameter fp_Texture_Lightmap;
3929         CGparameter fp_Texture_Deluxemap;
3930         CGparameter fp_Texture_Attenuation;
3931         CGparameter fp_Texture_Cube;
3932         CGparameter fp_Texture_Refraction;
3933         CGparameter fp_Texture_Reflection;
3934         CGparameter fp_Texture_ShadowMapRect;
3935         CGparameter fp_Texture_ShadowMapCube;
3936         CGparameter fp_Texture_ShadowMap2D;
3937         CGparameter fp_Texture_CubeProjection;
3938         CGparameter fp_Texture_ScreenDepth;
3939         CGparameter fp_Texture_ScreenNormalMap;
3940         CGparameter fp_Texture_ScreenDiffuse;
3941         CGparameter fp_Texture_ScreenSpecular;
3942         CGparameter fp_Texture_ReflectMask;
3943         CGparameter fp_Texture_ReflectCube;
3944         CGparameter fp_Alpha;
3945         CGparameter fp_BloomBlur_Parameters;
3946         CGparameter fp_ClientTime;
3947         CGparameter fp_Color_Ambient;
3948         CGparameter fp_Color_Diffuse;
3949         CGparameter fp_Color_Specular;
3950         CGparameter fp_Color_Glow;
3951         CGparameter fp_Color_Pants;
3952         CGparameter fp_Color_Shirt;
3953         CGparameter fp_DeferredColor_Ambient;
3954         CGparameter fp_DeferredColor_Diffuse;
3955         CGparameter fp_DeferredColor_Specular;
3956         CGparameter fp_DeferredMod_Diffuse;
3957         CGparameter fp_DeferredMod_Specular;
3958         CGparameter fp_DistortScaleRefractReflect;
3959         CGparameter fp_EyePosition;
3960         CGparameter fp_FogColor;
3961         CGparameter fp_FogHeightFade;
3962         CGparameter fp_FogPlane;
3963         CGparameter fp_FogPlaneViewDist;
3964         CGparameter fp_FogRangeRecip;
3965         CGparameter fp_LightColor;
3966         CGparameter fp_LightDir;
3967         CGparameter fp_LightPosition;
3968         CGparameter fp_OffsetMapping_Scale;
3969         CGparameter fp_PixelSize;
3970         CGparameter fp_ReflectColor;
3971         CGparameter fp_ReflectFactor;
3972         CGparameter fp_ReflectOffset;
3973         CGparameter fp_RefractColor;
3974         CGparameter fp_Saturation;
3975         CGparameter fp_ScreenCenterRefractReflect;
3976         CGparameter fp_ScreenScaleRefractReflect;
3977         CGparameter fp_ScreenToDepth;
3978         CGparameter fp_ShadowMap_Parameters;
3979         CGparameter fp_ShadowMap_TextureScale;
3980         CGparameter fp_SpecularPower;
3981         CGparameter fp_UserVec1;
3982         CGparameter fp_UserVec2;
3983         CGparameter fp_UserVec3;
3984         CGparameter fp_UserVec4;
3985         CGparameter fp_ViewTintColor;
3986         CGparameter fp_ViewToLight;
3987         CGparameter fp_PixelToScreenTexCoord;
3988         CGparameter fp_ModelToReflectCube;
3989 }
3990 r_cg_permutation_t;
3991
3992 /// information about each possible shader permutation
3993 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3994 /// currently selected permutation
3995 r_cg_permutation_t *r_cg_permutation;
3996 /// storage for permutations linked in the hash table
3997 memexpandablearray_t r_cg_permutationarray;
3998
3999 #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));}}
4000
4001 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4002 {
4003         //unsigned int hashdepth = 0;
4004         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4005         r_cg_permutation_t *p;
4006         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4007         {
4008                 if (p->mode == mode && p->permutation == permutation)
4009                 {
4010                         //if (hashdepth > 10)
4011                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4012                         return p;
4013                 }
4014                 //hashdepth++;
4015         }
4016         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4017         p->mode = mode;
4018         p->permutation = permutation;
4019         p->hashnext = r_cg_permutationhash[mode][hashindex];
4020         r_cg_permutationhash[mode][hashindex] = p;
4021         //if (hashdepth > 10)
4022         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4023         return p;
4024 }
4025
4026 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4027 {
4028         char *shaderstring;
4029         if (!filename || !filename[0])
4030                 return NULL;
4031         if (!strcmp(filename, "cg/default.cg"))
4032         {
4033                 if (!cgshaderstring)
4034                 {
4035                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4036                         if (cgshaderstring)
4037                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4038                         else
4039                                 cgshaderstring = (char *)builtincgshaderstring;
4040                 }
4041                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4042                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4043                 return shaderstring;
4044         }
4045         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4046         if (shaderstring)
4047         {
4048                 if (printfromdisknotice)
4049                         Con_DPrintf("from disk %s... ", filename);
4050                 return shaderstring;
4051         }
4052         return shaderstring;
4053 }
4054
4055 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4056 {
4057         // TODO: load or create .fp and .vp shader files
4058 }
4059
4060 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4061 {
4062         int i;
4063         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4064         int vertstrings_count = 0, vertstring_length = 0;
4065         int geomstrings_count = 0, geomstring_length = 0;
4066         int fragstrings_count = 0, fragstring_length = 0;
4067         char *t;
4068         char *vertexstring, *geometrystring, *fragmentstring;
4069         char *vertstring, *geomstring, *fragstring;
4070         const char *vertstrings_list[32+3];
4071         const char *geomstrings_list[32+3];
4072         const char *fragstrings_list[32+3];
4073         char permutationname[256];
4074         char cachename[256];
4075         CGprofile vertexProfile;
4076         CGprofile fragmentProfile;
4077
4078         if (p->compiled)
4079                 return;
4080         p->compiled = true;
4081         p->vprogram = NULL;
4082         p->fprogram = NULL;
4083
4084         permutationname[0] = 0;
4085         cachename[0] = 0;
4086         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4087         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4088         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4089
4090         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4091         strlcat(cachename, "cg/", sizeof(cachename));
4092
4093         // the first pretext is which type of shader to compile as
4094         // (later these will all be bound together as a program object)
4095         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4096         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4097         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4098
4099         // the second pretext is the mode (for example a light source)
4100         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4101         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4102         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4103         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4104         strlcat(cachename, modeinfo->name, sizeof(cachename));
4105
4106         // now add all the permutation pretexts
4107         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4108         {
4109                 if (permutation & (1<<i))
4110                 {
4111                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4112                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4113                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4114                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4115                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4116                 }
4117                 else
4118                 {
4119                         // keep line numbers correct
4120                         vertstrings_list[vertstrings_count++] = "\n";
4121                         geomstrings_list[geomstrings_count++] = "\n";
4122                         fragstrings_list[fragstrings_count++] = "\n";
4123                 }
4124         }
4125
4126         // replace spaces in the cachename with _ characters
4127         for (i = 0;cachename[i];i++)
4128                 if (cachename[i] == ' ')
4129                         cachename[i] = '_';
4130
4131         // now append the shader text itself
4132         vertstrings_list[vertstrings_count++] = vertexstring;
4133         geomstrings_list[geomstrings_count++] = geometrystring;
4134         fragstrings_list[fragstrings_count++] = fragmentstring;
4135
4136         // if any sources were NULL, clear the respective list
4137         if (!vertexstring)
4138                 vertstrings_count = 0;
4139         if (!geometrystring)
4140                 geomstrings_count = 0;
4141         if (!fragmentstring)
4142                 fragstrings_count = 0;
4143
4144         vertstring_length = 0;
4145         for (i = 0;i < vertstrings_count;i++)
4146                 vertstring_length += strlen(vertstrings_list[i]);
4147         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4148         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4149                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4150
4151         geomstring_length = 0;
4152         for (i = 0;i < geomstrings_count;i++)
4153                 geomstring_length += strlen(geomstrings_list[i]);
4154         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4155         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4156                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4157
4158         fragstring_length = 0;
4159         for (i = 0;i < fragstrings_count;i++)
4160                 fragstring_length += strlen(fragstrings_list[i]);
4161         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4162         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4163                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4164
4165         CHECKGLERROR
4166         CHECKCGERROR
4167         //vertexProfile = CG_PROFILE_ARBVP1;
4168         //fragmentProfile = CG_PROFILE_ARBFP1;
4169         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4170         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4171         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4172         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4173         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4174         CHECKGLERROR
4175
4176         // try to load the cached shader, or generate one
4177         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4178
4179         // if caching failed, do a dynamic compile for now
4180         CHECKCGERROR
4181         if (vertstring[0] && !p->vprogram)
4182                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4183         CHECKCGERROR
4184         if (fragstring[0] && !p->fprogram)
4185                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4186         CHECKCGERROR
4187
4188         // look up all the uniform variable names we care about, so we don't
4189         // have to look them up every time we set them
4190         if (p->vprogram)
4191         {
4192                 CHECKCGERROR
4193                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4194                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4195                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4196                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4197                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4198                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4199                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4200                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4201                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4202                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4203                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4204                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4205                 CHECKCGERROR
4206         }
4207         if (p->fprogram)
4208         {
4209                 CHECKCGERROR
4210                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4211                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4212                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4213                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4214                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4215                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4216                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4217                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4218                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4219                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4220                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4221                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4222                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4223                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4224                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4225                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4226                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4227                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4228                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4229                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4230                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4231                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4232                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4233                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4234                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4235                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4236                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4237                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4238                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4239                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4240                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4241                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4242                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4243                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4244                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4245                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4246                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4247                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4248                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4249                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4250                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4251                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4252                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4253                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4254                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4255                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4256                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4257                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4258                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4259                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4260                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4261                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4262                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4263                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4264                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4265                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4266                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4267                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4268                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4269                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4270                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4271                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4272                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4273                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4274                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4275                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4276                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4277                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4278                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4279                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4280                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4281                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4282                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4283                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4284 //              p->fp_UseSobel                   = cgGetNamedParameter(p->fprogram, "UseSobel");
4285                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4286                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4287                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4288                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4289                 CHECKCGERROR
4290         }
4291
4292         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4293                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4294         else
4295                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4296
4297         // free the strings
4298         if (vertstring)
4299                 Mem_Free(vertstring);
4300         if (geomstring)
4301                 Mem_Free(geomstring);
4302         if (fragstring)
4303                 Mem_Free(fragstring);
4304         if (vertexstring)
4305                 Mem_Free(vertexstring);
4306         if (geometrystring)
4307                 Mem_Free(geometrystring);
4308         if (fragmentstring)
4309                 Mem_Free(fragmentstring);
4310 }
4311
4312 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4313 {
4314         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4315         CHECKGLERROR
4316         CHECKCGERROR
4317         if (r_cg_permutation != perm)
4318         {
4319                 r_cg_permutation = perm;
4320                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4321                 {
4322                         if (!r_cg_permutation->compiled)
4323                                 R_CG_CompilePermutation(perm, mode, permutation);
4324                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4325                         {
4326                                 // remove features until we find a valid permutation
4327                                 int i;
4328                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4329                                 {
4330                                         // reduce i more quickly whenever it would not remove any bits
4331                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4332                                         if (!(permutation & j))
4333                                                 continue;
4334                                         permutation -= j;
4335                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4336                                         if (!r_cg_permutation->compiled)
4337                                                 R_CG_CompilePermutation(perm, mode, permutation);
4338                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4339                                                 break;
4340                                 }
4341                                 if (i >= SHADERPERMUTATION_COUNT)
4342                                 {
4343                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4344                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4345                                         return; // no bit left to clear, entire mode is broken
4346                                 }
4347                         }
4348                 }
4349                 CHECKGLERROR
4350                 CHECKCGERROR
4351                 if (r_cg_permutation->vprogram)
4352                 {
4353                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4354                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4355                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4356                 }
4357                 else
4358                 {
4359                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4360                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4361                 }
4362                 if (r_cg_permutation->fprogram)
4363                 {
4364                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4365                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4366                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4367                 }
4368                 else
4369                 {
4370                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4371                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4372                 }
4373         }
4374         CHECKCGERROR
4375         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4376         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4377         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4378 }
4379
4380 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4381 {
4382         cgGLSetTextureParameter(param, R_GetTexture(tex));
4383         cgGLEnableTextureParameter(param);
4384 }
4385 #endif
4386
4387 void R_GLSL_Restart_f(void)
4388 {
4389         unsigned int i, limit;
4390         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4391                 Mem_Free(glslshaderstring);
4392         glslshaderstring = NULL;
4393         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4394                 Mem_Free(cgshaderstring);
4395         cgshaderstring = NULL;
4396         switch(vid.renderpath)
4397         {
4398         case RENDERPATH_GL20:
4399                 {
4400                         r_glsl_permutation_t *p;
4401                         r_glsl_permutation = NULL;
4402                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4403                         for (i = 0;i < limit;i++)
4404                         {
4405                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4406                                 {
4407                                         GL_Backend_FreeProgram(p->program);
4408                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4409                                 }
4410                         }
4411                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4412                 }
4413                 break;
4414         case RENDERPATH_CGGL:
4415 #ifdef SUPPORTCG
4416                 {
4417                         r_cg_permutation_t *p;
4418                         r_cg_permutation = NULL;
4419                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4420                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4421                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4422                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4423                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4424                         for (i = 0;i < limit;i++)
4425                         {
4426                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4427                                 {
4428                                         if (p->vprogram)
4429                                                 cgDestroyProgram(p->vprogram);
4430                                         if (p->fprogram)
4431                                                 cgDestroyProgram(p->fprogram);
4432                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4433                                 }
4434                         }
4435                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4436                 }
4437                 break;
4438 #endif
4439         case RENDERPATH_GL13:
4440         case RENDERPATH_GL11:
4441                 break;
4442         }
4443 }
4444
4445 void R_GLSL_DumpShader_f(void)
4446 {
4447         int i;
4448         qfile_t *file;
4449
4450         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4451         if (file)
4452         {
4453                 FS_Print(file, "/* The engine may define the following macros:\n");
4454                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4455                 for (i = 0;i < SHADERMODE_COUNT;i++)
4456                         FS_Print(file, glslshadermodeinfo[i].pretext);
4457                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4458                         FS_Print(file, shaderpermutationinfo[i].pretext);
4459                 FS_Print(file, "*/\n");
4460                 FS_Print(file, builtinshaderstring);
4461                 FS_Close(file);
4462                 Con_Printf("glsl/default.glsl written\n");
4463         }
4464         else
4465                 Con_Printf("failed to write to glsl/default.glsl\n");
4466
4467 #ifdef SUPPORTCG
4468         file = FS_OpenRealFile("cg/default.cg", "w", false);
4469         if (file)
4470         {
4471                 FS_Print(file, "/* The engine may define the following macros:\n");
4472                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4473                 for (i = 0;i < SHADERMODE_COUNT;i++)
4474                         FS_Print(file, cgshadermodeinfo[i].pretext);
4475                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4476                         FS_Print(file, shaderpermutationinfo[i].pretext);
4477                 FS_Print(file, "*/\n");
4478                 FS_Print(file, builtincgshaderstring);
4479                 FS_Close(file);
4480                 Con_Printf("cg/default.cg written\n");
4481         }
4482         else
4483                 Con_Printf("failed to write to cg/default.cg\n");
4484 #endif
4485 }
4486
4487 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4488 {
4489         if (!second)
4490                 texturemode = GL_MODULATE;
4491         switch (vid.renderpath)
4492         {
4493         case RENDERPATH_GL20:
4494                 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))));
4495                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4496                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4497                 break;
4498         case RENDERPATH_CGGL:
4499 #ifdef SUPPORTCG
4500                 CHECKCGERROR
4501                 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))));
4502                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4503                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4504 #endif
4505                 break;
4506         case RENDERPATH_GL13:
4507                 R_Mesh_TexBind(0, first );
4508                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4509                 R_Mesh_TexBind(1, second);
4510                 if (second)
4511                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4512                 break;
4513         case RENDERPATH_GL11:
4514                 R_Mesh_TexBind(0, first );
4515                 break;
4516         }
4517 }
4518
4519 void R_SetupShader_DepthOrShadow(void)
4520 {
4521         switch (vid.renderpath)
4522         {
4523         case RENDERPATH_GL20:
4524                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4525                 break;
4526         case RENDERPATH_CGGL:
4527 #ifdef SUPPORTCG
4528                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4529 #endif
4530                 break;
4531         case RENDERPATH_GL13:
4532                 R_Mesh_TexBind(0, 0);
4533                 R_Mesh_TexBind(1, 0);
4534                 break;
4535         case RENDERPATH_GL11:
4536                 R_Mesh_TexBind(0, 0);
4537                 break;
4538         }
4539 }
4540
4541 void R_SetupShader_ShowDepth(void)
4542 {
4543         switch (vid.renderpath)
4544         {
4545         case RENDERPATH_GL20:
4546                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4547                 break;
4548         case RENDERPATH_CGGL:
4549 #ifdef SUPPORTCG
4550                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4551 #endif
4552                 break;
4553         case RENDERPATH_GL13:
4554                 break;
4555         case RENDERPATH_GL11:
4556                 break;
4557         }
4558 }
4559
4560 extern qboolean r_shadow_usingdeferredprepass;
4561 extern cvar_t r_shadow_deferred_8bitrange;
4562 extern rtexture_t *r_shadow_attenuationgradienttexture;
4563 extern rtexture_t *r_shadow_attenuation2dtexture;
4564 extern rtexture_t *r_shadow_attenuation3dtexture;
4565 extern qboolean r_shadow_usingshadowmaprect;
4566 extern qboolean r_shadow_usingshadowmapcube;
4567 extern qboolean r_shadow_usingshadowmap2d;
4568 extern qboolean r_shadow_usingshadowmaportho;
4569 extern float r_shadow_shadowmap_texturescale[2];
4570 extern float r_shadow_shadowmap_parameters[4];
4571 extern qboolean r_shadow_shadowmapvsdct;
4572 extern qboolean r_shadow_shadowmapsampler;
4573 extern int r_shadow_shadowmappcf;
4574 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4575 extern rtexture_t *r_shadow_shadowmap2dtexture;
4576 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4577 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4578 extern matrix4x4_t r_shadow_shadowmapmatrix;
4579 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4580 extern int r_shadow_prepass_width;
4581 extern int r_shadow_prepass_height;
4582 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4583 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4584 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4585 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4586 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4587 {
4588         // select a permutation of the lighting shader appropriate to this
4589         // combination of texture, entity, light source, and fogging, only use the
4590         // minimum features necessary to avoid wasting rendering time in the
4591         // fragment shader on features that are not being used
4592         unsigned int permutation = 0;
4593         unsigned int mode = 0;
4594         float m16f[16];
4595         if (rsurfacepass == RSURFPASS_BACKGROUND)
4596         {
4597                 // distorted background
4598                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4599                         mode = SHADERMODE_WATER;
4600                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4601                         mode = SHADERMODE_REFRACTION;
4602                 else
4603                 {
4604                         mode = SHADERMODE_GENERIC;
4605                         permutation |= SHADERPERMUTATION_DIFFUSE;
4606                 }
4607                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4608                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4609                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4610                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4611                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4612                 R_Mesh_ColorPointer(NULL, 0, 0);
4613                 GL_AlphaTest(false);
4614                 GL_BlendFunc(GL_ONE, GL_ZERO);
4615         }
4616         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4617         {
4618                 if (r_glsl_offsetmapping.integer)
4619                 {
4620                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4621                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4622                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4623                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4624                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4625                         {
4626                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4627                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4628                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4629                         }
4630                 }
4631                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4632                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4633                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4634                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4635                 // normalmap (deferred prepass), may use alpha test on diffuse
4636                 mode = SHADERMODE_DEFERREDGEOMETRY;
4637                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4638                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4639                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4640                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4641                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4642                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4643                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4644                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4645                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4646                 else
4647                         R_Mesh_ColorPointer(NULL, 0, 0);
4648                 GL_AlphaTest(false);
4649                 GL_BlendFunc(GL_ONE, GL_ZERO);
4650         }
4651         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4652         {
4653                 if (r_glsl_offsetmapping.integer)
4654                 {
4655                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4656                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4657                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4658                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4659                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4660                         {
4661                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4662                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4663                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4664                         }
4665                 }
4666                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4667                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4668                 // light source
4669                 mode = SHADERMODE_LIGHTSOURCE;
4670                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4671                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4672                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4673                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4674                 if (diffusescale > 0)
4675                         permutation |= SHADERPERMUTATION_DIFFUSE;
4676                 if (specularscale > 0)
4677                 {
4678                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4679                         if (r_shadow_glossexact.integer)
4680                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4681                 }
4682                 if (r_refdef.fogenabled)
4683                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4684                 if (rsurface.texture->colormapping)
4685                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4686                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4687                 {
4688                         if (r_shadow_usingshadowmaprect)
4689                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4690                         if (r_shadow_usingshadowmap2d)
4691                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4692                         if (r_shadow_usingshadowmapcube)
4693                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4694                         else if(r_shadow_shadowmapvsdct)
4695                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4696
4697                         if (r_shadow_shadowmapsampler)
4698                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4699                         if (r_shadow_shadowmappcf > 1)
4700                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4701                         else if (r_shadow_shadowmappcf)
4702                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4703                 }
4704                 if (rsurface.texture->reflectmasktexture)
4705                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4706                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4707                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4708                 {
4709                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4710                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4711                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4712                 }
4713                 else
4714                 {
4715                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4716                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4717                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4718                 }
4719                 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4720                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4721                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4722                 else
4723                         R_Mesh_ColorPointer(NULL, 0, 0);
4724                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4725                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4726         }
4727         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4728         {
4729                 if (r_glsl_offsetmapping.integer)
4730                 {
4731                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4732                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4733                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4734                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4735                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4736                         {
4737                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4738                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4739                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4740                         }
4741                 }
4742                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4743                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4744                 // unshaded geometry (fullbright or ambient model lighting)
4745                 mode = SHADERMODE_FLATCOLOR;
4746                 ambientscale = diffusescale = specularscale = 0;
4747                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4748                         permutation |= SHADERPERMUTATION_GLOW;
4749                 if (r_refdef.fogenabled)
4750                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4751                 if (rsurface.texture->colormapping)
4752                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4753                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4754                 {
4755                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4756                         if (r_shadow_usingshadowmaprect)
4757                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4758                         if (r_shadow_usingshadowmap2d)
4759                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4760
4761                         if (r_shadow_shadowmapsampler)
4762                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4763                         if (r_shadow_shadowmappcf > 1)
4764                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4765                         else if (r_shadow_shadowmappcf)
4766                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4767                 }
4768                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4769                         permutation |= SHADERPERMUTATION_REFLECTION;
4770                 if (rsurface.texture->reflectmasktexture)
4771                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4772                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4773                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4774                 {
4775                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4776                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4777                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4778                 }
4779                 else
4780                 {
4781                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4782                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4783                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4784                 }
4785                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4786                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4787                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4788                 else
4789                         R_Mesh_ColorPointer(NULL, 0, 0);
4790                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4791                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4792         }
4793         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4794         {
4795                 if (r_glsl_offsetmapping.integer)
4796                 {
4797                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4798                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4799                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4800                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4801                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4802                         {
4803                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4804                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4805                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4806                         }
4807                 }
4808                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4809                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4810                 // directional model lighting
4811                 mode = SHADERMODE_LIGHTDIRECTION;
4812                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4813                         permutation |= SHADERPERMUTATION_GLOW;
4814                 permutation |= SHADERPERMUTATION_DIFFUSE;
4815                 if (specularscale > 0)
4816                 {
4817                         permutation |= SHADERPERMUTATION_SPECULAR;
4818                         if (r_shadow_glossexact.integer)
4819                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4820                 }
4821                 if (r_refdef.fogenabled)
4822                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4823                 if (rsurface.texture->colormapping)
4824                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4825                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4826                 {
4827                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4828                         if (r_shadow_usingshadowmaprect)
4829                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4830                         if (r_shadow_usingshadowmap2d)
4831                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4832
4833                         if (r_shadow_shadowmapsampler)
4834                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4835                         if (r_shadow_shadowmappcf > 1)
4836                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4837                         else if (r_shadow_shadowmappcf)
4838                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4839                 }
4840                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4841                         permutation |= SHADERPERMUTATION_REFLECTION;
4842                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4843                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4844                 if (rsurface.texture->reflectmasktexture)
4845                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4846                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4847                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4848                 {
4849                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4850                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4851                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4852                 }
4853                 else
4854                 {
4855                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4856                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4857                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4858                 }
4859                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4860                 R_Mesh_ColorPointer(NULL, 0, 0);
4861                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4862                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4863         }
4864         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4865         {
4866                 if (r_glsl_offsetmapping.integer)
4867                 {
4868                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4869                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4870                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4871                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4872                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4873                         {
4874                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4875                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4876                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4877                         }
4878                 }
4879                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4880                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4881                 // ambient model lighting
4882                 mode = SHADERMODE_LIGHTDIRECTION;
4883                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4884                         permutation |= SHADERPERMUTATION_GLOW;
4885                 if (r_refdef.fogenabled)
4886                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4887                 if (rsurface.texture->colormapping)
4888                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4889                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4890                 {
4891                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4892                         if (r_shadow_usingshadowmaprect)
4893                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4894                         if (r_shadow_usingshadowmap2d)
4895                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4896
4897                         if (r_shadow_shadowmapsampler)
4898                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4899                         if (r_shadow_shadowmappcf > 1)
4900                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4901                         else if (r_shadow_shadowmappcf)
4902                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4903                 }
4904                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4905                         permutation |= SHADERPERMUTATION_REFLECTION;
4906                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4907                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4908                 if (rsurface.texture->reflectmasktexture)
4909                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4910                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4911                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4912                 {
4913                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4914                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4915                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4916                 }
4917                 else
4918                 {
4919                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4920                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4921                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4922                 }
4923                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4924                 R_Mesh_ColorPointer(NULL, 0, 0);
4925                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4926                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4927         }
4928         else
4929         {
4930                 if (r_glsl_offsetmapping.integer)
4931                 {
4932                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4933                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4934                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4935                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4936                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4937                         {
4938                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4939                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4940                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4941                         }
4942                 }
4943                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4944                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4945                 // lightmapped wall
4946                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4947                         permutation |= SHADERPERMUTATION_GLOW;
4948                 if (r_refdef.fogenabled)
4949                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4950                 if (rsurface.texture->colormapping)
4951                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4952                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4953                 {
4954                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4955                         if (r_shadow_usingshadowmaprect)
4956                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4957                         if (r_shadow_usingshadowmap2d)
4958                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4959
4960                         if (r_shadow_shadowmapsampler)
4961                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4962                         if (r_shadow_shadowmappcf > 1)
4963                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4964                         else if (r_shadow_shadowmappcf)
4965                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4966                 }
4967                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4968                         permutation |= SHADERPERMUTATION_REFLECTION;
4969                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4970                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4971                 if (rsurface.texture->reflectmasktexture)
4972                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4973                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4974                 {
4975                         // deluxemapping (light direction texture)
4976                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4977                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4978                         else
4979                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4980                         permutation |= SHADERPERMUTATION_DIFFUSE;
4981                         if (specularscale > 0)
4982                         {
4983                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4984                                 if (r_shadow_glossexact.integer)
4985                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4986                         }
4987                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4988                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4989                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4990                         else
4991                                 R_Mesh_ColorPointer(NULL, 0, 0);
4992                 }
4993                 else if (r_glsl_deluxemapping.integer >= 2)
4994                 {
4995                         // fake deluxemapping (uniform light direction in tangentspace)
4996                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4997                         permutation |= SHADERPERMUTATION_DIFFUSE;
4998                         if (specularscale > 0)
4999                         {
5000                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5001                                 if (r_shadow_glossexact.integer)
5002                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5003                         }
5004                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5005                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5006                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5007                         else
5008                                 R_Mesh_ColorPointer(NULL, 0, 0);
5009                 }
5010                 else if (rsurface.uselightmaptexture)
5011                 {
5012                         // ordinary lightmapping (q1bsp, q3bsp)
5013                         mode = SHADERMODE_LIGHTMAP;
5014                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5015                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5016                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5017                         else
5018                                 R_Mesh_ColorPointer(NULL, 0, 0);
5019                 }
5020                 else
5021                 {
5022                         // ordinary vertex coloring (q3bsp)
5023                         mode = SHADERMODE_VERTEXCOLOR;
5024                         R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5025                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5026                 }
5027                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5028                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5029                 {
5030                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5031                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5032                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5033                 }
5034                 else
5035                 {
5036                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5037                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5038                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5039                 }
5040                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5041                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5042         }
5043         switch(vid.renderpath)
5044         {
5045         case RENDERPATH_GL20:
5046                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5047                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5048                 if (mode == SHADERMODE_LIGHTSOURCE)
5049                 {
5050                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5051                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5052                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5053                         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);
5054                         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);
5055                         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);
5056         
5057                         // additive passes are only darkened by fog, not tinted
5058                         if (r_glsl_permutation->loc_FogColor >= 0)
5059                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5060                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5061                 }
5062                 else
5063                 {
5064                         if (mode == SHADERMODE_FLATCOLOR)
5065                         {
5066                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
5067                         }
5068                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5069                         {
5070                                 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]);
5071                                 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]);
5072                                 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);
5073                                 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);
5074                                 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);
5075                                 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]);
5076                                 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]);
5077                         }
5078                         else
5079                         {
5080                                 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]);
5081                                 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]);
5082                                 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);
5083                                 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);
5084                                 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);
5085                         }
5086                         // additive passes are only darkened by fog, not tinted
5087                         if (r_glsl_permutation->loc_FogColor >= 0)
5088                         {
5089                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5090                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5091                                 else
5092                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5093                         }
5094                         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);
5095                         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]);
5096                         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]);
5097                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5098                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5099                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5100                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5101                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5102                 }
5103                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5104                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5105                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5106                 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]);
5107                 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]);
5108
5109                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5110                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5111                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5112                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5113                 {
5114                         if (rsurface.texture->pantstexture)
5115                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5116                         else
5117                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5118                 }
5119                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5120                 {
5121                         if (rsurface.texture->shirttexture)
5122                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5123                         else
5124                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5125                 }
5126                 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]);
5127                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5128                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5129                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5130                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5131                 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]);
5132                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5133
5134         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5135         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5136         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5137                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5138                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5139                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5140                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5141                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5142                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5143                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5144                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5145                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5146                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5147                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5148                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5149                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5150                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5151                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
5152                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
5153                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5154                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
5155                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
5156                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5157                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5158                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5159                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5160                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5161                 {
5162                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5163                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5164                         if (rsurface.rtlight)
5165                         {
5166                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5167                                 if (r_shadow_usingshadowmapcube)
5168                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5169                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5170                         }
5171                 }
5172                 CHECKGLERROR
5173                 break;
5174         case RENDERPATH_CGGL:
5175 #ifdef SUPPORTCG
5176                 R_SetupShader_SetPermutationCG(mode, permutation);
5177                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5178                 if (mode == SHADERMODE_LIGHTSOURCE)
5179                 {
5180                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5181                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5182                 }
5183                 else
5184                 {
5185                         if (mode == SHADERMODE_LIGHTDIRECTION)
5186                         {
5187                                 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
5188                         }
5189                 }
5190                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5191                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5192                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5193                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5194                 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
5195                 CHECKGLERROR
5196
5197                 if (mode == SHADERMODE_LIGHTSOURCE)
5198                 {
5199                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5200                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5201                         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
5202                         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
5203                         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
5204
5205                         // additive passes are only darkened by fog, not tinted
5206                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5207                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5208                 }
5209                 else
5210                 {
5211                         if (mode == SHADERMODE_FLATCOLOR)
5212                         {
5213                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5214                         }
5215                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5216                         {
5217                                 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
5218                                 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
5219                                 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
5220                                 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
5221                                 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
5222                                 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
5223                                 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
5224                         }
5225                         else
5226                         {
5227                                 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
5228                                 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
5229                                 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
5230                                 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
5231                                 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
5232                         }
5233                         // additive passes are only darkened by fog, not tinted
5234                         if (r_cg_permutation->fp_FogColor)
5235                         {
5236                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5237                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5238                                 else
5239                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5240                                 CHECKCGERROR
5241                         }
5242                         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
5243                         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
5244                         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
5245                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5246                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5247                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5248                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5249                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5250                 }
5251                 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
5252                 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
5253                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5254                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5255                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5256                 if (r_cg_permutation->fp_Color_Pants)
5257                 {
5258                         if (rsurface.texture->pantstexture)
5259                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5260                         else
5261                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5262                         CHECKCGERROR
5263                 }
5264                 if (r_cg_permutation->fp_Color_Shirt)
5265                 {
5266                         if (rsurface.texture->shirttexture)
5267                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5268                         else
5269                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5270                         CHECKCGERROR
5271                 }
5272                 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
5273                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5274                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5275                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5276                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5277                 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
5278                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5279
5280         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5281         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5282         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5283                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5284                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5285                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5286                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5287                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5288                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5289                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5290                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5291                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5292                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5293                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5294                 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
5295                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
5296                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5297                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5298                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5299                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5300                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5301                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5302                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5303                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5304                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5305                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5306                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5307                 {
5308                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5309                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5310                         if (rsurface.rtlight)
5311                         {
5312                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5313                                 if (r_shadow_usingshadowmapcube)
5314                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5315                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5316                         }
5317                 }
5318
5319                 CHECKGLERROR
5320 #endif
5321                 break;
5322         case RENDERPATH_GL13:
5323         case RENDERPATH_GL11:
5324                 break;
5325         }
5326 }
5327
5328 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5329 {
5330         // select a permutation of the lighting shader appropriate to this
5331         // combination of texture, entity, light source, and fogging, only use the
5332         // minimum features necessary to avoid wasting rendering time in the
5333         // fragment shader on features that are not being used
5334         unsigned int permutation = 0;
5335         unsigned int mode = 0;
5336         const float *lightcolorbase = rtlight->currentcolor;
5337         float ambientscale = rtlight->ambientscale;
5338         float diffusescale = rtlight->diffusescale;
5339         float specularscale = rtlight->specularscale;
5340         // this is the location of the light in view space
5341         vec3_t viewlightorigin;
5342         // this transforms from view space (camera) to light space (cubemap)
5343         matrix4x4_t viewtolight;
5344         matrix4x4_t lighttoview;
5345         float viewtolight16f[16];
5346         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5347         // light source
5348         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5349         if (rtlight->currentcubemap != r_texture_whitecube)
5350                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5351         if (diffusescale > 0)
5352                 permutation |= SHADERPERMUTATION_DIFFUSE;
5353         if (specularscale > 0)
5354         {
5355                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5356                 if (r_shadow_glossexact.integer)
5357                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5358         }
5359         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5360         {
5361                 if (r_shadow_usingshadowmaprect)
5362                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5363                 if (r_shadow_usingshadowmap2d)
5364                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5365                 if (r_shadow_usingshadowmapcube)
5366                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5367                 else if(r_shadow_shadowmapvsdct)
5368                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5369
5370                 if (r_shadow_shadowmapsampler)
5371                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5372                 if (r_shadow_shadowmappcf > 1)
5373                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5374                 else if (r_shadow_shadowmappcf)
5375                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5376         }
5377         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5378         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5379         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5380         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5381         switch(vid.renderpath)
5382         {
5383         case RENDERPATH_GL20:
5384                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5385                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5386                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5387                 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);
5388                 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);
5389                 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);
5390                 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]);
5391                 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]);
5392                 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));
5393                 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]);
5394                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5395
5396                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5397                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5398                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5399                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5400                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5401                 if (r_shadow_usingshadowmapcube)
5402                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5403                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5404                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5405                 break;
5406         case RENDERPATH_CGGL:
5407 #ifdef SUPPORTCG
5408                 R_SetupShader_SetPermutationCG(mode, permutation);
5409                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5410                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5411                 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
5412                 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
5413                 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
5414                 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
5415                 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
5416                 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
5417                 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
5418                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5419
5420                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5421                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5422                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5423                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5424                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5425                 if (r_shadow_usingshadowmapcube)
5426                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5427                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5428                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5429 #endif
5430                 break;
5431         case RENDERPATH_GL13:
5432         case RENDERPATH_GL11:
5433                 break;
5434         }
5435 }
5436
5437 #define SKINFRAME_HASH 1024
5438
5439 typedef struct
5440 {
5441         int loadsequence; // incremented each level change
5442         memexpandablearray_t array;
5443         skinframe_t *hash[SKINFRAME_HASH];
5444 }
5445 r_skinframe_t;
5446 r_skinframe_t r_skinframe;
5447
5448 void R_SkinFrame_PrepareForPurge(void)
5449 {
5450         r_skinframe.loadsequence++;
5451         // wrap it without hitting zero
5452         if (r_skinframe.loadsequence >= 200)
5453                 r_skinframe.loadsequence = 1;
5454 }
5455
5456 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5457 {
5458         if (!skinframe)
5459                 return;
5460         // mark the skinframe as used for the purging code
5461         skinframe->loadsequence = r_skinframe.loadsequence;
5462 }
5463
5464 void R_SkinFrame_Purge(void)
5465 {
5466         int i;
5467         skinframe_t *s;
5468         for (i = 0;i < SKINFRAME_HASH;i++)
5469         {
5470                 for (s = r_skinframe.hash[i];s;s = s->next)
5471                 {
5472                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5473                         {
5474                                 if (s->merged == s->base)
5475                                         s->merged = NULL;
5476                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5477                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5478                                 R_PurgeTexture(s->merged);s->merged = NULL;
5479                                 R_PurgeTexture(s->base  );s->base   = NULL;
5480                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5481                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5482                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5483                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5484                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5485                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5486                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5487                                 s->loadsequence = 0;
5488                         }
5489                 }
5490         }
5491 }
5492
5493 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5494         skinframe_t *item;
5495         char basename[MAX_QPATH];
5496
5497         Image_StripImageExtension(name, basename, sizeof(basename));
5498
5499         if( last == NULL ) {
5500                 int hashindex;
5501                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5502                 item = r_skinframe.hash[hashindex];
5503         } else {
5504                 item = last->next;
5505         }
5506
5507         // linearly search through the hash bucket
5508         for( ; item ; item = item->next ) {
5509                 if( !strcmp( item->basename, basename ) ) {
5510                         return item;
5511                 }
5512         }
5513         return NULL;
5514 }
5515
5516 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5517 {
5518         skinframe_t *item;
5519         int hashindex;
5520         char basename[MAX_QPATH];
5521
5522         Image_StripImageExtension(name, basename, sizeof(basename));
5523
5524         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5525         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5526                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5527                         break;
5528
5529         if (!item) {
5530                 rtexture_t *dyntexture;
5531                 // check whether its a dynamic texture
5532                 dyntexture = CL_GetDynTexture( basename );
5533                 if (!add && !dyntexture)
5534                         return NULL;
5535                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5536                 memset(item, 0, sizeof(*item));
5537                 strlcpy(item->basename, basename, sizeof(item->basename));
5538                 item->base = dyntexture; // either NULL or dyntexture handle
5539                 item->textureflags = textureflags;
5540                 item->comparewidth = comparewidth;
5541                 item->compareheight = compareheight;
5542                 item->comparecrc = comparecrc;
5543                 item->next = r_skinframe.hash[hashindex];
5544                 r_skinframe.hash[hashindex] = item;
5545         }
5546         else if( item->base == NULL )
5547         {
5548                 rtexture_t *dyntexture;
5549                 // check whether its a dynamic texture
5550                 // 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]
5551                 dyntexture = CL_GetDynTexture( basename );
5552                 item->base = dyntexture; // either NULL or dyntexture handle
5553         }
5554
5555         R_SkinFrame_MarkUsed(item);
5556         return item;
5557 }
5558
5559 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5560         { \
5561                 unsigned long long avgcolor[5], wsum; \
5562                 int pix, comp, w; \
5563                 avgcolor[0] = 0; \
5564                 avgcolor[1] = 0; \
5565                 avgcolor[2] = 0; \
5566                 avgcolor[3] = 0; \
5567                 avgcolor[4] = 0; \
5568                 wsum = 0; \
5569                 for(pix = 0; pix < cnt; ++pix) \
5570                 { \
5571                         w = 0; \
5572                         for(comp = 0; comp < 3; ++comp) \
5573                                 w += getpixel; \
5574                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5575                         { \
5576                                 ++wsum; \
5577                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5578                                 w = getpixel; \
5579                                 for(comp = 0; comp < 3; ++comp) \
5580                                         avgcolor[comp] += getpixel * w; \
5581                                 avgcolor[3] += w; \
5582                         } \
5583                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5584                         avgcolor[4] += getpixel; \
5585                 } \
5586                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5587                         avgcolor[3] = 1; \
5588                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5589                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5590                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5591                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5592         }
5593
5594 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5595 {
5596         int j;
5597         unsigned char *pixels;
5598         unsigned char *bumppixels;
5599         unsigned char *basepixels = NULL;
5600         int basepixels_width = 0;
5601         int basepixels_height = 0;
5602         skinframe_t *skinframe;
5603         rtexture_t *ddsbase = NULL;
5604         qboolean ddshasalpha = false;
5605         float ddsavgcolor[4];
5606         char basename[MAX_QPATH];
5607
5608         if (cls.state == ca_dedicated)
5609                 return NULL;
5610
5611         // return an existing skinframe if already loaded
5612         // if loading of the first image fails, don't make a new skinframe as it
5613         // would cause all future lookups of this to be missing
5614         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5615         if (skinframe && skinframe->base)
5616                 return skinframe;
5617
5618         Image_StripImageExtension(name, basename, sizeof(basename));
5619
5620         // check for DDS texture file first
5621         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5622         {
5623                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5624                 if (basepixels == NULL)
5625                         return NULL;
5626         }
5627
5628         if (developer_loading.integer)
5629                 Con_Printf("loading skin \"%s\"\n", name);
5630
5631         // we've got some pixels to store, so really allocate this new texture now
5632         if (!skinframe)
5633                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5634         skinframe->stain = NULL;
5635         skinframe->merged = NULL;
5636         skinframe->base = NULL;
5637         skinframe->pants = NULL;
5638         skinframe->shirt = NULL;
5639         skinframe->nmap = NULL;
5640         skinframe->gloss = NULL;
5641         skinframe->glow = NULL;
5642         skinframe->fog = NULL;
5643         skinframe->reflect = NULL;
5644         skinframe->hasalpha = false;
5645
5646         if (ddsbase)
5647         {
5648                 skinframe->base = ddsbase;
5649                 skinframe->hasalpha = ddshasalpha;
5650                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5651                 if (r_loadfog && skinframe->hasalpha)
5652                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5653                 //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]);
5654         }
5655         else
5656         {
5657                 basepixels_width = image_width;
5658                 basepixels_height = image_height;
5659                 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);
5660                 if (textureflags & TEXF_ALPHA)
5661                 {
5662                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5663                         {
5664                                 if (basepixels[j] < 255)
5665                                 {
5666                                         skinframe->hasalpha = true;
5667                                         break;
5668                                 }
5669                         }
5670                         if (r_loadfog && skinframe->hasalpha)
5671                         {
5672                                 // has transparent pixels
5673                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5674                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5675                                 {
5676                                         pixels[j+0] = 255;
5677                                         pixels[j+1] = 255;
5678                                         pixels[j+2] = 255;
5679                                         pixels[j+3] = basepixels[j+3];
5680                                 }
5681                                 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);
5682                                 Mem_Free(pixels);
5683                         }
5684                 }
5685                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5686                 //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]);
5687                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5688                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5689                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5690                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5691         }
5692
5693         if (r_loaddds)
5694         {
5695                 if (r_loadnormalmap)
5696                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5697                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5698                 if (r_loadgloss)
5699                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5700                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5701                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5702                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5703         }
5704
5705         // _norm is the name used by tenebrae and has been adopted as standard
5706         if (r_loadnormalmap && skinframe->nmap == NULL)
5707         {
5708                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5709                 {
5710                         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);
5711                         Mem_Free(pixels);
5712                         pixels = NULL;
5713                 }
5714                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5715                 {
5716                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5717                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5718                         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);
5719                         Mem_Free(pixels);
5720                         Mem_Free(bumppixels);
5721                 }
5722                 else if (r_shadow_bumpscale_basetexture.value > 0)
5723                 {
5724                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5725                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5726                         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);
5727                         Mem_Free(pixels);
5728                 }
5729                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5730                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5731         }
5732
5733         // _luma is supported only for tenebrae compatibility
5734         // _glow is the preferred name
5735         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))))
5736         {
5737                 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);
5738                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5739                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5740                 Mem_Free(pixels);pixels = NULL;
5741         }
5742
5743         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5744         {
5745                 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);
5746                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5747                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5748                 Mem_Free(pixels);
5749                 pixels = NULL;
5750         }
5751
5752         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5753         {
5754                 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);
5755                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5756                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5757                 Mem_Free(pixels);
5758                 pixels = NULL;
5759         }
5760
5761         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5762         {
5763                 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);
5764                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5765                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5766                 Mem_Free(pixels);
5767                 pixels = NULL;
5768         }
5769
5770         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5771         {
5772                 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);
5773                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5774                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5775                 Mem_Free(pixels);
5776                 pixels = NULL;
5777         }
5778
5779         if (basepixels)
5780                 Mem_Free(basepixels);
5781
5782         return skinframe;
5783 }
5784
5785 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5786 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5787 {
5788         int i;
5789         unsigned char *temp1, *temp2;
5790         skinframe_t *skinframe;
5791
5792         if (cls.state == ca_dedicated)
5793                 return NULL;
5794
5795         // if already loaded just return it, otherwise make a new skinframe
5796         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5797         if (skinframe && skinframe->base)
5798                 return skinframe;
5799
5800         skinframe->stain = NULL;
5801         skinframe->merged = NULL;
5802         skinframe->base = NULL;
5803         skinframe->pants = NULL;
5804         skinframe->shirt = NULL;
5805         skinframe->nmap = NULL;
5806         skinframe->gloss = NULL;
5807         skinframe->glow = NULL;
5808         skinframe->fog = NULL;
5809         skinframe->reflect = NULL;
5810         skinframe->hasalpha = false;
5811
5812         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5813         if (!skindata)
5814                 return NULL;
5815
5816         if (developer_loading.integer)
5817                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5818
5819         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5820         {
5821                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5822                 temp2 = temp1 + width * height * 4;
5823                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5824                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5825                 Mem_Free(temp1);
5826         }
5827         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5828         if (textureflags & TEXF_ALPHA)
5829         {
5830                 for (i = 3;i < width * height * 4;i += 4)
5831                 {
5832                         if (skindata[i] < 255)
5833                         {
5834                                 skinframe->hasalpha = true;
5835                                 break;
5836                         }
5837                 }
5838                 if (r_loadfog && skinframe->hasalpha)
5839                 {
5840                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5841                         memcpy(fogpixels, skindata, width * height * 4);
5842                         for (i = 0;i < width * height * 4;i += 4)
5843                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5844                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5845                         Mem_Free(fogpixels);
5846                 }
5847         }
5848
5849         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5850         //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]);
5851
5852         return skinframe;
5853 }
5854
5855 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5856 {
5857         int i;
5858         int featuresmask;
5859         skinframe_t *skinframe;
5860
5861         if (cls.state == ca_dedicated)
5862                 return NULL;
5863
5864         // if already loaded just return it, otherwise make a new skinframe
5865         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5866         if (skinframe && skinframe->base)
5867                 return skinframe;
5868
5869         skinframe->stain = NULL;
5870         skinframe->merged = NULL;
5871         skinframe->base = NULL;
5872         skinframe->pants = NULL;
5873         skinframe->shirt = NULL;
5874         skinframe->nmap = NULL;
5875         skinframe->gloss = NULL;
5876         skinframe->glow = NULL;
5877         skinframe->fog = NULL;
5878         skinframe->reflect = NULL;
5879         skinframe->hasalpha = false;
5880
5881         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5882         if (!skindata)
5883                 return NULL;
5884
5885         if (developer_loading.integer)
5886                 Con_Printf("loading quake skin \"%s\"\n", name);
5887
5888         // 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)
5889         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5890         memcpy(skinframe->qpixels, skindata, width*height);
5891         skinframe->qwidth = width;
5892         skinframe->qheight = height;
5893
5894         featuresmask = 0;
5895         for (i = 0;i < width * height;i++)
5896                 featuresmask |= palette_featureflags[skindata[i]];
5897
5898         skinframe->hasalpha = false;
5899         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5900         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5901         skinframe->qgeneratemerged = true;
5902         skinframe->qgeneratebase = skinframe->qhascolormapping;
5903         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5904
5905         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5906         //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]);
5907
5908         return skinframe;
5909 }
5910
5911 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5912 {
5913         int width;
5914         int height;
5915         unsigned char *skindata;
5916
5917         if (!skinframe->qpixels)
5918                 return;
5919
5920         if (!skinframe->qhascolormapping)
5921                 colormapped = false;
5922
5923         if (colormapped)
5924         {
5925                 if (!skinframe->qgeneratebase)
5926                         return;
5927         }
5928         else
5929         {
5930                 if (!skinframe->qgeneratemerged)
5931                         return;
5932         }
5933
5934         width = skinframe->qwidth;
5935         height = skinframe->qheight;
5936         skindata = skinframe->qpixels;
5937
5938         if (skinframe->qgeneratenmap)
5939         {
5940                 unsigned char *temp1, *temp2;
5941                 skinframe->qgeneratenmap = false;
5942                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5943                 temp2 = temp1 + width * height * 4;
5944                 // use either a custom palette or the quake palette
5945                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5946                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5947                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5948                 Mem_Free(temp1);
5949         }
5950
5951         if (skinframe->qgenerateglow)
5952         {
5953                 skinframe->qgenerateglow = false;
5954                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5955         }
5956
5957         if (colormapped)
5958         {
5959                 skinframe->qgeneratebase = false;
5960                 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);
5961                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5962                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5963         }
5964         else
5965         {
5966                 skinframe->qgeneratemerged = false;
5967                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5968         }
5969
5970         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5971         {
5972                 Mem_Free(skinframe->qpixels);
5973                 skinframe->qpixels = NULL;
5974         }
5975 }
5976
5977 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)
5978 {
5979         int i;
5980         skinframe_t *skinframe;
5981
5982         if (cls.state == ca_dedicated)
5983                 return NULL;
5984
5985         // if already loaded just return it, otherwise make a new skinframe
5986         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5987         if (skinframe && skinframe->base)
5988                 return skinframe;
5989
5990         skinframe->stain = NULL;
5991         skinframe->merged = NULL;
5992         skinframe->base = NULL;
5993         skinframe->pants = NULL;
5994         skinframe->shirt = NULL;
5995         skinframe->nmap = NULL;
5996         skinframe->gloss = NULL;
5997         skinframe->glow = NULL;
5998         skinframe->fog = NULL;
5999         skinframe->reflect = NULL;
6000         skinframe->hasalpha = false;
6001
6002         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6003         if (!skindata)
6004                 return NULL;
6005
6006         if (developer_loading.integer)
6007                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6008
6009         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
6010         if (textureflags & TEXF_ALPHA)
6011         {
6012                 for (i = 0;i < width * height;i++)
6013                 {
6014                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6015                         {
6016                                 skinframe->hasalpha = true;
6017                                 break;
6018                         }
6019                 }
6020                 if (r_loadfog && skinframe->hasalpha)
6021                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
6022         }
6023
6024         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6025         //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]);
6026
6027         return skinframe;
6028 }
6029
6030 skinframe_t *R_SkinFrame_LoadMissing(void)
6031 {
6032         skinframe_t *skinframe;
6033
6034         if (cls.state == ca_dedicated)
6035                 return NULL;
6036
6037         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6038         skinframe->stain = NULL;
6039         skinframe->merged = NULL;
6040         skinframe->base = NULL;
6041         skinframe->pants = NULL;
6042         skinframe->shirt = NULL;
6043         skinframe->nmap = NULL;
6044         skinframe->gloss = NULL;
6045         skinframe->glow = NULL;
6046         skinframe->fog = NULL;
6047         skinframe->reflect = NULL;
6048         skinframe->hasalpha = false;
6049
6050         skinframe->avgcolor[0] = rand() / RAND_MAX;
6051         skinframe->avgcolor[1] = rand() / RAND_MAX;
6052         skinframe->avgcolor[2] = rand() / RAND_MAX;
6053         skinframe->avgcolor[3] = 1;
6054
6055         return skinframe;
6056 }
6057
6058 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6059 typedef struct suffixinfo_s
6060 {
6061         char *suffix;
6062         qboolean flipx, flipy, flipdiagonal;
6063 }
6064 suffixinfo_t;
6065 static suffixinfo_t suffix[3][6] =
6066 {
6067         {
6068                 {"px",   false, false, false},
6069                 {"nx",   false, false, false},
6070                 {"py",   false, false, false},
6071                 {"ny",   false, false, false},
6072                 {"pz",   false, false, false},
6073                 {"nz",   false, false, false}
6074         },
6075         {
6076                 {"posx", false, false, false},
6077                 {"negx", false, false, false},
6078                 {"posy", false, false, false},
6079                 {"negy", false, false, false},
6080                 {"posz", false, false, false},
6081                 {"negz", false, false, false}
6082         },
6083         {
6084                 {"rt",    true, false,  true},
6085                 {"lf",   false,  true,  true},
6086                 {"ft",    true,  true, false},
6087                 {"bk",   false, false, false},
6088                 {"up",    true, false,  true},
6089                 {"dn",    true, false,  true}
6090         }
6091 };
6092
6093 static int componentorder[4] = {0, 1, 2, 3};
6094
6095 rtexture_t *R_LoadCubemap(const char *basename)
6096 {
6097         int i, j, cubemapsize;
6098         unsigned char *cubemappixels, *image_buffer;
6099         rtexture_t *cubemaptexture;
6100         char name[256];
6101         // must start 0 so the first loadimagepixels has no requested width/height
6102         cubemapsize = 0;
6103         cubemappixels = NULL;
6104         cubemaptexture = NULL;
6105         // keep trying different suffix groups (posx, px, rt) until one loads
6106         for (j = 0;j < 3 && !cubemappixels;j++)
6107         {
6108                 // load the 6 images in the suffix group
6109                 for (i = 0;i < 6;i++)
6110                 {
6111                         // generate an image name based on the base and and suffix
6112                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6113                         // load it
6114                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
6115                         {
6116                                 // an image loaded, make sure width and height are equal
6117                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6118                                 {
6119                                         // if this is the first image to load successfully, allocate the cubemap memory
6120                                         if (!cubemappixels && image_width >= 1)
6121                                         {
6122                                                 cubemapsize = image_width;
6123                                                 // note this clears to black, so unavailable sides are black
6124                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6125                                         }
6126                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6127                                         if (cubemappixels)
6128                                                 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);
6129                                 }
6130                                 else
6131                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6132                                 // free the image
6133                                 Mem_Free(image_buffer);
6134                         }
6135                 }
6136         }
6137         // if a cubemap loaded, upload it
6138         if (cubemappixels)
6139         {
6140                 if (developer_loading.integer)
6141                         Con_Printf("loading cubemap \"%s\"\n", basename);
6142
6143                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6144                 Mem_Free(cubemappixels);
6145         }
6146         else
6147         {
6148                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6149                 if (developer_loading.integer)
6150                 {
6151                         Con_Printf("(tried tried images ");
6152                         for (j = 0;j < 3;j++)
6153                                 for (i = 0;i < 6;i++)
6154                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6155                         Con_Print(" and was unable to find any of them).\n");
6156                 }
6157         }
6158         return cubemaptexture;
6159 }
6160
6161 rtexture_t *R_GetCubemap(const char *basename)
6162 {
6163         int i;
6164         for (i = 0;i < r_texture_numcubemaps;i++)
6165                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6166                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6167         if (i >= MAX_CUBEMAPS)
6168                 return r_texture_whitecube;
6169         r_texture_numcubemaps++;
6170         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6171         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6172         return r_texture_cubemaps[i].texture;
6173 }
6174
6175 void R_FreeCubemaps(void)
6176 {
6177         int i;
6178         for (i = 0;i < r_texture_numcubemaps;i++)
6179         {
6180                 if (developer_loading.integer)
6181                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6182                 if (r_texture_cubemaps[i].texture)
6183                         R_FreeTexture(r_texture_cubemaps[i].texture);
6184         }
6185         r_texture_numcubemaps = 0;
6186 }
6187
6188 void R_Main_FreeViewCache(void)
6189 {
6190         if (r_refdef.viewcache.entityvisible)
6191                 Mem_Free(r_refdef.viewcache.entityvisible);
6192         if (r_refdef.viewcache.world_pvsbits)
6193                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6194         if (r_refdef.viewcache.world_leafvisible)
6195                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6196         if (r_refdef.viewcache.world_surfacevisible)
6197                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6198         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6199 }
6200
6201 void R_Main_ResizeViewCache(void)
6202 {
6203         int numentities = r_refdef.scene.numentities;
6204         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6205         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6206         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6207         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6208         if (r_refdef.viewcache.maxentities < numentities)
6209         {
6210                 r_refdef.viewcache.maxentities = numentities;
6211                 if (r_refdef.viewcache.entityvisible)
6212                         Mem_Free(r_refdef.viewcache.entityvisible);
6213                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6214         }
6215         if (r_refdef.viewcache.world_numclusters != numclusters)
6216         {
6217                 r_refdef.viewcache.world_numclusters = numclusters;
6218                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6219                 if (r_refdef.viewcache.world_pvsbits)
6220                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6221                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6222         }
6223         if (r_refdef.viewcache.world_numleafs != numleafs)
6224         {
6225                 r_refdef.viewcache.world_numleafs = numleafs;
6226                 if (r_refdef.viewcache.world_leafvisible)
6227                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6228                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6229         }
6230         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6231         {
6232                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6233                 if (r_refdef.viewcache.world_surfacevisible)
6234                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6235                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6236         }
6237 }
6238
6239 extern rtexture_t *loadingscreentexture;
6240 void gl_main_start(void)
6241 {
6242         loadingscreentexture = NULL;
6243         r_texture_blanknormalmap = NULL;
6244         r_texture_white = NULL;
6245         r_texture_grey128 = NULL;
6246         r_texture_black = NULL;
6247         r_texture_whitecube = NULL;
6248         r_texture_normalizationcube = NULL;
6249         r_texture_fogattenuation = NULL;
6250         r_texture_fogheighttexture = NULL;
6251         r_texture_gammaramps = NULL;
6252         r_texture_numcubemaps = 0;
6253
6254         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6255         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6256
6257         switch(vid.renderpath)
6258         {
6259         case RENDERPATH_GL20:
6260         case RENDERPATH_CGGL:
6261                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6262                 Cvar_SetValueQuick(&gl_combine, 1);
6263                 Cvar_SetValueQuick(&r_glsl, 1);
6264                 r_loadnormalmap = true;
6265                 r_loadgloss = true;
6266                 r_loadfog = false;
6267                 break;
6268         case RENDERPATH_GL13:
6269                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6270                 Cvar_SetValueQuick(&gl_combine, 1);
6271                 Cvar_SetValueQuick(&r_glsl, 0);
6272                 r_loadnormalmap = false;
6273                 r_loadgloss = false;
6274                 r_loadfog = true;
6275                 break;
6276         case RENDERPATH_GL11:
6277                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6278                 Cvar_SetValueQuick(&gl_combine, 0);
6279                 Cvar_SetValueQuick(&r_glsl, 0);
6280                 r_loadnormalmap = false;
6281                 r_loadgloss = false;
6282                 r_loadfog = true;
6283                 break;
6284         }
6285
6286         R_AnimCache_Free();
6287         R_FrameData_Reset();
6288
6289         r_numqueries = 0;
6290         r_maxqueries = 0;
6291         memset(r_queries, 0, sizeof(r_queries));
6292
6293         r_qwskincache = NULL;
6294         r_qwskincache_size = 0;
6295
6296         // set up r_skinframe loading system for textures
6297         memset(&r_skinframe, 0, sizeof(r_skinframe));
6298         r_skinframe.loadsequence = 1;
6299         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6300
6301         r_main_texturepool = R_AllocTexturePool();
6302         R_BuildBlankTextures();
6303         R_BuildNoTexture();
6304         if (vid.support.arb_texture_cube_map)
6305         {
6306                 R_BuildWhiteCube();
6307                 R_BuildNormalizationCube();
6308         }
6309         r_texture_fogattenuation = NULL;
6310         r_texture_fogheighttexture = NULL;
6311         r_texture_gammaramps = NULL;
6312         //r_texture_fogintensity = NULL;
6313         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6314         memset(&r_waterstate, 0, sizeof(r_waterstate));
6315         r_glsl_permutation = NULL;
6316         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6317         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6318         glslshaderstring = NULL;
6319 #ifdef SUPPORTCG
6320         r_cg_permutation = NULL;
6321         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6322         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6323         cgshaderstring = NULL;
6324 #endif
6325         memset(&r_svbsp, 0, sizeof (r_svbsp));
6326
6327         r_refdef.fogmasktable_density = 0;
6328 }
6329
6330 void gl_main_shutdown(void)
6331 {
6332         R_AnimCache_Free();
6333         R_FrameData_Reset();
6334
6335         R_Main_FreeViewCache();
6336
6337         if (r_maxqueries)
6338                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6339
6340         r_numqueries = 0;
6341         r_maxqueries = 0;
6342         memset(r_queries, 0, sizeof(r_queries));
6343
6344         r_qwskincache = NULL;
6345         r_qwskincache_size = 0;
6346
6347         // clear out the r_skinframe state
6348         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6349         memset(&r_skinframe, 0, sizeof(r_skinframe));
6350
6351         if (r_svbsp.nodes)
6352                 Mem_Free(r_svbsp.nodes);
6353         memset(&r_svbsp, 0, sizeof (r_svbsp));
6354         R_FreeTexturePool(&r_main_texturepool);
6355         loadingscreentexture = NULL;
6356         r_texture_blanknormalmap = NULL;
6357         r_texture_white = NULL;
6358         r_texture_grey128 = NULL;
6359         r_texture_black = NULL;
6360         r_texture_whitecube = NULL;
6361         r_texture_normalizationcube = NULL;
6362         r_texture_fogattenuation = NULL;
6363         r_texture_fogheighttexture = NULL;
6364         r_texture_gammaramps = NULL;
6365         r_texture_numcubemaps = 0;
6366         //r_texture_fogintensity = NULL;
6367         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6368         memset(&r_waterstate, 0, sizeof(r_waterstate));
6369         r_glsl_permutation = NULL;
6370         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6371         glslshaderstring = NULL;
6372 #ifdef SUPPORTCG
6373         r_cg_permutation = NULL;
6374         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6375         cgshaderstring = NULL;
6376 #endif
6377         R_GLSL_Restart_f();
6378 }
6379
6380 extern void CL_ParseEntityLump(char *entitystring);
6381 void gl_main_newmap(void)
6382 {
6383         // FIXME: move this code to client
6384         int l;
6385         char *entities, entname[MAX_QPATH];
6386         if (r_qwskincache)
6387                 Mem_Free(r_qwskincache);
6388         r_qwskincache = NULL;
6389         r_qwskincache_size = 0;
6390         if (cl.worldmodel)
6391         {
6392                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6393                 l = (int)strlen(entname) - 4;
6394                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6395                 {
6396                         memcpy(entname + l, ".ent", 5);
6397                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6398                         {
6399                                 CL_ParseEntityLump(entities);
6400                                 Mem_Free(entities);
6401                                 return;
6402                         }
6403                 }
6404                 if (cl.worldmodel->brush.entities)
6405                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6406         }
6407         R_Main_FreeViewCache();
6408
6409         R_FrameData_Reset();
6410 }
6411
6412 void GL_Main_Init(void)
6413 {
6414         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6415
6416         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6417         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6418         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6419         if (gamemode == GAME_NEHAHRA)
6420         {
6421                 Cvar_RegisterVariable (&gl_fogenable);
6422                 Cvar_RegisterVariable (&gl_fogdensity);
6423                 Cvar_RegisterVariable (&gl_fogred);
6424                 Cvar_RegisterVariable (&gl_foggreen);
6425                 Cvar_RegisterVariable (&gl_fogblue);
6426                 Cvar_RegisterVariable (&gl_fogstart);
6427                 Cvar_RegisterVariable (&gl_fogend);
6428                 Cvar_RegisterVariable (&gl_skyclip);
6429         }
6430         Cvar_RegisterVariable(&r_motionblur);
6431         Cvar_RegisterVariable(&r_motionblur_maxblur);
6432         Cvar_RegisterVariable(&r_motionblur_bmin);
6433         Cvar_RegisterVariable(&r_motionblur_vmin);
6434         Cvar_RegisterVariable(&r_motionblur_vmax);
6435         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6436         Cvar_RegisterVariable(&r_motionblur_randomize);
6437         Cvar_RegisterVariable(&r_damageblur);
6438         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6439         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6440         Cvar_RegisterVariable(&r_equalize_entities_by);
6441         Cvar_RegisterVariable(&r_equalize_entities_to);
6442         Cvar_RegisterVariable(&r_depthfirst);
6443         Cvar_RegisterVariable(&r_useinfinitefarclip);
6444         Cvar_RegisterVariable(&r_farclip_base);
6445         Cvar_RegisterVariable(&r_farclip_world);
6446         Cvar_RegisterVariable(&r_nearclip);
6447         Cvar_RegisterVariable(&r_showbboxes);
6448         Cvar_RegisterVariable(&r_showsurfaces);
6449         Cvar_RegisterVariable(&r_showtris);
6450         Cvar_RegisterVariable(&r_shownormals);
6451         Cvar_RegisterVariable(&r_showlighting);
6452         Cvar_RegisterVariable(&r_showshadowvolumes);
6453         Cvar_RegisterVariable(&r_showcollisionbrushes);
6454         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6455         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6456         Cvar_RegisterVariable(&r_showdisabledepthtest);
6457         Cvar_RegisterVariable(&r_drawportals);
6458         Cvar_RegisterVariable(&r_drawentities);
6459         Cvar_RegisterVariable(&r_cullentities_trace);
6460         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6461         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6462         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6463         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6464         Cvar_RegisterVariable(&r_drawviewmodel);
6465         Cvar_RegisterVariable(&r_drawexteriormodel);
6466         Cvar_RegisterVariable(&r_speeds);
6467         Cvar_RegisterVariable(&r_fullbrights);
6468         Cvar_RegisterVariable(&r_wateralpha);
6469         Cvar_RegisterVariable(&r_dynamic);
6470         Cvar_RegisterVariable(&r_fullbright);
6471         Cvar_RegisterVariable(&r_shadows);
6472         Cvar_RegisterVariable(&r_shadows_darken);
6473         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6474         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6475         Cvar_RegisterVariable(&r_shadows_throwdistance);
6476         Cvar_RegisterVariable(&r_shadows_throwdirection);
6477         Cvar_RegisterVariable(&r_shadows_focus);
6478         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6479         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6480         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6481         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6482         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6483         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6484         Cvar_RegisterVariable(&r_fog_exp2);
6485         Cvar_RegisterVariable(&r_drawfog);
6486         Cvar_RegisterVariable(&r_transparentdepthmasking);
6487         Cvar_RegisterVariable(&r_texture_dds_load);
6488         Cvar_RegisterVariable(&r_texture_dds_save);
6489         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6490         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6491         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6492         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6493         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6494         Cvar_RegisterVariable(&r_textureunits);
6495         Cvar_RegisterVariable(&gl_combine);
6496         Cvar_RegisterVariable(&r_glsl);
6497         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6498         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6499         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6500         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6501         Cvar_RegisterVariable(&r_glsl_postprocess);
6502         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6503         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6504         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6505         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6506 //      Cvar_RegisterVariable(&r_glsl_postprocess_sobel);
6507         Cvar_RegisterVariable(&r_water);
6508         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6509         Cvar_RegisterVariable(&r_water_clippingplanebias);
6510         Cvar_RegisterVariable(&r_water_refractdistort);
6511         Cvar_RegisterVariable(&r_water_reflectdistort);
6512         Cvar_RegisterVariable(&r_lerpsprites);
6513         Cvar_RegisterVariable(&r_lerpmodels);
6514         Cvar_RegisterVariable(&r_lerplightstyles);
6515         Cvar_RegisterVariable(&r_waterscroll);
6516         Cvar_RegisterVariable(&r_bloom);
6517         Cvar_RegisterVariable(&r_bloom_colorscale);
6518         Cvar_RegisterVariable(&r_bloom_brighten);
6519         Cvar_RegisterVariable(&r_bloom_blur);
6520         Cvar_RegisterVariable(&r_bloom_resolution);
6521         Cvar_RegisterVariable(&r_bloom_colorexponent);
6522         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6523         Cvar_RegisterVariable(&r_hdr);
6524         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6525         Cvar_RegisterVariable(&r_hdr_glowintensity);
6526         Cvar_RegisterVariable(&r_hdr_range);
6527         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6528         Cvar_RegisterVariable(&developer_texturelogging);
6529         Cvar_RegisterVariable(&gl_lightmaps);
6530         Cvar_RegisterVariable(&r_test);
6531         Cvar_RegisterVariable(&r_batchmode);
6532         Cvar_RegisterVariable(&r_glsl_saturation);
6533         Cvar_RegisterVariable(&r_framedatasize);
6534         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6535                 Cvar_SetValue("r_fullbrights", 0);
6536         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6537
6538         Cvar_RegisterVariable(&r_track_sprites);
6539         Cvar_RegisterVariable(&r_track_sprites_flags);
6540         Cvar_RegisterVariable(&r_track_sprites_scalew);
6541         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6542         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6543         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6544 }
6545
6546 extern void R_Textures_Init(void);
6547 extern void GL_Draw_Init(void);
6548 extern void GL_Main_Init(void);
6549 extern void R_Shadow_Init(void);
6550 extern void R_Sky_Init(void);
6551 extern void GL_Surf_Init(void);
6552 extern void R_Particles_Init(void);
6553 extern void R_Explosion_Init(void);
6554 extern void gl_backend_init(void);
6555 extern void Sbar_Init(void);
6556 extern void R_LightningBeams_Init(void);
6557 extern void Mod_RenderInit(void);
6558 extern void Font_Init(void);
6559
6560 void Render_Init(void)
6561 {
6562         gl_backend_init();
6563         R_Textures_Init();
6564         GL_Main_Init();
6565         Font_Init();
6566         GL_Draw_Init();
6567         R_Shadow_Init();
6568         R_Sky_Init();
6569         GL_Surf_Init();
6570         Sbar_Init();
6571         R_Particles_Init();
6572         R_Explosion_Init();
6573         R_LightningBeams_Init();
6574         Mod_RenderInit();
6575 }
6576
6577 /*
6578 ===============
6579 GL_Init
6580 ===============
6581 */
6582 extern char *ENGINE_EXTENSIONS;
6583 void GL_Init (void)
6584 {
6585         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6586         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6587         gl_version = (const char *)qglGetString(GL_VERSION);
6588         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6589
6590         if (!gl_extensions)
6591                 gl_extensions = "";
6592         if (!gl_platformextensions)
6593                 gl_platformextensions = "";
6594
6595         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6596         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6597         Con_Printf("GL_VERSION: %s\n", gl_version);
6598         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6599         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6600
6601         VID_CheckExtensions();
6602
6603         // LordHavoc: report supported extensions
6604         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6605
6606         // clear to black (loading plaque will be seen over this)
6607         CHECKGLERROR
6608         qglClearColor(0,0,0,1);CHECKGLERROR
6609         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6610 }
6611
6612 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6613 {
6614         int i;
6615         mplane_t *p;
6616         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6617         {
6618                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6619                 if (i == 4)
6620                         continue;
6621                 p = r_refdef.view.frustum + i;
6622                 switch(p->signbits)
6623                 {
6624                 default:
6625                 case 0:
6626                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6627                                 return true;
6628                         break;
6629                 case 1:
6630                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6631                                 return true;
6632                         break;
6633                 case 2:
6634                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6635                                 return true;
6636                         break;
6637                 case 3:
6638                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6639                                 return true;
6640                         break;
6641                 case 4:
6642                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6643                                 return true;
6644                         break;
6645                 case 5:
6646                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6647                                 return true;
6648                         break;
6649                 case 6:
6650                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6651                                 return true;
6652                         break;
6653                 case 7:
6654                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6655                                 return true;
6656                         break;
6657                 }
6658         }
6659         return false;
6660 }
6661
6662 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6663 {
6664         int i;
6665         const mplane_t *p;
6666         for (i = 0;i < numplanes;i++)
6667         {
6668                 p = planes + i;
6669                 switch(p->signbits)
6670                 {
6671                 default:
6672                 case 0:
6673                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6674                                 return true;
6675                         break;
6676                 case 1:
6677                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6678                                 return true;
6679                         break;
6680                 case 2:
6681                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6682                                 return true;
6683                         break;
6684                 case 3:
6685                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6686                                 return true;
6687                         break;
6688                 case 4:
6689                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6690                                 return true;
6691                         break;
6692                 case 5:
6693                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6694                                 return true;
6695                         break;
6696                 case 6:
6697                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6698                                 return true;
6699                         break;
6700                 case 7:
6701                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6702                                 return true;
6703                         break;
6704                 }
6705         }
6706         return false;
6707 }
6708
6709 //==================================================================================
6710
6711 // LordHavoc: this stores temporary data used within the same frame
6712
6713 qboolean r_framedata_failed;
6714 static size_t r_framedata_size;
6715 static size_t r_framedata_current;
6716 static void *r_framedata_base;
6717
6718 void R_FrameData_Reset(void)
6719 {
6720         if (r_framedata_base)
6721                 Mem_Free(r_framedata_base);
6722         r_framedata_base = NULL;
6723         r_framedata_size = 0;
6724         r_framedata_current = 0;
6725         r_framedata_failed = false;
6726 }
6727
6728 void R_FrameData_NewFrame(void)
6729 {
6730         size_t wantedsize;
6731         if (r_framedata_failed)
6732                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6733         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6734         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6735         if (r_framedata_size != wantedsize)
6736         {
6737                 r_framedata_size = wantedsize;
6738                 if (r_framedata_base)
6739                         Mem_Free(r_framedata_base);
6740                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6741         }
6742         r_framedata_current = 0;
6743         r_framedata_failed = false;
6744 }
6745
6746 void *R_FrameData_Alloc(size_t size)
6747 {
6748         void *data;
6749
6750         // align to 16 byte boundary
6751         size = (size + 15) & ~15;
6752         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6753         r_framedata_current += size;
6754
6755         // check overflow
6756         if (r_framedata_current > r_framedata_size)
6757                 r_framedata_failed = true;
6758
6759         // return NULL on everything after a failure
6760         if (r_framedata_failed)
6761                 return NULL;
6762
6763         return data;
6764 }
6765
6766 void *R_FrameData_Store(size_t size, void *data)
6767 {
6768         void *d = R_FrameData_Alloc(size);
6769         if (d)
6770                 memcpy(d, data, size);
6771         return d;
6772 }
6773
6774 //==================================================================================
6775
6776 // LordHavoc: animcache originally written by Echon, rewritten since then
6777
6778 /**
6779  * Animation cache prevents re-generating mesh data for an animated model
6780  * multiple times in one frame for lighting, shadowing, reflections, etc.
6781  */
6782
6783 void R_AnimCache_Free(void)
6784 {
6785 }
6786
6787 void R_AnimCache_ClearCache(void)
6788 {
6789         int i;
6790         entity_render_t *ent;
6791
6792         for (i = 0;i < r_refdef.scene.numentities;i++)
6793         {
6794                 ent = r_refdef.scene.entities[i];
6795                 ent->animcache_vertex3f = NULL;
6796                 ent->animcache_normal3f = NULL;
6797                 ent->animcache_svector3f = NULL;
6798                 ent->animcache_tvector3f = NULL;
6799         }
6800 }
6801
6802 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6803 {
6804         dp_model_t *model = ent->model;
6805         int numvertices;
6806         // see if it's already cached this frame
6807         if (ent->animcache_vertex3f)
6808         {
6809                 // add normals/tangents if needed
6810                 if (wantnormals || wanttangents)
6811                 {
6812                         if (ent->animcache_normal3f)
6813                                 wantnormals = false;
6814                         if (ent->animcache_svector3f)
6815                                 wanttangents = false;
6816                         if (wantnormals || wanttangents)
6817                         {
6818                                 numvertices = model->surfmesh.num_vertices;
6819                                 if (wantnormals)
6820                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6821                                 if (wanttangents)
6822                                 {
6823                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6824                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6825                                 }
6826                                 if (!r_framedata_failed)
6827                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6828                         }
6829                 }
6830         }
6831         else
6832         {
6833                 // see if this ent is worth caching
6834                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6835                         return false;
6836                 // get some memory for this entity and generate mesh data
6837                 numvertices = model->surfmesh.num_vertices;
6838                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6839                 if (wantnormals)
6840                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6841                 if (wanttangents)
6842                 {
6843                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6844                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6845                 }
6846                 if (!r_framedata_failed)
6847                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6848         }
6849         return !r_framedata_failed;
6850 }
6851
6852 void R_AnimCache_CacheVisibleEntities(void)
6853 {
6854         int i;
6855         qboolean wantnormals = !r_showsurfaces.integer;
6856         qboolean wanttangents = !r_showsurfaces.integer;
6857
6858         switch(vid.renderpath)
6859         {
6860         case RENDERPATH_GL20:
6861         case RENDERPATH_CGGL:
6862                 break;
6863         case RENDERPATH_GL13:
6864         case RENDERPATH_GL11:
6865                 wanttangents = false;
6866                 break;
6867         }
6868
6869         // TODO: thread this
6870         // NOTE: R_PrepareRTLights() also caches entities
6871
6872         for (i = 0;i < r_refdef.scene.numentities;i++)
6873                 if (r_refdef.viewcache.entityvisible[i])
6874                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6875 }
6876
6877 //==================================================================================
6878
6879 static void R_View_UpdateEntityLighting (void)
6880 {
6881         int i;
6882         entity_render_t *ent;
6883         vec3_t tempdiffusenormal, avg;
6884         vec_t f, fa, fd, fdd;
6885         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6886
6887         for (i = 0;i < r_refdef.scene.numentities;i++)
6888         {
6889                 ent = r_refdef.scene.entities[i];
6890
6891                 // skip unseen models
6892                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6893                         continue;
6894
6895                 // skip bsp models
6896                 if (ent->model && ent->model->brush.num_leafs)
6897                 {
6898                         // TODO: use modellight for r_ambient settings on world?
6899                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6900                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6901                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6902                         continue;
6903                 }
6904
6905                 // fetch the lighting from the worldmodel data
6906                 VectorClear(ent->modellight_ambient);
6907                 VectorClear(ent->modellight_diffuse);
6908                 VectorClear(tempdiffusenormal);
6909                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6910                 {
6911                         vec3_t org;
6912                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6913                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6914                         if(ent->flags & RENDER_EQUALIZE)
6915                         {
6916                                 // first fix up ambient lighting...
6917                                 if(r_equalize_entities_minambient.value > 0)
6918                                 {
6919                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6920                                         if(fd > 0)
6921                                         {
6922                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6923                                                 if(fa < r_equalize_entities_minambient.value * fd)
6924                                                 {
6925                                                         // solve:
6926                                                         //   fa'/fd' = minambient
6927                                                         //   fa'+0.25*fd' = fa+0.25*fd
6928                                                         //   ...
6929                                                         //   fa' = fd' * minambient
6930                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6931                                                         //   ...
6932                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6933                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6934                                                         //   ...
6935                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6936                                                         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
6937                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6938                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6939                                                 }
6940                                         }
6941                                 }
6942
6943                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6944                                 {
6945                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6946                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6947                                         if(f > 0)
6948                                         {
6949                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6950                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6951                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6952                                         }
6953                                 }
6954                         }
6955                 }
6956                 else // highly rare
6957                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6958
6959                 // move the light direction into modelspace coordinates for lighting code
6960                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6961                 if(VectorLength2(ent->modellight_lightdir) == 0)
6962                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6963                 VectorNormalize(ent->modellight_lightdir);
6964         }
6965 }
6966
6967 #define MAX_LINEOFSIGHTTRACES 64
6968
6969 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6970 {
6971         int i;
6972         vec3_t boxmins, boxmaxs;
6973         vec3_t start;
6974         vec3_t end;
6975         dp_model_t *model = r_refdef.scene.worldmodel;
6976
6977         if (!model || !model->brush.TraceLineOfSight)
6978                 return true;
6979
6980         // expand the box a little
6981         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6982         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6983         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6984         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6985         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6986         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6987
6988         // return true if eye is inside enlarged box
6989         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6990                 return true;
6991
6992         // try center
6993         VectorCopy(eye, start);
6994         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6995         if (model->brush.TraceLineOfSight(model, start, end))
6996                 return true;
6997
6998         // try various random positions
6999         for (i = 0;i < numsamples;i++)
7000         {
7001                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7002                 if (model->brush.TraceLineOfSight(model, start, end))
7003                         return true;
7004         }
7005
7006         return false;
7007 }
7008
7009
7010 static void R_View_UpdateEntityVisible (void)
7011 {
7012         int i;
7013         int renderimask;
7014         int samples;
7015         entity_render_t *ent;
7016
7017         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7018                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7019                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
7020                 :                                                          RENDER_EXTERIORMODEL;
7021         if (!r_drawviewmodel.integer)
7022                 renderimask |= RENDER_VIEWMODEL;
7023         if (!r_drawexteriormodel.integer)
7024                 renderimask |= RENDER_EXTERIORMODEL;
7025         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7026         {
7027                 // worldmodel can check visibility
7028                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7029                 for (i = 0;i < r_refdef.scene.numentities;i++)
7030                 {
7031                         ent = r_refdef.scene.entities[i];
7032                         if (!(ent->flags & renderimask))
7033                         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)))
7034                         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))
7035                                 r_refdef.viewcache.entityvisible[i] = true;
7036                 }
7037                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7038                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7039                 {
7040                         for (i = 0;i < r_refdef.scene.numentities;i++)
7041                         {
7042                                 ent = r_refdef.scene.entities[i];
7043                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7044                                 {
7045                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7046                                         if (samples < 0)
7047                                                 continue; // temp entities do pvs only
7048                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7049                                                 ent->last_trace_visibility = realtime;
7050                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7051                                                 r_refdef.viewcache.entityvisible[i] = 0;
7052                                 }
7053                         }
7054                 }
7055         }
7056         else
7057         {
7058                 // no worldmodel or it can't check visibility
7059                 for (i = 0;i < r_refdef.scene.numentities;i++)
7060                 {
7061                         ent = r_refdef.scene.entities[i];
7062                         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));
7063                 }
7064         }
7065 }
7066
7067 /// only used if skyrendermasked, and normally returns false
7068 int R_DrawBrushModelsSky (void)
7069 {
7070         int i, sky;
7071         entity_render_t *ent;
7072
7073         sky = false;
7074         for (i = 0;i < r_refdef.scene.numentities;i++)
7075         {
7076                 if (!r_refdef.viewcache.entityvisible[i])
7077                         continue;
7078                 ent = r_refdef.scene.entities[i];
7079                 if (!ent->model || !ent->model->DrawSky)
7080                         continue;
7081                 ent->model->DrawSky(ent);
7082                 sky = true;
7083         }
7084         return sky;
7085 }
7086
7087 static void R_DrawNoModel(entity_render_t *ent);
7088 static void R_DrawModels(void)
7089 {
7090         int i;
7091         entity_render_t *ent;
7092
7093         for (i = 0;i < r_refdef.scene.numentities;i++)
7094         {
7095                 if (!r_refdef.viewcache.entityvisible[i])
7096                         continue;
7097                 ent = r_refdef.scene.entities[i];
7098                 r_refdef.stats.entities++;
7099                 if (ent->model && ent->model->Draw != NULL)
7100                         ent->model->Draw(ent);
7101                 else
7102                         R_DrawNoModel(ent);
7103         }
7104 }
7105
7106 static void R_DrawModelsDepth(void)
7107 {
7108         int i;
7109         entity_render_t *ent;
7110
7111         for (i = 0;i < r_refdef.scene.numentities;i++)
7112         {
7113                 if (!r_refdef.viewcache.entityvisible[i])
7114                         continue;
7115                 ent = r_refdef.scene.entities[i];
7116                 if (ent->model && ent->model->DrawDepth != NULL)
7117                         ent->model->DrawDepth(ent);
7118         }
7119 }
7120
7121 static void R_DrawModelsDebug(void)
7122 {
7123         int i;
7124         entity_render_t *ent;
7125
7126         for (i = 0;i < r_refdef.scene.numentities;i++)
7127         {
7128                 if (!r_refdef.viewcache.entityvisible[i])
7129                         continue;
7130                 ent = r_refdef.scene.entities[i];
7131                 if (ent->model && ent->model->DrawDebug != NULL)
7132                         ent->model->DrawDebug(ent);
7133         }
7134 }
7135
7136 static void R_DrawModelsAddWaterPlanes(void)
7137 {
7138         int i;
7139         entity_render_t *ent;
7140
7141         for (i = 0;i < r_refdef.scene.numentities;i++)
7142         {
7143                 if (!r_refdef.viewcache.entityvisible[i])
7144                         continue;
7145                 ent = r_refdef.scene.entities[i];
7146                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7147                         ent->model->DrawAddWaterPlanes(ent);
7148         }
7149 }
7150
7151 static void R_View_SetFrustum(void)
7152 {
7153         int i;
7154         double slopex, slopey;
7155         vec3_t forward, left, up, origin;
7156
7157         // we can't trust r_refdef.view.forward and friends in reflected scenes
7158         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7159
7160 #if 0
7161         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7162         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7163         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7164         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7165         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7166         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7167         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7168         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7169         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7170         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7171         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7172         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7173 #endif
7174
7175 #if 0
7176         zNear = r_refdef.nearclip;
7177         nudge = 1.0 - 1.0 / (1<<23);
7178         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7179         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7180         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7181         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7182         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7183         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7184         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7185         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7186 #endif
7187
7188
7189
7190 #if 0
7191         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7192         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7193         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7194         r_refdef.view.frustum[0].dist = m[15] - m[12];
7195
7196         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7197         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7198         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7199         r_refdef.view.frustum[1].dist = m[15] + m[12];
7200
7201         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7202         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7203         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7204         r_refdef.view.frustum[2].dist = m[15] - m[13];
7205
7206         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7207         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7208         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7209         r_refdef.view.frustum[3].dist = m[15] + m[13];
7210
7211         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7212         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7213         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7214         r_refdef.view.frustum[4].dist = m[15] - m[14];
7215
7216         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7217         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7218         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7219         r_refdef.view.frustum[5].dist = m[15] + m[14];
7220 #endif
7221
7222         if (r_refdef.view.useperspective)
7223         {
7224                 slopex = 1.0 / r_refdef.view.frustum_x;
7225                 slopey = 1.0 / r_refdef.view.frustum_y;
7226                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7227                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7228                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7229                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7230                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7231
7232                 // Leaving those out was a mistake, those were in the old code, and they
7233                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7234                 // I couldn't reproduce it after adding those normalizations. --blub
7235                 VectorNormalize(r_refdef.view.frustum[0].normal);
7236                 VectorNormalize(r_refdef.view.frustum[1].normal);
7237                 VectorNormalize(r_refdef.view.frustum[2].normal);
7238                 VectorNormalize(r_refdef.view.frustum[3].normal);
7239
7240                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7241                 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]);
7242                 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]);
7243                 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]);
7244                 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]);
7245
7246                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7247                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7248                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7249                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7250                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7251         }
7252         else
7253         {
7254                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7255                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7256                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7257                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7258                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7259                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7260                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7261                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7262                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7263                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7264         }
7265         r_refdef.view.numfrustumplanes = 5;
7266
7267         if (r_refdef.view.useclipplane)
7268         {
7269                 r_refdef.view.numfrustumplanes = 6;
7270                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7271         }
7272
7273         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7274                 PlaneClassify(r_refdef.view.frustum + i);
7275
7276         // LordHavoc: note to all quake engine coders, Quake had a special case
7277         // for 90 degrees which assumed a square view (wrong), so I removed it,
7278         // Quake2 has it disabled as well.
7279
7280         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7281         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7282         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7283         //PlaneClassify(&frustum[0]);
7284
7285         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7286         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7287         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7288         //PlaneClassify(&frustum[1]);
7289
7290         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7291         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7292         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7293         //PlaneClassify(&frustum[2]);
7294
7295         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7296         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7297         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7298         //PlaneClassify(&frustum[3]);
7299
7300         // nearclip plane
7301         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7302         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7303         //PlaneClassify(&frustum[4]);
7304 }
7305
7306 void R_View_Update(void)
7307 {
7308         R_Main_ResizeViewCache();
7309         R_View_SetFrustum();
7310         R_View_WorldVisibility(r_refdef.view.useclipplane);
7311         R_View_UpdateEntityVisible();
7312         R_View_UpdateEntityLighting();
7313 }
7314
7315 void R_SetupView(qboolean allowwaterclippingplane)
7316 {
7317         const float *customclipplane = NULL;
7318         float plane[4];
7319         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7320         {
7321                 // LordHavoc: couldn't figure out how to make this approach the
7322                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7323                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7324                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7325                         dist = r_refdef.view.clipplane.dist;
7326                 plane[0] = r_refdef.view.clipplane.normal[0];
7327                 plane[1] = r_refdef.view.clipplane.normal[1];
7328                 plane[2] = r_refdef.view.clipplane.normal[2];
7329                 plane[3] = dist;
7330                 customclipplane = plane;
7331         }
7332
7333         if (!r_refdef.view.useperspective)
7334                 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);
7335         else if (vid.stencil && r_useinfinitefarclip.integer)
7336                 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);
7337         else
7338                 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);
7339         R_SetViewport(&r_refdef.view.viewport);
7340 }
7341
7342 void R_EntityMatrix(const matrix4x4_t *matrix)
7343 {
7344         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7345         {
7346                 gl_modelmatrixchanged = false;
7347                 gl_modelmatrix = *matrix;
7348                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7349                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7350                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7351                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7352                 CHECKGLERROR
7353                 switch(vid.renderpath)
7354                 {
7355                 case RENDERPATH_GL20:
7356                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7357                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7358                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7359                         break;
7360                 case RENDERPATH_CGGL:
7361 #ifdef SUPPORTCG
7362                         CHECKCGERROR
7363                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7364                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7365                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7366 #endif
7367                         break;
7368                 case RENDERPATH_GL13:
7369                 case RENDERPATH_GL11:
7370                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7371                         break;
7372                 }
7373         }
7374 }
7375
7376 void R_ResetViewRendering2D(void)
7377 {
7378         r_viewport_t viewport;
7379         DrawQ_Finish();
7380
7381         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7382         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);
7383         R_SetViewport(&viewport);
7384         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7385         GL_Color(1, 1, 1, 1);
7386         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7387         GL_BlendFunc(GL_ONE, GL_ZERO);
7388         GL_AlphaTest(false);
7389         GL_ScissorTest(false);
7390         GL_DepthMask(false);
7391         GL_DepthRange(0, 1);
7392         GL_DepthTest(false);
7393         R_EntityMatrix(&identitymatrix);
7394         R_Mesh_ResetTextureState();
7395         GL_PolygonOffset(0, 0);
7396         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7397         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7398         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7399         qglStencilMask(~0);CHECKGLERROR
7400         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7401         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7402         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7403 }
7404
7405 void R_ResetViewRendering3D(void)
7406 {
7407         DrawQ_Finish();
7408
7409         R_SetupView(true);
7410         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7411         GL_Color(1, 1, 1, 1);
7412         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7413         GL_BlendFunc(GL_ONE, GL_ZERO);
7414         GL_AlphaTest(false);
7415         GL_ScissorTest(true);
7416         GL_DepthMask(true);
7417         GL_DepthRange(0, 1);
7418         GL_DepthTest(true);
7419         R_EntityMatrix(&identitymatrix);
7420         R_Mesh_ResetTextureState();
7421         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7422         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7423         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7424         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7425         qglStencilMask(~0);CHECKGLERROR
7426         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7427         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7428         GL_CullFace(r_refdef.view.cullface_back);
7429 }
7430
7431 /*
7432 ================
7433 R_RenderView_UpdateViewVectors
7434 ================
7435 */
7436 static void R_RenderView_UpdateViewVectors(void)
7437 {
7438         // break apart the view matrix into vectors for various purposes
7439         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7440         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7441         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7442         VectorNegate(r_refdef.view.left, r_refdef.view.right);
7443         // make an inverted copy of the view matrix for tracking sprites
7444         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7445 }
7446
7447 void R_RenderScene(void);
7448 void R_RenderWaterPlanes(void);
7449
7450 static void R_Water_StartFrame(void)
7451 {
7452         int i;
7453         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7454         r_waterstate_waterplane_t *p;
7455
7456         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7457                 return;
7458
7459         switch(vid.renderpath)
7460         {
7461         case RENDERPATH_GL20:
7462         case RENDERPATH_CGGL:
7463                 break;
7464         case RENDERPATH_GL13:
7465         case RENDERPATH_GL11:
7466                 return;
7467         }
7468
7469         // set waterwidth and waterheight to the water resolution that will be
7470         // used (often less than the screen resolution for faster rendering)
7471         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7472         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7473
7474         // calculate desired texture sizes
7475         // can't use water if the card does not support the texture size
7476         if (!r_water.integer || r_showsurfaces.integer)
7477                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7478         else if (vid.support.arb_texture_non_power_of_two)
7479         {
7480                 texturewidth = waterwidth;
7481                 textureheight = waterheight;
7482                 camerawidth = waterwidth;
7483                 cameraheight = waterheight;
7484         }
7485         else
7486         {
7487                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7488                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7489                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
7490                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
7491         }
7492
7493         // allocate textures as needed
7494         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7495         {
7496                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7497                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7498                 {
7499                         if (p->texture_refraction)
7500                                 R_FreeTexture(p->texture_refraction);
7501                         p->texture_refraction = NULL;
7502                         if (p->texture_reflection)
7503                                 R_FreeTexture(p->texture_reflection);
7504                         p->texture_reflection = NULL;
7505                         if (p->texture_camera)
7506                                 R_FreeTexture(p->texture_camera);
7507                         p->texture_camera = NULL;
7508                 }
7509                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7510                 r_waterstate.texturewidth = texturewidth;
7511                 r_waterstate.textureheight = textureheight;
7512                 r_waterstate.camerawidth = camerawidth;
7513                 r_waterstate.cameraheight = cameraheight;
7514         }
7515
7516         if (r_waterstate.texturewidth)
7517         {
7518                 r_waterstate.enabled = true;
7519
7520                 // when doing a reduced render (HDR) we want to use a smaller area
7521                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7522                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7523
7524                 // set up variables that will be used in shader setup
7525                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7526                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7527                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7528                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7529         }
7530
7531         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7532         r_waterstate.numwaterplanes = 0;
7533 }
7534
7535 void R_Water_AddWaterPlane(msurface_t *surface)
7536 {
7537         int triangleindex, planeindex;
7538         const int *e;
7539         vec3_t vert[3];
7540         vec3_t normal;
7541         vec3_t center;
7542         mplane_t plane;
7543         int cam_ent;
7544         r_waterstate_waterplane_t *p;
7545         texture_t *t = R_GetCurrentTexture(surface->texture);
7546         cam_ent = t->camera_entity;
7547         if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7548                 cam_ent = 0;
7549
7550         // just use the first triangle with a valid normal for any decisions
7551         VectorClear(normal);
7552         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7553         {
7554                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7555                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7556                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7557                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7558                 if (VectorLength2(normal) >= 0.001)
7559                         break;
7560         }
7561
7562         VectorCopy(normal, plane.normal);
7563         VectorNormalize(plane.normal);
7564         plane.dist = DotProduct(vert[0], plane.normal);
7565         PlaneClassify(&plane);
7566         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7567         {
7568                 // skip backfaces (except if nocullface is set)
7569                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7570                         return;
7571                 VectorNegate(plane.normal, plane.normal);
7572                 plane.dist *= -1;
7573                 PlaneClassify(&plane);
7574         }
7575
7576
7577         // find a matching plane if there is one
7578         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7579                 if(p->camera_entity == t->camera_entity)
7580                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7581                                 break;
7582         if (planeindex >= r_waterstate.maxwaterplanes)
7583                 return; // nothing we can do, out of planes
7584
7585         // if this triangle does not fit any known plane rendered this frame, add one
7586         if (planeindex >= r_waterstate.numwaterplanes)
7587         {
7588                 // store the new plane
7589                 r_waterstate.numwaterplanes++;
7590                 p->plane = plane;
7591                 // clear materialflags and pvs
7592                 p->materialflags = 0;
7593                 p->pvsvalid = false;
7594                 p->camera_entity = t->camera_entity;
7595         }
7596         // merge this surface's materialflags into the waterplane
7597         p->materialflags |= t->currentmaterialflags;
7598         if(!(p->materialflags & MATERIALFLAG_CAMERA))
7599         {
7600                 // merge this surface's PVS into the waterplane
7601                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7602                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7603                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7604                 {
7605                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7606                         p->pvsvalid = true;
7607                 }
7608         }
7609 }
7610
7611 static void R_Water_ProcessPlanes(void)
7612 {
7613         r_refdef_view_t originalview;
7614         r_refdef_view_t myview;
7615         int planeindex;
7616         r_waterstate_waterplane_t *p;
7617         vec3_t visorigin;
7618
7619         originalview = r_refdef.view;
7620
7621         // make sure enough textures are allocated
7622         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7623         {
7624                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7625                 {
7626                         if (!p->texture_refraction)
7627                                 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);
7628                         if (!p->texture_refraction)
7629                                 goto error;
7630                 }
7631                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7632                 {
7633                         if (!p->texture_camera)
7634                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, NULL);
7635                         if (!p->texture_camera)
7636                                 goto error;
7637                 }
7638
7639                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7640                 {
7641                         if (!p->texture_reflection)
7642                                 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);
7643                         if (!p->texture_reflection)
7644                                 goto error;
7645                 }
7646         }
7647
7648         // render views
7649         r_refdef.view = originalview;
7650         r_refdef.view.showdebug = false;
7651         r_refdef.view.width = r_waterstate.waterwidth;
7652         r_refdef.view.height = r_waterstate.waterheight;
7653         r_refdef.view.useclipplane = true;
7654         myview = r_refdef.view;
7655         r_waterstate.renderingscene = true;
7656         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7657         {
7658                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7659                 {
7660                         r_refdef.view = myview;
7661                         // render reflected scene and copy into texture
7662                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7663                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7664                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7665                         r_refdef.view.clipplane = p->plane;
7666                         // reverse the cullface settings for this render
7667                         r_refdef.view.cullface_front = GL_FRONT;
7668                         r_refdef.view.cullface_back = GL_BACK;
7669                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7670                         {
7671                                 r_refdef.view.usecustompvs = true;
7672                                 if (p->pvsvalid)
7673                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7674                                 else
7675                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7676                         }
7677
7678                         R_ResetViewRendering3D();
7679                         R_ClearScreen(r_refdef.fogenabled);
7680                         R_View_Update();
7681                         R_RenderScene();
7682
7683                         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);
7684                 }
7685
7686                 // render the normal view scene and copy into texture
7687                 // (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)
7688                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7689                 {
7690                         r_waterstate.renderingrefraction = true;
7691                         r_refdef.view = myview;
7692
7693                         r_refdef.view.clipplane = p->plane;
7694                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7695                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7696
7697                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7698                         {
7699                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7700                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7701                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7702                                 R_RenderView_UpdateViewVectors();
7703                                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7704                         }
7705
7706                         PlaneClassify(&r_refdef.view.clipplane);
7707
7708                         R_ResetViewRendering3D();
7709                         R_ClearScreen(r_refdef.fogenabled);
7710                         R_View_Update();
7711                         R_RenderScene();
7712
7713                         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);
7714                         r_waterstate.renderingrefraction = false;
7715                 }
7716                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7717                 {
7718                         r_refdef.view = myview;
7719
7720                         r_refdef.view.clipplane = p->plane;
7721                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7722                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7723
7724                         r_refdef.view.width = r_waterstate.camerawidth;
7725                         r_refdef.view.height = r_waterstate.cameraheight;
7726                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7727                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7728
7729                         if(p->camera_entity)
7730                         {
7731                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7732                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7733                         }
7734
7735                         // reverse the cullface settings for this render
7736                         r_refdef.view.cullface_front = GL_FRONT;
7737                         r_refdef.view.cullface_back = GL_BACK;
7738                         // also reverse the view matrix
7739                         Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
7740                         R_RenderView_UpdateViewVectors();
7741                         if(p->camera_entity)
7742                                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7743                         
7744                         // camera needs no clipplane
7745                         r_refdef.view.useclipplane = false;
7746
7747                         PlaneClassify(&r_refdef.view.clipplane);
7748
7749                         R_ResetViewRendering3D();
7750                         R_ClearScreen(r_refdef.fogenabled);
7751                         R_View_Update();
7752                         R_RenderScene();
7753
7754                         R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7755                         r_waterstate.renderingrefraction = false;
7756                 }
7757
7758         }
7759         r_waterstate.renderingscene = false;
7760         r_refdef.view = originalview;
7761         R_ResetViewRendering3D();
7762         R_ClearScreen(r_refdef.fogenabled);
7763         R_View_Update();
7764         return;
7765 error:
7766         r_refdef.view = originalview;
7767         r_waterstate.renderingscene = false;
7768         Cvar_SetValueQuick(&r_water, 0);
7769         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7770         return;
7771 }
7772
7773 void R_Bloom_StartFrame(void)
7774 {
7775         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7776
7777         switch(vid.renderpath)
7778         {
7779         case RENDERPATH_GL20:
7780         case RENDERPATH_CGGL:
7781                 break;
7782         case RENDERPATH_GL13:
7783         case RENDERPATH_GL11:
7784                 return;
7785         }
7786
7787         // set bloomwidth and bloomheight to the bloom resolution that will be
7788         // used (often less than the screen resolution for faster rendering)
7789         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7790         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7791         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7792         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7793         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7794
7795         // calculate desired texture sizes
7796         if (vid.support.arb_texture_non_power_of_two)
7797         {
7798                 screentexturewidth = r_refdef.view.width;
7799                 screentextureheight = r_refdef.view.height;
7800                 bloomtexturewidth = r_bloomstate.bloomwidth;
7801                 bloomtextureheight = r_bloomstate.bloomheight;
7802         }
7803         else
7804         {
7805                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7806                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7807                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7808                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7809         }
7810
7811         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))
7812         {
7813                 Cvar_SetValueQuick(&r_hdr, 0);
7814                 Cvar_SetValueQuick(&r_bloom, 0);
7815                 Cvar_SetValueQuick(&r_motionblur, 0);
7816                 Cvar_SetValueQuick(&r_damageblur, 0);
7817         }
7818
7819         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)))
7820                 screentexturewidth = screentextureheight = 0;
7821         if (!r_hdr.integer && !r_bloom.integer)
7822                 bloomtexturewidth = bloomtextureheight = 0;
7823
7824         // allocate textures as needed
7825         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7826         {
7827                 if (r_bloomstate.texture_screen)
7828                         R_FreeTexture(r_bloomstate.texture_screen);
7829                 r_bloomstate.texture_screen = NULL;
7830                 r_bloomstate.screentexturewidth = screentexturewidth;
7831                 r_bloomstate.screentextureheight = screentextureheight;
7832                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7833                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7834         }
7835         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7836         {
7837                 if (r_bloomstate.texture_bloom)
7838                         R_FreeTexture(r_bloomstate.texture_bloom);
7839                 r_bloomstate.texture_bloom = NULL;
7840                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7841                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7842                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7843                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7844         }
7845
7846         // when doing a reduced render (HDR) we want to use a smaller area
7847         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7848         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7849         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7850         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7851         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7852
7853         // set up a texcoord array for the full resolution screen image
7854         // (we have to keep this around to copy back during final render)
7855         r_bloomstate.screentexcoord2f[0] = 0;
7856         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7857         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7858         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7859         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7860         r_bloomstate.screentexcoord2f[5] = 0;
7861         r_bloomstate.screentexcoord2f[6] = 0;
7862         r_bloomstate.screentexcoord2f[7] = 0;
7863
7864         // set up a texcoord array for the reduced resolution bloom image
7865         // (which will be additive blended over the screen image)
7866         r_bloomstate.bloomtexcoord2f[0] = 0;
7867         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7868         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7869         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7870         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7871         r_bloomstate.bloomtexcoord2f[5] = 0;
7872         r_bloomstate.bloomtexcoord2f[6] = 0;
7873         r_bloomstate.bloomtexcoord2f[7] = 0;
7874
7875         if (r_hdr.integer || r_bloom.integer)
7876         {
7877                 r_bloomstate.enabled = true;
7878                 r_bloomstate.hdr = r_hdr.integer != 0;
7879         }
7880
7881         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);
7882 }
7883
7884 void R_Bloom_CopyBloomTexture(float colorscale)
7885 {
7886         r_refdef.stats.bloom++;
7887
7888         // scale down screen texture to the bloom texture size
7889         CHECKGLERROR
7890         R_SetViewport(&r_bloomstate.viewport);
7891         GL_BlendFunc(GL_ONE, GL_ZERO);
7892         GL_Color(colorscale, colorscale, colorscale, 1);
7893         // TODO: optimize with multitexture or GLSL
7894         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7895         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7896         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7897         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7898
7899         // we now have a bloom image in the framebuffer
7900         // copy it into the bloom image texture for later processing
7901         R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
7902         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7903 }
7904
7905 void R_Bloom_CopyHDRTexture(void)
7906 {
7907         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);
7908         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7909 }
7910
7911 void R_Bloom_MakeTexture(void)
7912 {
7913         int x, range, dir;
7914         float xoffset, yoffset, r, brighten;
7915
7916         r_refdef.stats.bloom++;
7917
7918         R_ResetViewRendering2D();
7919         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7920         R_Mesh_ColorPointer(NULL, 0, 0);
7921
7922         // we have a bloom image in the framebuffer
7923         CHECKGLERROR
7924         R_SetViewport(&r_bloomstate.viewport);
7925
7926         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7927         {
7928                 x *= 2;
7929                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7930                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7931                 GL_Color(r, r, r, 1);
7932                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7933                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7934                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7935                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7936
7937                 // copy the vertically blurred bloom view to a texture
7938                 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);
7939                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7940         }
7941
7942         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7943         brighten = r_bloom_brighten.value;
7944         if (r_hdr.integer)
7945                 brighten *= r_hdr_range.value;
7946         brighten = sqrt(brighten);
7947         if(range >= 1)
7948                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7949         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7950         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7951
7952         for (dir = 0;dir < 2;dir++)
7953         {
7954                 // blend on at multiple vertical offsets to achieve a vertical blur
7955                 // TODO: do offset blends using GLSL
7956                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7957                 GL_BlendFunc(GL_ONE, GL_ZERO);
7958                 for (x = -range;x <= range;x++)
7959                 {
7960                         if (!dir){xoffset = 0;yoffset = x;}
7961                         else {xoffset = x;yoffset = 0;}
7962                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7963                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7964                         // compute a texcoord array with the specified x and y offset
7965                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7966                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7967                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7968                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7969                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7970                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7971                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7972                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7973                         // this r value looks like a 'dot' particle, fading sharply to
7974                         // black at the edges
7975                         // (probably not realistic but looks good enough)
7976                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7977                         //r = brighten/(range*2+1);
7978                         r = brighten / (range * 2 + 1);
7979                         if(range >= 1)
7980                                 r *= (1 - x*x/(float)(range*range));
7981                         GL_Color(r, r, r, 1);
7982                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7983                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7984                         GL_BlendFunc(GL_ONE, GL_ONE);
7985                 }
7986
7987                 // copy the vertically blurred bloom view to a texture
7988                 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);
7989                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7990         }
7991
7992         // apply subtract last
7993         // (just like it would be in a GLSL shader)
7994         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7995         {
7996                 GL_BlendFunc(GL_ONE, GL_ZERO);
7997                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7998                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7999                 GL_Color(1, 1, 1, 1);
8000                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8001                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8002
8003                 GL_BlendFunc(GL_ONE, GL_ONE);
8004                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
8005                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8006                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8007                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
8008                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8009                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8010                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8011
8012                 // copy the darkened bloom view to a texture
8013                 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);
8014                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8015         }
8016 }
8017
8018 void R_HDR_RenderBloomTexture(void)
8019 {
8020         int oldwidth, oldheight;
8021         float oldcolorscale;
8022
8023         oldcolorscale = r_refdef.view.colorscale;
8024         oldwidth = r_refdef.view.width;
8025         oldheight = r_refdef.view.height;
8026         r_refdef.view.width = r_bloomstate.bloomwidth;
8027         r_refdef.view.height = r_bloomstate.bloomheight;
8028
8029         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
8030         // TODO: add exposure compensation features
8031         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8032
8033         r_refdef.view.showdebug = false;
8034         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8035
8036         R_ResetViewRendering3D();
8037
8038         R_ClearScreen(r_refdef.fogenabled);
8039         if (r_timereport_active)
8040                 R_TimeReport("HDRclear");
8041
8042         R_View_Update();
8043         if (r_timereport_active)
8044                 R_TimeReport("visibility");
8045
8046         // only do secondary renders with HDR if r_hdr is 2 or higher
8047         r_waterstate.numwaterplanes = 0;
8048         if (r_waterstate.enabled && r_hdr.integer >= 2)
8049                 R_RenderWaterPlanes();
8050
8051         r_refdef.view.showdebug = true;
8052         R_RenderScene();
8053         r_waterstate.numwaterplanes = 0;
8054
8055         R_ResetViewRendering2D();
8056
8057         R_Bloom_CopyHDRTexture();
8058         R_Bloom_MakeTexture();
8059
8060         // restore the view settings
8061         r_refdef.view.width = oldwidth;
8062         r_refdef.view.height = oldheight;
8063         r_refdef.view.colorscale = oldcolorscale;
8064
8065         R_ResetViewRendering3D();
8066
8067         R_ClearScreen(r_refdef.fogenabled);
8068         if (r_timereport_active)
8069                 R_TimeReport("viewclear");
8070 }
8071
8072 static void R_BlendView(void)
8073 {
8074         unsigned int permutation;
8075         float uservecs[4][4];
8076
8077         switch (vid.renderpath)
8078         {
8079         case RENDERPATH_GL20:
8080         case RENDERPATH_CGGL:
8081                 permutation =
8082                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8083                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8084                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8085                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8086                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8087
8088                 if (r_bloomstate.texture_screen)
8089                 {
8090                         // make sure the buffer is available
8091                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8092
8093                         R_ResetViewRendering2D();
8094                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8095                         R_Mesh_ColorPointer(NULL, 0, 0);
8096
8097                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8098                         {
8099                                 // declare variables
8100                                 float speed;
8101                                 static float avgspeed;
8102
8103                                 speed = VectorLength(cl.movement_velocity);
8104
8105                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8106                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8107
8108                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8109                                 speed = bound(0, speed, 1);
8110                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8111
8112                                 // calculate values into a standard alpha
8113                                 cl.motionbluralpha = 1 - exp(-
8114                                                 (
8115                                                  (r_motionblur.value * speed / 80)
8116                                                  +
8117                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8118                                                 )
8119                                                 /
8120                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
8121                                            );
8122
8123                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8124                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8125                                 // apply the blur
8126                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8127                                 {
8128                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8129                                         GL_Color(1, 1, 1, cl.motionbluralpha);
8130                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8131                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8132                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8133                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8134                                 }
8135                         }
8136
8137                         // copy view into the screen texture
8138                         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);
8139                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8140                 }
8141                 else if (!r_bloomstate.texture_bloom)
8142                 {
8143                         // we may still have to do view tint...
8144                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8145                         {
8146                                 // apply a color tint to the whole view
8147                                 R_ResetViewRendering2D();
8148                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8149                                 R_Mesh_ColorPointer(NULL, 0, 0);
8150                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8151                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8152                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8153                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8154                         }
8155                         break; // no screen processing, no bloom, skip it
8156                 }
8157
8158                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8159                 {
8160                         // render simple bloom effect
8161                         // copy the screen and shrink it and darken it for the bloom process
8162                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8163                         // make the bloom texture
8164                         R_Bloom_MakeTexture();
8165                 }
8166
8167 #if _MSC_VER >= 1400
8168 #define sscanf sscanf_s
8169 #endif
8170                 memset(uservecs, 0, sizeof(uservecs));
8171                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8172                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8173                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8174                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8175
8176                 R_ResetViewRendering2D();
8177                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8178                 R_Mesh_ColorPointer(NULL, 0, 0);
8179                 GL_Color(1, 1, 1, 1);
8180                 GL_BlendFunc(GL_ONE, GL_ZERO);
8181                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8182                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8183
8184                 switch(vid.renderpath)
8185                 {
8186                 case RENDERPATH_GL20:
8187                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8188                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
8189                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
8190                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
8191                         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]);
8192                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8193                         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]);
8194                         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]);
8195                         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]);
8196                         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]);
8197 //                      if (r_glsl_permutation->loc_UseSobel           >= 0) qglUniform1fARB(r_glsl_permutation->loc_UseSobel       , r_glsl_postprocess_sobel.value);
8198                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
8199                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8200                         break;
8201                 case RENDERPATH_CGGL:
8202 #ifdef SUPPORTCG
8203                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8204                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
8205                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
8206                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
8207                         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
8208                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8209                         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
8210                         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
8211                         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
8212                         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
8213 //                      if (r_cg_permutation->fp_UseSobel          ) cgGLSetParameter1f(     r_cg_permutation->fp_UseSobel          , r_glsl_postprocess_sobel.value);CHECKCGERROR
8214                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
8215                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8216 #endif
8217                         break;
8218                 default:
8219                         break;
8220                 }
8221                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8222                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8223                 break;
8224         case RENDERPATH_GL13:
8225         case RENDERPATH_GL11:
8226                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8227                 {
8228                         // apply a color tint to the whole view
8229                         R_ResetViewRendering2D();
8230                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8231                         R_Mesh_ColorPointer(NULL, 0, 0);
8232                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8233                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8234                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8235                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8236                 }
8237                 break;
8238         }
8239 }
8240
8241 matrix4x4_t r_waterscrollmatrix;
8242
8243 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8244 {
8245         if (r_refdef.fog_density)
8246         {
8247                 r_refdef.fogcolor[0] = r_refdef.fog_red;
8248                 r_refdef.fogcolor[1] = r_refdef.fog_green;
8249                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8250
8251                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8252                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8253                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8254                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8255
8256                 {
8257                         vec3_t fogvec;
8258                         VectorCopy(r_refdef.fogcolor, fogvec);
8259                         //   color.rgb *= ContrastBoost * SceneBrightness;
8260                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8261                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8262                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8263                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8264                 }
8265         }
8266 }
8267
8268 void R_UpdateVariables(void)
8269 {
8270         R_Textures_Frame();
8271
8272         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8273
8274         r_refdef.farclip = r_farclip_base.value;
8275         if (r_refdef.scene.worldmodel)
8276                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8277         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8278
8279         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8280                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8281         r_refdef.polygonfactor = 0;
8282         r_refdef.polygonoffset = 0;
8283         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8284         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8285
8286         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8287         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8288         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8289         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8290         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8291         if (r_showsurfaces.integer)
8292         {
8293                 r_refdef.scene.rtworld = false;
8294                 r_refdef.scene.rtworldshadows = false;
8295                 r_refdef.scene.rtdlight = false;
8296                 r_refdef.scene.rtdlightshadows = false;
8297                 r_refdef.lightmapintensity = 0;
8298         }
8299
8300         if (gamemode == GAME_NEHAHRA)
8301         {
8302                 if (gl_fogenable.integer)
8303                 {
8304                         r_refdef.oldgl_fogenable = true;
8305                         r_refdef.fog_density = gl_fogdensity.value;
8306                         r_refdef.fog_red = gl_fogred.value;
8307                         r_refdef.fog_green = gl_foggreen.value;
8308                         r_refdef.fog_blue = gl_fogblue.value;
8309                         r_refdef.fog_alpha = 1;
8310                         r_refdef.fog_start = 0;
8311                         r_refdef.fog_end = gl_skyclip.value;
8312                         r_refdef.fog_height = 1<<30;
8313                         r_refdef.fog_fadedepth = 128;
8314                 }
8315                 else if (r_refdef.oldgl_fogenable)
8316                 {
8317                         r_refdef.oldgl_fogenable = false;
8318                         r_refdef.fog_density = 0;
8319                         r_refdef.fog_red = 0;
8320                         r_refdef.fog_green = 0;
8321                         r_refdef.fog_blue = 0;
8322                         r_refdef.fog_alpha = 0;
8323                         r_refdef.fog_start = 0;
8324                         r_refdef.fog_end = 0;
8325                         r_refdef.fog_height = 1<<30;
8326                         r_refdef.fog_fadedepth = 128;
8327                 }
8328         }
8329
8330         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8331         r_refdef.fog_start = max(0, r_refdef.fog_start);
8332         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8333
8334         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8335
8336         if (r_refdef.fog_density && r_drawfog.integer)
8337         {
8338                 r_refdef.fogenabled = true;
8339                 // this is the point where the fog reaches 0.9986 alpha, which we
8340                 // consider a good enough cutoff point for the texture
8341                 // (0.9986 * 256 == 255.6)
8342                 if (r_fog_exp2.integer)
8343                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8344                 else
8345                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8346                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8347                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8348                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8349                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8350                         R_BuildFogHeightTexture();
8351                 // fog color was already set
8352                 // update the fog texture
8353                 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)
8354                         R_BuildFogTexture();
8355                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8356                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8357         }
8358         else
8359                 r_refdef.fogenabled = false;
8360
8361         switch(vid.renderpath)
8362         {
8363         case RENDERPATH_GL20:
8364         case RENDERPATH_CGGL:
8365                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8366                 {
8367                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8368                         {
8369                                 // build GLSL gamma texture
8370 #define RAMPWIDTH 256
8371                                 unsigned short ramp[RAMPWIDTH * 3];
8372                                 unsigned char rampbgr[RAMPWIDTH][4];
8373                                 int i;
8374
8375                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8376
8377                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8378                                 for(i = 0; i < RAMPWIDTH; ++i)
8379                                 {
8380                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8381                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8382                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8383                                         rampbgr[i][3] = 0;
8384                                 }
8385                                 if (r_texture_gammaramps)
8386                                 {
8387                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8388                                 }
8389                                 else
8390                                 {
8391                                         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);
8392                                 }
8393                         }
8394                 }
8395                 else
8396                 {
8397                         // remove GLSL gamma texture
8398                 }
8399                 break;
8400         case RENDERPATH_GL13:
8401         case RENDERPATH_GL11:
8402                 break;
8403         }
8404 }
8405
8406 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8407 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8408 /*
8409 ================
8410 R_SelectScene
8411 ================
8412 */
8413 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8414         if( scenetype != r_currentscenetype ) {
8415                 // store the old scenetype
8416                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8417                 r_currentscenetype = scenetype;
8418                 // move in the new scene
8419                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8420         }
8421 }
8422
8423 /*
8424 ================
8425 R_GetScenePointer
8426 ================
8427 */
8428 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8429 {
8430         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8431         if( scenetype == r_currentscenetype ) {
8432                 return &r_refdef.scene;
8433         } else {
8434                 return &r_scenes_store[ scenetype ];
8435         }
8436 }
8437
8438 /*
8439 ================
8440 R_RenderView
8441 ================
8442 */
8443 void R_RenderView(void)
8444 {
8445         if (r_timereport_active)
8446                 R_TimeReport("start");
8447         r_textureframe++; // used only by R_GetCurrentTexture
8448         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8449
8450         if (!r_drawentities.integer)
8451                 r_refdef.scene.numentities = 0;
8452
8453         R_AnimCache_ClearCache();
8454         R_FrameData_NewFrame();
8455
8456         if (r_refdef.view.isoverlay)
8457         {
8458                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8459                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8460                 R_TimeReport("depthclear");
8461
8462                 r_refdef.view.showdebug = false;
8463
8464                 r_waterstate.enabled = false;
8465                 r_waterstate.numwaterplanes = 0;
8466
8467                 R_RenderScene();
8468
8469                 CHECKGLERROR
8470                 return;
8471         }
8472
8473         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8474                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8475
8476         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8477
8478         R_RenderView_UpdateViewVectors();
8479
8480         R_Shadow_UpdateWorldLightSelection();
8481
8482         R_Bloom_StartFrame();
8483         R_Water_StartFrame();
8484
8485         CHECKGLERROR
8486         if (r_timereport_active)
8487                 R_TimeReport("viewsetup");
8488
8489         R_ResetViewRendering3D();
8490
8491         if (r_refdef.view.clear || r_refdef.fogenabled)
8492         {
8493                 R_ClearScreen(r_refdef.fogenabled);
8494                 if (r_timereport_active)
8495                         R_TimeReport("viewclear");
8496         }
8497         r_refdef.view.clear = true;
8498
8499         // this produces a bloom texture to be used in R_BlendView() later
8500         if (r_hdr.integer && r_bloomstate.bloomwidth)
8501         {
8502                 R_HDR_RenderBloomTexture();
8503                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8504                 r_textureframe++; // used only by R_GetCurrentTexture
8505         }
8506
8507         r_refdef.view.showdebug = true;
8508
8509         R_View_Update();
8510         if (r_timereport_active)
8511                 R_TimeReport("visibility");
8512
8513         r_waterstate.numwaterplanes = 0;
8514         if (r_waterstate.enabled)
8515                 R_RenderWaterPlanes();
8516
8517         R_RenderScene();
8518         r_waterstate.numwaterplanes = 0;
8519
8520         R_BlendView();
8521         if (r_timereport_active)
8522                 R_TimeReport("blendview");
8523
8524         GL_Scissor(0, 0, vid.width, vid.height);
8525         GL_ScissorTest(false);
8526         CHECKGLERROR
8527 }
8528
8529 void R_RenderWaterPlanes(void)
8530 {
8531         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8532         {
8533                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8534                 if (r_timereport_active)
8535                         R_TimeReport("waterworld");
8536         }
8537
8538         // don't let sound skip if going slow
8539         if (r_refdef.scene.extraupdate)
8540                 S_ExtraUpdate ();
8541
8542         R_DrawModelsAddWaterPlanes();
8543         if (r_timereport_active)
8544                 R_TimeReport("watermodels");
8545
8546         if (r_waterstate.numwaterplanes)
8547         {
8548                 R_Water_ProcessPlanes();
8549                 if (r_timereport_active)
8550                         R_TimeReport("waterscenes");
8551         }
8552 }
8553
8554 extern void R_DrawLightningBeams (void);
8555 extern void VM_CL_AddPolygonsToMeshQueue (void);
8556 extern void R_DrawPortals (void);
8557 extern cvar_t cl_locs_show;
8558 static void R_DrawLocs(void);
8559 static void R_DrawEntityBBoxes(void);
8560 static void R_DrawModelDecals(void);
8561 extern void R_DrawModelShadows(void);
8562 extern void R_DrawModelShadowMaps(void);
8563 extern cvar_t cl_decals_newsystem;
8564 extern qboolean r_shadow_usingdeferredprepass;
8565 void R_RenderScene(void)
8566 {
8567         qboolean shadowmapping = false;
8568
8569         if (r_timereport_active)
8570                 R_TimeReport("beginscene");
8571
8572         r_refdef.stats.renders++;
8573
8574         R_UpdateFogColor();
8575
8576         // don't let sound skip if going slow
8577         if (r_refdef.scene.extraupdate)
8578                 S_ExtraUpdate ();
8579
8580         R_MeshQueue_BeginScene();
8581
8582         R_SkyStartFrame();
8583
8584         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);
8585
8586         if (r_timereport_active)
8587                 R_TimeReport("skystartframe");
8588
8589         if (cl.csqc_vidvars.drawworld)
8590         {
8591                 // don't let sound skip if going slow
8592                 if (r_refdef.scene.extraupdate)
8593                         S_ExtraUpdate ();
8594
8595                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8596                 {
8597                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8598                         if (r_timereport_active)
8599                                 R_TimeReport("worldsky");
8600                 }
8601
8602                 if (R_DrawBrushModelsSky() && r_timereport_active)
8603                         R_TimeReport("bmodelsky");
8604
8605                 if (skyrendermasked && skyrenderlater)
8606                 {
8607                         // we have to force off the water clipping plane while rendering sky
8608                         R_SetupView(false);
8609                         R_Sky();
8610                         R_SetupView(true);
8611                         if (r_timereport_active)
8612                                 R_TimeReport("sky");
8613                 }
8614         }
8615
8616         R_AnimCache_CacheVisibleEntities();
8617         if (r_timereport_active)
8618                 R_TimeReport("animation");
8619
8620         R_Shadow_PrepareLights();
8621         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8622                 R_Shadow_PrepareModelShadows();
8623         if (r_timereport_active)
8624                 R_TimeReport("preparelights");
8625
8626         if (R_Shadow_ShadowMappingEnabled())
8627                 shadowmapping = true;
8628
8629         if (r_shadow_usingdeferredprepass)
8630                 R_Shadow_DrawPrepass();
8631
8632         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8633         {
8634                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8635                 if (r_timereport_active)
8636                         R_TimeReport("worlddepth");
8637         }
8638         if (r_depthfirst.integer >= 2)
8639         {
8640                 R_DrawModelsDepth();
8641                 if (r_timereport_active)
8642                         R_TimeReport("modeldepth");
8643         }
8644
8645         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8646         {
8647                 R_DrawModelShadowMaps();
8648                 R_ResetViewRendering3D();
8649                 // don't let sound skip if going slow
8650                 if (r_refdef.scene.extraupdate)
8651                         S_ExtraUpdate ();
8652         }
8653
8654         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8655         {
8656                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8657                 if (r_timereport_active)
8658                         R_TimeReport("world");
8659         }
8660
8661         // don't let sound skip if going slow
8662         if (r_refdef.scene.extraupdate)
8663                 S_ExtraUpdate ();
8664
8665         R_DrawModels();
8666         if (r_timereport_active)
8667                 R_TimeReport("models");
8668
8669         // don't let sound skip if going slow
8670         if (r_refdef.scene.extraupdate)
8671                 S_ExtraUpdate ();
8672
8673         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8674         {
8675                 R_DrawModelShadows();
8676                 R_ResetViewRendering3D();
8677                 // don't let sound skip if going slow
8678                 if (r_refdef.scene.extraupdate)
8679                         S_ExtraUpdate ();
8680         }
8681
8682         if (!r_shadow_usingdeferredprepass)
8683         {
8684                 R_Shadow_DrawLights();
8685                 if (r_timereport_active)
8686                         R_TimeReport("rtlights");
8687         }
8688
8689         // don't let sound skip if going slow
8690         if (r_refdef.scene.extraupdate)
8691                 S_ExtraUpdate ();
8692
8693         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8694         {
8695                 R_DrawModelShadows();
8696                 R_ResetViewRendering3D();
8697                 // don't let sound skip if going slow
8698                 if (r_refdef.scene.extraupdate)
8699                         S_ExtraUpdate ();
8700         }
8701
8702         if (cl.csqc_vidvars.drawworld)
8703         {
8704                 if (cl_decals_newsystem.integer)
8705                 {
8706                         R_DrawModelDecals();
8707                         if (r_timereport_active)
8708                                 R_TimeReport("modeldecals");
8709                 }
8710                 else
8711                 {
8712                         R_DrawDecals();
8713                         if (r_timereport_active)
8714                                 R_TimeReport("decals");
8715                 }
8716
8717                 R_DrawParticles();
8718                 if (r_timereport_active)
8719                         R_TimeReport("particles");
8720
8721                 R_DrawExplosions();
8722                 if (r_timereport_active)
8723                         R_TimeReport("explosions");
8724
8725                 R_DrawLightningBeams();
8726                 if (r_timereport_active)
8727                         R_TimeReport("lightning");
8728         }
8729
8730         VM_CL_AddPolygonsToMeshQueue();
8731
8732         if (r_refdef.view.showdebug)
8733         {
8734                 if (cl_locs_show.integer)
8735                 {
8736                         R_DrawLocs();
8737                         if (r_timereport_active)
8738                                 R_TimeReport("showlocs");
8739                 }
8740
8741                 if (r_drawportals.integer)
8742                 {
8743                         R_DrawPortals();
8744                         if (r_timereport_active)
8745                                 R_TimeReport("portals");
8746                 }
8747
8748                 if (r_showbboxes.value > 0)
8749                 {
8750                         R_DrawEntityBBoxes();
8751                         if (r_timereport_active)
8752                                 R_TimeReport("bboxes");
8753                 }
8754         }
8755
8756         R_MeshQueue_RenderTransparent();
8757         if (r_timereport_active)
8758                 R_TimeReport("drawtrans");
8759
8760         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))
8761         {
8762                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8763                 if (r_timereport_active)
8764                         R_TimeReport("worlddebug");
8765                 R_DrawModelsDebug();
8766                 if (r_timereport_active)
8767                         R_TimeReport("modeldebug");
8768         }
8769
8770         if (cl.csqc_vidvars.drawworld)
8771         {
8772                 R_Shadow_DrawCoronas();
8773                 if (r_timereport_active)
8774                         R_TimeReport("coronas");
8775         }
8776
8777         // don't let sound skip if going slow
8778         if (r_refdef.scene.extraupdate)
8779                 S_ExtraUpdate ();
8780
8781         R_ResetViewRendering2D();
8782 }
8783
8784 static const unsigned short bboxelements[36] =
8785 {
8786         5, 1, 3, 5, 3, 7,
8787         6, 2, 0, 6, 0, 4,
8788         7, 3, 2, 7, 2, 6,
8789         4, 0, 1, 4, 1, 5,
8790         4, 5, 7, 4, 7, 6,
8791         1, 0, 2, 1, 2, 3,
8792 };
8793
8794 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8795 {
8796         int i;
8797         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8798
8799         RSurf_ActiveWorldEntity();
8800
8801         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8802         GL_DepthMask(false);
8803         GL_DepthRange(0, 1);
8804         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8805         R_Mesh_ResetTextureState();
8806
8807         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8808         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8809         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8810         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8811         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8812         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8813         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8814         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8815         R_FillColors(color4f, 8, cr, cg, cb, ca);
8816         if (r_refdef.fogenabled)
8817         {
8818                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8819                 {
8820                         f1 = RSurf_FogVertex(v);
8821                         f2 = 1 - f1;
8822                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8823                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8824                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8825                 }
8826         }
8827         R_Mesh_VertexPointer(vertex3f, 0, 0);
8828         R_Mesh_ColorPointer(color4f, 0, 0);
8829         R_Mesh_ResetTextureState();
8830         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8831         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8832 }
8833
8834 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8835 {
8836         int i;
8837         float color[4];
8838         prvm_edict_t *edict;
8839         prvm_prog_t *prog_save = prog;
8840
8841         // this function draws bounding boxes of server entities
8842         if (!sv.active)
8843                 return;
8844
8845         GL_CullFace(GL_NONE);
8846         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8847
8848         prog = 0;
8849         SV_VM_Begin();
8850         for (i = 0;i < numsurfaces;i++)
8851         {
8852                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8853                 switch ((int)edict->fields.server->solid)
8854                 {
8855                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8856                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8857                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8858                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8859                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8860                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8861                 }
8862                 color[3] *= r_showbboxes.value;
8863                 color[3] = bound(0, color[3], 1);
8864                 GL_DepthTest(!r_showdisabledepthtest.integer);
8865                 GL_CullFace(r_refdef.view.cullface_front);
8866                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8867         }
8868         SV_VM_End();
8869         prog = prog_save;
8870 }
8871
8872 static void R_DrawEntityBBoxes(void)
8873 {
8874         int i;
8875         prvm_edict_t *edict;
8876         vec3_t center;
8877         prvm_prog_t *prog_save = prog;
8878
8879         // this function draws bounding boxes of server entities
8880         if (!sv.active)
8881                 return;
8882
8883         prog = 0;
8884         SV_VM_Begin();
8885         for (i = 0;i < prog->num_edicts;i++)
8886         {
8887                 edict = PRVM_EDICT_NUM(i);
8888                 if (edict->priv.server->free)
8889                         continue;
8890                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8891                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8892                         continue;
8893                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8894                         continue;
8895                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8896                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8897         }
8898         SV_VM_End();
8899         prog = prog_save;
8900 }
8901
8902 static const int nomodelelement3i[24] =
8903 {
8904         5, 2, 0,
8905         5, 1, 2,
8906         5, 0, 3,
8907         5, 3, 1,
8908         0, 2, 4,
8909         2, 1, 4,
8910         3, 0, 4,
8911         1, 3, 4
8912 };
8913
8914 static const unsigned short nomodelelement3s[24] =
8915 {
8916         5, 2, 0,
8917         5, 1, 2,
8918         5, 0, 3,
8919         5, 3, 1,
8920         0, 2, 4,
8921         2, 1, 4,
8922         3, 0, 4,
8923         1, 3, 4
8924 };
8925
8926 static const float nomodelvertex3f[6*3] =
8927 {
8928         -16,   0,   0,
8929          16,   0,   0,
8930           0, -16,   0,
8931           0,  16,   0,
8932           0,   0, -16,
8933           0,   0,  16
8934 };
8935
8936 static const float nomodelcolor4f[6*4] =
8937 {
8938         0.0f, 0.0f, 0.5f, 1.0f,
8939         0.0f, 0.0f, 0.5f, 1.0f,
8940         0.0f, 0.5f, 0.0f, 1.0f,
8941         0.0f, 0.5f, 0.0f, 1.0f,
8942         0.5f, 0.0f, 0.0f, 1.0f,
8943         0.5f, 0.0f, 0.0f, 1.0f
8944 };
8945
8946 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8947 {
8948         int i;
8949         float f1, f2, *c;
8950         float color4f[6*4];
8951
8952         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);
8953
8954         // this is only called once per entity so numsurfaces is always 1, and
8955         // surfacelist is always {0}, so this code does not handle batches
8956
8957         if (rsurface.ent_flags & RENDER_ADDITIVE)
8958         {
8959                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8960                 GL_DepthMask(false);
8961         }
8962         else if (rsurface.colormod[3] < 1)
8963         {
8964                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8965                 GL_DepthMask(false);
8966         }
8967         else
8968         {
8969                 GL_BlendFunc(GL_ONE, GL_ZERO);
8970                 GL_DepthMask(true);
8971         }
8972         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8973         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8974         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8975         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8976         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8977         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8978         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8979         R_Mesh_ColorPointer(color4f, 0, 0);
8980         for (i = 0, c = color4f;i < 6;i++, c += 4)
8981         {
8982                 c[0] *= rsurface.colormod[0];
8983                 c[1] *= rsurface.colormod[1];
8984                 c[2] *= rsurface.colormod[2];
8985                 c[3] *= rsurface.colormod[3];
8986         }
8987         if (r_refdef.fogenabled)
8988         {
8989                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8990                 {
8991                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8992                         f2 = 1 - f1;
8993                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8994                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8995                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8996                 }
8997         }
8998         R_Mesh_ResetTextureState();
8999         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
9000 }
9001
9002 void R_DrawNoModel(entity_render_t *ent)
9003 {
9004         vec3_t org;
9005         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9006         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9007                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9008         else
9009                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9010 }
9011
9012 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9013 {
9014         vec3_t right1, right2, diff, normal;
9015
9016         VectorSubtract (org2, org1, normal);
9017
9018         // calculate 'right' vector for start
9019         VectorSubtract (r_refdef.view.origin, org1, diff);
9020         CrossProduct (normal, diff, right1);
9021         VectorNormalize (right1);
9022
9023         // calculate 'right' vector for end
9024         VectorSubtract (r_refdef.view.origin, org2, diff);
9025         CrossProduct (normal, diff, right2);
9026         VectorNormalize (right2);
9027
9028         vert[ 0] = org1[0] + width * right1[0];
9029         vert[ 1] = org1[1] + width * right1[1];
9030         vert[ 2] = org1[2] + width * right1[2];
9031         vert[ 3] = org1[0] - width * right1[0];
9032         vert[ 4] = org1[1] - width * right1[1];
9033         vert[ 5] = org1[2] - width * right1[2];
9034         vert[ 6] = org2[0] - width * right2[0];
9035         vert[ 7] = org2[1] - width * right2[1];
9036         vert[ 8] = org2[2] - width * right2[2];
9037         vert[ 9] = org2[0] + width * right2[0];
9038         vert[10] = org2[1] + width * right2[1];
9039         vert[11] = org2[2] + width * right2[2];
9040 }
9041
9042 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)
9043 {
9044         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9045         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9046         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9047         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9048         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9049         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9050         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9051         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9052         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9053         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9054         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9055         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9056 }
9057
9058 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9059 {
9060         int i;
9061         float *vertex3f;
9062         float v[3];
9063         VectorSet(v, x, y, z);
9064         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9065                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9066                         break;
9067         if (i == mesh->numvertices)
9068         {
9069                 if (mesh->numvertices < mesh->maxvertices)
9070                 {
9071                         VectorCopy(v, vertex3f);
9072                         mesh->numvertices++;
9073                 }
9074                 return mesh->numvertices;
9075         }
9076         else
9077                 return i;
9078 }
9079
9080 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9081 {
9082         int i;
9083         int *e, element[3];
9084         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9085         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9086         e = mesh->element3i + mesh->numtriangles * 3;
9087         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9088         {
9089                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9090                 if (mesh->numtriangles < mesh->maxtriangles)
9091                 {
9092                         *e++ = element[0];
9093                         *e++ = element[1];
9094                         *e++ = element[2];
9095                         mesh->numtriangles++;
9096                 }
9097                 element[1] = element[2];
9098         }
9099 }
9100
9101 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9102 {
9103         int i;
9104         int *e, element[3];
9105         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9106         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9107         e = mesh->element3i + mesh->numtriangles * 3;
9108         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9109         {
9110                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9111                 if (mesh->numtriangles < mesh->maxtriangles)
9112                 {
9113                         *e++ = element[0];
9114                         *e++ = element[1];
9115                         *e++ = element[2];
9116                         mesh->numtriangles++;
9117                 }
9118                 element[1] = element[2];
9119         }
9120 }
9121
9122 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9123 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9124 {
9125         int planenum, planenum2;
9126         int w;
9127         int tempnumpoints;
9128         mplane_t *plane, *plane2;
9129         double maxdist;
9130         double temppoints[2][256*3];
9131         // figure out how large a bounding box we need to properly compute this brush
9132         maxdist = 0;
9133         for (w = 0;w < numplanes;w++)
9134                 maxdist = max(maxdist, fabs(planes[w].dist));
9135         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9136         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9137         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9138         {
9139                 w = 0;
9140                 tempnumpoints = 4;
9141                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9142                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9143                 {
9144                         if (planenum2 == planenum)
9145                                 continue;
9146                         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);
9147                         w = !w;
9148                 }
9149                 if (tempnumpoints < 3)
9150                         continue;
9151                 // generate elements forming a triangle fan for this polygon
9152                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9153         }
9154 }
9155
9156 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)
9157 {
9158         texturelayer_t *layer;
9159         layer = t->currentlayers + t->currentnumlayers++;
9160         layer->type = type;
9161         layer->depthmask = depthmask;
9162         layer->blendfunc1 = blendfunc1;
9163         layer->blendfunc2 = blendfunc2;
9164         layer->texture = texture;
9165         layer->texmatrix = *matrix;
9166         layer->color[0] = r;
9167         layer->color[1] = g;
9168         layer->color[2] = b;
9169         layer->color[3] = a;
9170 }
9171
9172 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9173 {
9174         double index, f;
9175         index = parms[2] + r_refdef.scene.time * parms[3];
9176         index -= floor(index);
9177         switch (func)
9178         {
9179         default:
9180         case Q3WAVEFUNC_NONE:
9181         case Q3WAVEFUNC_NOISE:
9182         case Q3WAVEFUNC_COUNT:
9183                 f = 0;
9184                 break;
9185         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9186         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9187         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9188         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9189         case Q3WAVEFUNC_TRIANGLE:
9190                 index *= 4;
9191                 f = index - floor(index);
9192                 if (index < 1)
9193                         f = f;
9194                 else if (index < 2)
9195                         f = 1 - f;
9196                 else if (index < 3)
9197                         f = -f;
9198                 else
9199                         f = -(1 - f);
9200                 break;
9201         }
9202         return (float)(parms[0] + parms[1] * f);
9203 }
9204
9205 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9206 {
9207         int w, h, idx;
9208         float f;
9209         float tcmat[12];
9210         matrix4x4_t matrix, temp;
9211         switch(tcmod->tcmod)
9212         {
9213                 case Q3TCMOD_COUNT:
9214                 case Q3TCMOD_NONE:
9215                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9216                                 matrix = r_waterscrollmatrix;
9217                         else
9218                                 matrix = identitymatrix;
9219                         break;
9220                 case Q3TCMOD_ENTITYTRANSLATE:
9221                         // this is used in Q3 to allow the gamecode to control texcoord
9222                         // scrolling on the entity, which is not supported in darkplaces yet.
9223                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9224                         break;
9225                 case Q3TCMOD_ROTATE:
9226                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9227                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9228                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9229                         break;
9230                 case Q3TCMOD_SCALE:
9231                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9232                         break;
9233                 case Q3TCMOD_SCROLL:
9234                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9235                         break;
9236                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9237                         w = (int) tcmod->parms[0];
9238                         h = (int) tcmod->parms[1];
9239                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9240                         f = f - floor(f);
9241                         idx = (int) floor(f * w * h);
9242                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9243                         break;
9244                 case Q3TCMOD_STRETCH:
9245                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9246                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9247                         break;
9248                 case Q3TCMOD_TRANSFORM:
9249                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
9250                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
9251                         VectorSet(tcmat +  6, 0                   , 0                , 1);
9252                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
9253                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9254                         break;
9255                 case Q3TCMOD_TURBULENT:
9256                         // this is handled in the RSurf_PrepareVertices function
9257                         matrix = identitymatrix;
9258                         break;
9259         }
9260         temp = *texmatrix;
9261         Matrix4x4_Concat(texmatrix, &matrix, &temp);
9262 }
9263
9264 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9265 {
9266         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9267         char name[MAX_QPATH];
9268         skinframe_t *skinframe;
9269         unsigned char pixels[296*194];
9270         strlcpy(cache->name, skinname, sizeof(cache->name));
9271         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9272         if (developer_loading.integer)
9273                 Con_Printf("loading %s\n", name);
9274         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9275         if (!skinframe || !skinframe->base)
9276         {
9277                 unsigned char *f;
9278                 fs_offset_t filesize;
9279                 skinframe = NULL;
9280                 f = FS_LoadFile(name, tempmempool, true, &filesize);
9281                 if (f)
9282                 {
9283                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9284                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9285                         Mem_Free(f);
9286                 }
9287         }
9288         cache->skinframe = skinframe;
9289 }
9290
9291 texture_t *R_GetCurrentTexture(texture_t *t)
9292 {
9293         int i;
9294         const entity_render_t *ent = rsurface.entity;
9295         dp_model_t *model = ent->model;
9296         q3shaderinfo_layer_tcmod_t *tcmod;
9297
9298         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9299                 return t->currentframe;
9300         t->update_lastrenderframe = r_textureframe;
9301         t->update_lastrenderentity = (void *)ent;
9302
9303         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9304                 t->camera_entity = ent->entitynumber;
9305         else
9306                 t->camera_entity = 0;
9307
9308         // switch to an alternate material if this is a q1bsp animated material
9309         {
9310                 texture_t *texture = t;
9311                 int s = rsurface.ent_skinnum;
9312                 if ((unsigned int)s >= (unsigned int)model->numskins)
9313                         s = 0;
9314                 if (model->skinscenes)
9315                 {
9316                         if (model->skinscenes[s].framecount > 1)
9317                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9318                         else
9319                                 s = model->skinscenes[s].firstframe;
9320                 }
9321                 if (s > 0)
9322                         t = t + s * model->num_surfaces;
9323                 if (t->animated)
9324                 {
9325                         // use an alternate animation if the entity's frame is not 0,
9326                         // and only if the texture has an alternate animation
9327                         if (rsurface.ent_alttextures && t->anim_total[1])
9328                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9329                         else
9330                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9331                 }
9332                 texture->currentframe = t;
9333         }
9334
9335         // update currentskinframe to be a qw skin or animation frame
9336         if (rsurface.ent_qwskin >= 0)
9337         {
9338                 i = rsurface.ent_qwskin;
9339                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9340                 {
9341                         r_qwskincache_size = cl.maxclients;
9342                         if (r_qwskincache)
9343                                 Mem_Free(r_qwskincache);
9344                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9345                 }
9346                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9347                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9348                 t->currentskinframe = r_qwskincache[i].skinframe;
9349                 if (t->currentskinframe == NULL)
9350                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9351         }
9352         else if (t->numskinframes >= 2)
9353                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9354         if (t->backgroundnumskinframes >= 2)
9355                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9356
9357         t->currentmaterialflags = t->basematerialflags;
9358         t->currentalpha = rsurface.colormod[3];
9359         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9360                 t->currentalpha *= r_wateralpha.value;
9361         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9362                 t->currentalpha *= t->r_water_wateralpha;
9363         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9364                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9365         if (!(rsurface.ent_flags & RENDER_LIGHT))
9366                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9367         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9368         {
9369                 // pick a model lighting mode
9370                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9371                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9372                 else
9373                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9374         }
9375         if (rsurface.ent_flags & RENDER_ADDITIVE)
9376                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9377         else if (t->currentalpha < 1)
9378                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9379         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9380                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9381         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9382                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9383         if (t->backgroundnumskinframes)
9384                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9385         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9386         {
9387                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9388                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9389         }
9390         else
9391                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9392         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9393                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9394
9395         // there is no tcmod
9396         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9397         {
9398                 t->currenttexmatrix = r_waterscrollmatrix;
9399                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9400         }
9401         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9402         {
9403                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9404                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9405         }
9406
9407         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9408                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9409         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9410                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9411
9412         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9413         if (t->currentskinframe->qpixels)
9414                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9415         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9416         if (!t->basetexture)
9417                 t->basetexture = r_texture_notexture;
9418         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9419         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9420         t->nmaptexture = t->currentskinframe->nmap;
9421         if (!t->nmaptexture)
9422                 t->nmaptexture = r_texture_blanknormalmap;
9423         t->glosstexture = r_texture_black;
9424         t->glowtexture = t->currentskinframe->glow;
9425         t->fogtexture = t->currentskinframe->fog;
9426         t->reflectmasktexture = t->currentskinframe->reflect;
9427         if (t->backgroundnumskinframes)
9428         {
9429                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9430                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9431                 t->backgroundglosstexture = r_texture_black;
9432                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9433                 if (!t->backgroundnmaptexture)
9434                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9435         }
9436         else
9437         {
9438                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9439                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9440                 t->backgroundglosstexture = r_texture_black;
9441                 t->backgroundglowtexture = NULL;
9442         }
9443         t->specularpower = r_shadow_glossexponent.value;
9444         // TODO: store reference values for these in the texture?
9445         t->specularscale = 0;
9446         if (r_shadow_gloss.integer > 0)
9447         {
9448                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9449                 {
9450                         if (r_shadow_glossintensity.value > 0)
9451                         {
9452                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9453                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9454                                 t->specularscale = r_shadow_glossintensity.value;
9455                         }
9456                 }
9457                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9458                 {
9459                         t->glosstexture = r_texture_white;
9460                         t->backgroundglosstexture = r_texture_white;
9461                         t->specularscale = r_shadow_gloss2intensity.value;
9462                         t->specularpower = r_shadow_gloss2exponent.value;
9463                 }
9464         }
9465         t->specularscale *= t->specularscalemod;
9466         t->specularpower *= t->specularpowermod;
9467
9468         // lightmaps mode looks bad with dlights using actual texturing, so turn
9469         // off the colormap and glossmap, but leave the normalmap on as it still
9470         // accurately represents the shading involved
9471         if (gl_lightmaps.integer)
9472         {
9473                 t->basetexture = r_texture_grey128;
9474                 t->pantstexture = r_texture_black;
9475                 t->shirttexture = r_texture_black;
9476                 t->nmaptexture = r_texture_blanknormalmap;
9477                 t->glosstexture = r_texture_black;
9478                 t->glowtexture = NULL;
9479                 t->fogtexture = NULL;
9480                 t->reflectmasktexture = NULL;
9481                 t->backgroundbasetexture = NULL;
9482                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9483                 t->backgroundglosstexture = r_texture_black;
9484                 t->backgroundglowtexture = NULL;
9485                 t->specularscale = 0;
9486                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9487         }
9488
9489         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9490         VectorClear(t->dlightcolor);
9491         t->currentnumlayers = 0;
9492         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9493         {
9494                 int blendfunc1, blendfunc2;
9495                 qboolean depthmask;
9496                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9497                 {
9498                         blendfunc1 = GL_SRC_ALPHA;
9499                         blendfunc2 = GL_ONE;
9500                 }
9501                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9502                 {
9503                         blendfunc1 = GL_SRC_ALPHA;
9504                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9505                 }
9506                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9507                 {
9508                         blendfunc1 = t->customblendfunc[0];
9509                         blendfunc2 = t->customblendfunc[1];
9510                 }
9511                 else
9512                 {
9513                         blendfunc1 = GL_ONE;
9514                         blendfunc2 = GL_ZERO;
9515                 }
9516                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9517                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9518                 {
9519                         // fullbright is not affected by r_refdef.lightmapintensity
9520                         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]);
9521                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9522                                 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]);
9523                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9524                                 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]);
9525                 }
9526                 else
9527                 {
9528                         vec3_t ambientcolor;
9529                         float colorscale;
9530                         // set the color tint used for lights affecting this surface
9531                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9532                         colorscale = 2;
9533                         // q3bsp has no lightmap updates, so the lightstylevalue that
9534                         // would normally be baked into the lightmap must be
9535                         // applied to the color
9536                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9537                         if (model->type == mod_brushq3)
9538                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9539                         colorscale *= r_refdef.lightmapintensity;
9540                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9541                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9542                         // basic lit geometry
9543                         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]);
9544                         // add pants/shirt if needed
9545                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9546                                 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]);
9547                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9548                                 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]);
9549                         // now add ambient passes if needed
9550                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9551                         {
9552                                 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]);
9553                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9554                                         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]);
9555                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9556                                         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]);
9557                         }
9558                 }
9559                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9560                         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]);
9561                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9562                 {
9563                         // if this is opaque use alpha blend which will darken the earlier
9564                         // passes cheaply.
9565                         //
9566                         // if this is an alpha blended material, all the earlier passes
9567                         // were darkened by fog already, so we only need to add the fog
9568                         // color ontop through the fog mask texture
9569                         //
9570                         // if this is an additive blended material, all the earlier passes
9571                         // were darkened by fog already, and we should not add fog color
9572                         // (because the background was not darkened, there is no fog color
9573                         // that was lost behind it).
9574                         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]);
9575                 }
9576         }
9577
9578         return t->currentframe;
9579 }
9580
9581 rsurfacestate_t rsurface;
9582
9583 void R_Mesh_ResizeArrays(int newvertices)
9584 {
9585         float *base;
9586         if (rsurface.array_size >= newvertices)
9587                 return;
9588         if (rsurface.array_modelvertex3f)
9589                 Mem_Free(rsurface.array_modelvertex3f);
9590         rsurface.array_size = (newvertices + 1023) & ~1023;
9591         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9592         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9593         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9594         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9595         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9596         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9597         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9598         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9599         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9600         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9601         rsurface.array_color4f           = base + rsurface.array_size * 27;
9602         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9603 }
9604
9605 void RSurf_ActiveWorldEntity(void)
9606 {
9607         dp_model_t *model = r_refdef.scene.worldmodel;
9608         //if (rsurface.entity == r_refdef.scene.worldentity)
9609         //      return;
9610         rsurface.entity = r_refdef.scene.worldentity;
9611         rsurface.skeleton = NULL;
9612         rsurface.ent_skinnum = 0;
9613         rsurface.ent_qwskin = -1;
9614         rsurface.ent_shadertime = 0;
9615         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9616         if (rsurface.array_size < model->surfmesh.num_vertices)
9617                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9618         rsurface.matrix = identitymatrix;
9619         rsurface.inversematrix = identitymatrix;
9620         rsurface.matrixscale = 1;
9621         rsurface.inversematrixscale = 1;
9622         R_EntityMatrix(&identitymatrix);
9623         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9624         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9625         rsurface.fograngerecip = r_refdef.fograngerecip;
9626         rsurface.fogheightfade = r_refdef.fogheightfade;
9627         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9628         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9629         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9630         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9631         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9632         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9633         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9634         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9635         rsurface.colormod[3] = 1;
9636         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);
9637         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9638         rsurface.frameblend[0].lerp = 1;
9639         rsurface.ent_alttextures = false;
9640         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9641         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9642         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9643         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9644         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9645         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9646         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9647         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9648         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9649         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9650         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9651         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9652         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9653         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9654         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9655         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9656         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9657         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9658         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9659         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9660         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9661         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9662         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9663         rsurface.modelelement3i = model->surfmesh.data_element3i;
9664         rsurface.modelelement3s = model->surfmesh.data_element3s;
9665         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9666         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9667         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9668         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9669         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9670         rsurface.modelsurfaces = model->data_surfaces;
9671         rsurface.generatedvertex = false;
9672         rsurface.vertex3f  = rsurface.modelvertex3f;
9673         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9674         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9675         rsurface.svector3f = rsurface.modelsvector3f;
9676         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9677         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9678         rsurface.tvector3f = rsurface.modeltvector3f;
9679         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9680         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9681         rsurface.normal3f  = rsurface.modelnormal3f;
9682         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9683         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9684         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9685 }
9686
9687 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9688 {
9689         dp_model_t *model = ent->model;
9690         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9691         //      return;
9692         rsurface.entity = (entity_render_t *)ent;
9693         rsurface.skeleton = ent->skeleton;
9694         rsurface.ent_skinnum = ent->skinnum;
9695         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;
9696         rsurface.ent_shadertime = ent->shadertime;
9697         rsurface.ent_flags = ent->flags;
9698         if (rsurface.array_size < model->surfmesh.num_vertices)
9699                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9700         rsurface.matrix = ent->matrix;
9701         rsurface.inversematrix = ent->inversematrix;
9702         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9703         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9704         R_EntityMatrix(&rsurface.matrix);
9705         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9706         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9707         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9708         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9709         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9710         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9711         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9712         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9713         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9714         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9715         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9716         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9717         rsurface.colormod[3] = ent->alpha;
9718         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9719         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9720         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9721         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9722         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9723         if (ent->model->brush.submodel && !prepass)
9724         {
9725                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9726                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9727         }
9728         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9729         {
9730                 if (ent->animcache_vertex3f && !r_framedata_failed)
9731                 {
9732                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9733                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9734                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9735                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9736                 }
9737                 else if (wanttangents)
9738                 {
9739                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9740                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9741                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9742                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9743                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9744                 }
9745                 else if (wantnormals)
9746                 {
9747                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9748                         rsurface.modelsvector3f = NULL;
9749                         rsurface.modeltvector3f = NULL;
9750                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9751                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9752                 }
9753                 else
9754                 {
9755                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9756                         rsurface.modelsvector3f = NULL;
9757                         rsurface.modeltvector3f = NULL;
9758                         rsurface.modelnormal3f = NULL;
9759                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9760                 }
9761                 rsurface.modelvertex3f_bufferobject = 0;
9762                 rsurface.modelvertex3f_bufferoffset = 0;
9763                 rsurface.modelsvector3f_bufferobject = 0;
9764                 rsurface.modelsvector3f_bufferoffset = 0;
9765                 rsurface.modeltvector3f_bufferobject = 0;
9766                 rsurface.modeltvector3f_bufferoffset = 0;
9767                 rsurface.modelnormal3f_bufferobject = 0;
9768                 rsurface.modelnormal3f_bufferoffset = 0;
9769                 rsurface.generatedvertex = true;
9770         }
9771         else
9772         {
9773                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9774                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9775                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9776                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9777                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9778                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9779                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9780                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9781                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9782                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9783                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9784                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9785                 rsurface.generatedvertex = false;
9786         }
9787         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9788         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9789         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9790         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9791         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9792         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9793         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9794         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9795         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9796         rsurface.modelelement3i = model->surfmesh.data_element3i;
9797         rsurface.modelelement3s = model->surfmesh.data_element3s;
9798         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9799         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9800         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9801         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9802         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9803         rsurface.modelsurfaces = model->data_surfaces;
9804         rsurface.vertex3f  = rsurface.modelvertex3f;
9805         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9806         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9807         rsurface.svector3f = rsurface.modelsvector3f;
9808         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9809         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9810         rsurface.tvector3f = rsurface.modeltvector3f;
9811         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9812         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9813         rsurface.normal3f  = rsurface.modelnormal3f;
9814         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9815         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9816         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9817 }
9818
9819 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)
9820 {
9821         rsurface.entity = r_refdef.scene.worldentity;
9822         rsurface.skeleton = NULL;
9823         rsurface.ent_skinnum = 0;
9824         rsurface.ent_qwskin = -1;
9825         rsurface.ent_shadertime = shadertime;
9826         rsurface.ent_flags = entflags;
9827         rsurface.modelnum_vertices = numvertices;
9828         rsurface.modelnum_triangles = numtriangles;
9829         if (rsurface.array_size < rsurface.modelnum_vertices)
9830                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9831         rsurface.matrix = *matrix;
9832         rsurface.inversematrix = *inversematrix;
9833         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9834         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9835         R_EntityMatrix(&rsurface.matrix);
9836         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9837         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9838         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9839         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9840         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9841         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9842         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9843         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9844         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9845         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9846         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9847         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9848         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);
9849         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9850         rsurface.frameblend[0].lerp = 1;
9851         rsurface.ent_alttextures = false;
9852         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9853         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9854         if (wanttangents)
9855         {
9856                 rsurface.modelvertex3f = vertex3f;
9857                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9858                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9859                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9860         }
9861         else if (wantnormals)
9862         {
9863                 rsurface.modelvertex3f = vertex3f;
9864                 rsurface.modelsvector3f = NULL;
9865                 rsurface.modeltvector3f = NULL;
9866                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9867         }
9868         else
9869         {
9870                 rsurface.modelvertex3f = vertex3f;
9871                 rsurface.modelsvector3f = NULL;
9872                 rsurface.modeltvector3f = NULL;
9873                 rsurface.modelnormal3f = NULL;
9874         }
9875         rsurface.modelvertex3f_bufferobject = 0;
9876         rsurface.modelvertex3f_bufferoffset = 0;
9877         rsurface.modelsvector3f_bufferobject = 0;
9878         rsurface.modelsvector3f_bufferoffset = 0;
9879         rsurface.modeltvector3f_bufferobject = 0;
9880         rsurface.modeltvector3f_bufferoffset = 0;
9881         rsurface.modelnormal3f_bufferobject = 0;
9882         rsurface.modelnormal3f_bufferoffset = 0;
9883         rsurface.generatedvertex = true;
9884         rsurface.modellightmapcolor4f  = color4f;
9885         rsurface.modellightmapcolor4f_bufferobject = 0;
9886         rsurface.modellightmapcolor4f_bufferoffset = 0;
9887         rsurface.modeltexcoordtexture2f  = texcoord2f;
9888         rsurface.modeltexcoordtexture2f_bufferobject = 0;
9889         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9890         rsurface.modeltexcoordlightmap2f  = NULL;
9891         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9892         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9893         rsurface.modelelement3i = element3i;
9894         rsurface.modelelement3s = element3s;
9895         rsurface.modelelement3i_bufferobject = 0;
9896         rsurface.modelelement3s_bufferobject = 0;
9897         rsurface.modellightmapoffsets = NULL;
9898         rsurface.modelsurfaces = NULL;
9899         rsurface.vertex3f  = rsurface.modelvertex3f;
9900         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9901         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9902         rsurface.svector3f = rsurface.modelsvector3f;
9903         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9904         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9905         rsurface.tvector3f = rsurface.modeltvector3f;
9906         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9907         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9908         rsurface.normal3f  = rsurface.modelnormal3f;
9909         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9910         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9911         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9912
9913         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9914         {
9915                 if ((wantnormals || wanttangents) && !normal3f)
9916                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9917                 if (wanttangents && !svector3f)
9918                         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);
9919         }
9920 }
9921
9922 float RSurf_FogPoint(const float *v)
9923 {
9924         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9925         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9926         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9927         float FogHeightFade = r_refdef.fogheightfade;
9928         float fogfrac;
9929         unsigned int fogmasktableindex;
9930         if (r_refdef.fogplaneviewabove)
9931                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9932         else
9933                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9934         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9935         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9936 }
9937
9938 float RSurf_FogVertex(const float *v)
9939 {
9940         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9941         float FogPlaneViewDist = rsurface.fogplaneviewdist;
9942         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9943         float FogHeightFade = rsurface.fogheightfade;
9944         float fogfrac;
9945         unsigned int fogmasktableindex;
9946         if (r_refdef.fogplaneviewabove)
9947                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9948         else
9949                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9950         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9951         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9952 }
9953
9954 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9955 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9956 {
9957         int deformindex;
9958         int texturesurfaceindex;
9959         int i, j;
9960         float amplitude;
9961         float animpos;
9962         float scale;
9963         const float *v1, *in_tc;
9964         float *out_tc;
9965         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9966         float waveparms[4];
9967         q3shaderinfo_deform_t *deform;
9968         // 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
9969         if (rsurface.generatedvertex)
9970         {
9971                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9972                         generatenormals = true;
9973                 for (i = 0;i < Q3MAXDEFORMS;i++)
9974                 {
9975                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9976                         {
9977                                 generatetangents = true;
9978                                 generatenormals = true;
9979                         }
9980                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9981                                 generatenormals = true;
9982                 }
9983                 if (generatenormals && !rsurface.modelnormal3f)
9984                 {
9985                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9986                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9987                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9988                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9989                 }
9990                 if (generatetangents && !rsurface.modelsvector3f)
9991                 {
9992                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9993                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9994                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9995                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9996                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9997                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9998                         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);
9999                 }
10000         }
10001         rsurface.vertex3f  = rsurface.modelvertex3f;
10002         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10003         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10004         rsurface.svector3f = rsurface.modelsvector3f;
10005         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10006         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10007         rsurface.tvector3f = rsurface.modeltvector3f;
10008         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10009         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10010         rsurface.normal3f  = rsurface.modelnormal3f;
10011         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10012         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10013         // if vertices are deformed (sprite flares and things in maps, possibly
10014         // water waves, bulges and other deformations), generate them into
10015         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
10016         // (may be static model data or generated data for an animated model, or
10017         //  the previous deform pass)
10018         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10019         {
10020                 switch (deform->deform)
10021                 {
10022                 default:
10023                 case Q3DEFORM_PROJECTIONSHADOW:
10024                 case Q3DEFORM_TEXT0:
10025                 case Q3DEFORM_TEXT1:
10026                 case Q3DEFORM_TEXT2:
10027                 case Q3DEFORM_TEXT3:
10028                 case Q3DEFORM_TEXT4:
10029                 case Q3DEFORM_TEXT5:
10030                 case Q3DEFORM_TEXT6:
10031                 case Q3DEFORM_TEXT7:
10032                 case Q3DEFORM_NONE:
10033                         break;
10034                 case Q3DEFORM_AUTOSPRITE:
10035                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10036                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10037                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10038                         VectorNormalize(newforward);
10039                         VectorNormalize(newright);
10040                         VectorNormalize(newup);
10041                         // make deformed versions of only the model vertices used by the specified surfaces
10042                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10043                         {
10044                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10045                                 // a single autosprite surface can contain multiple sprites...
10046                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
10047                                 {
10048                                         VectorClear(center);
10049                                         for (i = 0;i < 4;i++)
10050                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10051                                         VectorScale(center, 0.25f, center);
10052                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
10053                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10054                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10055                                         for (i = 0;i < 4;i++)
10056                                         {
10057                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10058                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10059                                         }
10060                                 }
10061                                 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);
10062                                 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);
10063                         }
10064                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10065                         rsurface.vertex3f_bufferobject = 0;
10066                         rsurface.vertex3f_bufferoffset = 0;
10067                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10068                         rsurface.svector3f_bufferobject = 0;
10069                         rsurface.svector3f_bufferoffset = 0;
10070                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10071                         rsurface.tvector3f_bufferobject = 0;
10072                         rsurface.tvector3f_bufferoffset = 0;
10073                         rsurface.normal3f = rsurface.array_deformednormal3f;
10074                         rsurface.normal3f_bufferobject = 0;
10075                         rsurface.normal3f_bufferoffset = 0;
10076                         break;
10077                 case Q3DEFORM_AUTOSPRITE2:
10078                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10079                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10080                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10081                         VectorNormalize(newforward);
10082                         VectorNormalize(newright);
10083                         VectorNormalize(newup);
10084                         // make deformed versions of only the model vertices used by the specified surfaces
10085                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10086                         {
10087                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10088                                 const float *v1, *v2;
10089                                 vec3_t start, end;
10090                                 float f, l;
10091                                 struct
10092                                 {
10093                                         float length2;
10094                                         const float *v1;
10095                                         const float *v2;
10096                                 }
10097                                 shortest[2];
10098                                 memset(shortest, 0, sizeof(shortest));
10099                                 // a single autosprite surface can contain multiple sprites...
10100                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
10101                                 {
10102                                         VectorClear(center);
10103                                         for (i = 0;i < 4;i++)
10104                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10105                                         VectorScale(center, 0.25f, center);
10106                                         // find the two shortest edges, then use them to define the
10107                                         // axis vectors for rotating around the central axis
10108                                         for (i = 0;i < 6;i++)
10109                                         {
10110                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10111                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10112 #if 0
10113                                                 Debug_PolygonBegin(NULL, 0);
10114                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10115                                                 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);
10116                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10117                                                 Debug_PolygonEnd();
10118 #endif
10119                                                 l = VectorDistance2(v1, v2);
10120                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10121                                                 if (v1[2] != v2[2])
10122                                                         l += (1.0f / 1024.0f);
10123                                                 if (shortest[0].length2 > l || i == 0)
10124                                                 {
10125                                                         shortest[1] = shortest[0];
10126                                                         shortest[0].length2 = l;
10127                                                         shortest[0].v1 = v1;
10128                                                         shortest[0].v2 = v2;
10129                                                 }
10130                                                 else if (shortest[1].length2 > l || i == 1)
10131                                                 {
10132                                                         shortest[1].length2 = l;
10133                                                         shortest[1].v1 = v1;
10134                                                         shortest[1].v2 = v2;
10135                                                 }
10136                                         }
10137                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10138                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10139 #if 0
10140                                         Debug_PolygonBegin(NULL, 0);
10141                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10142                                         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);
10143                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10144                                         Debug_PolygonEnd();
10145 #endif
10146                                         // this calculates the right vector from the shortest edge
10147                                         // and the up vector from the edge midpoints
10148                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10149                                         VectorNormalize(right);
10150                                         VectorSubtract(end, start, up);
10151                                         VectorNormalize(up);
10152                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10153                                         VectorSubtract(rsurface.localvieworigin, center, forward);
10154                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10155                                         VectorNegate(forward, forward);
10156                                         VectorReflect(forward, 0, up, forward);
10157                                         VectorNormalize(forward);
10158                                         CrossProduct(up, forward, newright);
10159                                         VectorNormalize(newright);
10160 #if 0
10161                                         Debug_PolygonBegin(NULL, 0);
10162                                         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);
10163                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10164                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
10165                                         Debug_PolygonEnd();
10166 #endif
10167 #if 0
10168                                         Debug_PolygonBegin(NULL, 0);
10169                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10170                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10171                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
10172                                         Debug_PolygonEnd();
10173 #endif
10174                                         // rotate the quad around the up axis vector, this is made
10175                                         // especially easy by the fact we know the quad is flat,
10176                                         // so we only have to subtract the center position and
10177                                         // measure distance along the right vector, and then
10178                                         // multiply that by the newright vector and add back the
10179                                         // center position
10180                                         // we also need to subtract the old position to undo the
10181                                         // displacement from the center, which we do with a
10182                                         // DotProduct, the subtraction/addition of center is also
10183                                         // optimized into DotProducts here
10184                                         l = DotProduct(right, center);
10185                                         for (i = 0;i < 4;i++)
10186                                         {
10187                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10188                                                 f = DotProduct(right, v1) - l;
10189                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10190                                         }
10191                                 }
10192                                 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);
10193                                 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);
10194                         }
10195                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10196                         rsurface.vertex3f_bufferobject = 0;
10197                         rsurface.vertex3f_bufferoffset = 0;
10198                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10199                         rsurface.svector3f_bufferobject = 0;
10200                         rsurface.svector3f_bufferoffset = 0;
10201                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10202                         rsurface.tvector3f_bufferobject = 0;
10203                         rsurface.tvector3f_bufferoffset = 0;
10204                         rsurface.normal3f = rsurface.array_deformednormal3f;
10205                         rsurface.normal3f_bufferobject = 0;
10206                         rsurface.normal3f_bufferoffset = 0;
10207                         break;
10208                 case Q3DEFORM_NORMAL:
10209                         // deform the normals to make reflections wavey
10210                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10211                         {
10212                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10213                                 for (j = 0;j < surface->num_vertices;j++)
10214                                 {
10215                                         float vertex[3];
10216                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
10217                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10218                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
10219                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10220                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10221                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10222                                         VectorNormalize(normal);
10223                                 }
10224                                 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);
10225                         }
10226                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10227                         rsurface.svector3f_bufferobject = 0;
10228                         rsurface.svector3f_bufferoffset = 0;
10229                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10230                         rsurface.tvector3f_bufferobject = 0;
10231                         rsurface.tvector3f_bufferoffset = 0;
10232                         rsurface.normal3f = rsurface.array_deformednormal3f;
10233                         rsurface.normal3f_bufferobject = 0;
10234                         rsurface.normal3f_bufferoffset = 0;
10235                         break;
10236                 case Q3DEFORM_WAVE:
10237                         // deform vertex array to make wavey water and flags and such
10238                         waveparms[0] = deform->waveparms[0];
10239                         waveparms[1] = deform->waveparms[1];
10240                         waveparms[2] = deform->waveparms[2];
10241                         waveparms[3] = deform->waveparms[3];
10242                         // this is how a divisor of vertex influence on deformation
10243                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10244                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10245                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10246                         {
10247                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10248                                 for (j = 0;j < surface->num_vertices;j++)
10249                                 {
10250                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
10251                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
10252                                         // if the wavefunc depends on time, evaluate it per-vertex
10253                                         if (waveparms[3])
10254                                         {
10255                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10256                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10257                                         }
10258                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
10259                                 }
10260                         }
10261                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10262                         rsurface.vertex3f_bufferobject = 0;
10263                         rsurface.vertex3f_bufferoffset = 0;
10264                         break;
10265                 case Q3DEFORM_BULGE:
10266                         // deform vertex array to make the surface have moving bulges
10267                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10268                         {
10269                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10270                                 for (j = 0;j < surface->num_vertices;j++)
10271                                 {
10272                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10273                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10274                                 }
10275                         }
10276                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10277                         rsurface.vertex3f_bufferobject = 0;
10278                         rsurface.vertex3f_bufferoffset = 0;
10279                         break;
10280                 case Q3DEFORM_MOVE:
10281                         // deform vertex array
10282                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10283                         VectorScale(deform->parms, scale, waveparms);
10284                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10285                         {
10286                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10287                                 for (j = 0;j < surface->num_vertices;j++)
10288                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10289                         }
10290                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10291                         rsurface.vertex3f_bufferobject = 0;
10292                         rsurface.vertex3f_bufferoffset = 0;
10293                         break;
10294                 }
10295         }
10296         // generate texcoords based on the chosen texcoord source
10297         switch(rsurface.texture->tcgen.tcgen)
10298         {
10299         default:
10300         case Q3TCGEN_TEXTURE:
10301                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
10302                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
10303                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
10304                 break;
10305         case Q3TCGEN_LIGHTMAP:
10306                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
10307                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
10308                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
10309                 break;
10310         case Q3TCGEN_VECTOR:
10311                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10312                 {
10313                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10314                         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)
10315                         {
10316                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10317                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10318                         }
10319                 }
10320                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10321                 rsurface.texcoordtexture2f_bufferobject  = 0;
10322                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10323                 break;
10324         case Q3TCGEN_ENVIRONMENT:
10325                 // make environment reflections using a spheremap
10326                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10327                 {
10328                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10329                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10330                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10331                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10332                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10333                         {
10334                                 // identical to Q3A's method, but executed in worldspace so
10335                                 // carried models can be shiny too
10336
10337                                 float viewer[3], d, reflected[3], worldreflected[3];
10338
10339                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10340                                 // VectorNormalize(viewer);
10341
10342                                 d = DotProduct(normal, viewer);
10343
10344                                 reflected[0] = normal[0]*2*d - viewer[0];
10345                                 reflected[1] = normal[1]*2*d - viewer[1];
10346                                 reflected[2] = normal[2]*2*d - viewer[2];
10347                                 // note: this is proportinal to viewer, so we can normalize later
10348
10349                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10350                                 VectorNormalize(worldreflected);
10351
10352                                 // note: this sphere map only uses world x and z!
10353                                 // so positive and negative y will LOOK THE SAME.
10354                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10355                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10356                         }
10357                 }
10358                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10359                 rsurface.texcoordtexture2f_bufferobject  = 0;
10360                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10361                 break;
10362         }
10363         // the only tcmod that needs software vertex processing is turbulent, so
10364         // check for it here and apply the changes if needed
10365         // and we only support that as the first one
10366         // (handling a mixture of turbulent and other tcmods would be problematic
10367         //  without punting it entirely to a software path)
10368         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10369         {
10370                 amplitude = rsurface.texture->tcmods[0].parms[1];
10371                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10372                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10373                 {
10374                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10375                         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)
10376                         {
10377                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10378                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10379                         }
10380                 }
10381                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10382                 rsurface.texcoordtexture2f_bufferobject  = 0;
10383                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10384         }
10385         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
10386         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10387         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10388         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10389 }
10390
10391 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10392 {
10393         int i, j;
10394         const msurface_t *surface = texturesurfacelist[0];
10395         const msurface_t *surface2;
10396         int firstvertex;
10397         int endvertex;
10398         int numvertices;
10399         int numtriangles;
10400         // TODO: lock all array ranges before render, rather than on each surface
10401         if (texturenumsurfaces == 1)
10402                 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);
10403         else if (r_batchmode.integer == 2)
10404         {
10405                 #define MAXBATCHTRIANGLES 65536
10406                 int batchtriangles = 0;
10407                 static int batchelements[MAXBATCHTRIANGLES*3];
10408                 for (i = 0;i < texturenumsurfaces;i = j)
10409                 {
10410                         surface = texturesurfacelist[i];
10411                         j = i + 1;
10412                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10413                         {
10414                                 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);
10415                                 continue;
10416                         }
10417                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10418                         batchtriangles = surface->num_triangles;
10419                         firstvertex = surface->num_firstvertex;
10420                         endvertex = surface->num_firstvertex + surface->num_vertices;
10421                         for (;j < texturenumsurfaces;j++)
10422                         {
10423                                 surface2 = texturesurfacelist[j];
10424                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10425                                         break;
10426                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10427                                 batchtriangles += surface2->num_triangles;
10428                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10429                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10430                         }
10431                         surface2 = texturesurfacelist[j-1];
10432                         numvertices = endvertex - firstvertex;
10433                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10434                 }
10435         }
10436         else if (r_batchmode.integer == 1)
10437         {
10438                 for (i = 0;i < texturenumsurfaces;i = j)
10439                 {
10440                         surface = texturesurfacelist[i];
10441                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10442                                 if (texturesurfacelist[j] != surface2)
10443                                         break;
10444                         surface2 = texturesurfacelist[j-1];
10445                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10446                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10447                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10448                 }
10449         }
10450         else
10451         {
10452                 for (i = 0;i < texturenumsurfaces;i++)
10453                 {
10454                         surface = texturesurfacelist[i];
10455                         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);
10456                 }
10457         }
10458 }
10459
10460 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10461 {
10462         switch(vid.renderpath)
10463         {
10464         case RENDERPATH_CGGL:
10465 #ifdef SUPPORTCG
10466                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10467                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10468 #endif
10469                 break;
10470         case RENDERPATH_GL20:
10471                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10472                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10473                 break;
10474         case RENDERPATH_GL13:
10475         case RENDERPATH_GL11:
10476                 R_Mesh_TexBind(0, surface->lightmaptexture);
10477                 break;
10478         }
10479 }
10480
10481 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10482 {
10483         // pick the closest matching water plane and bind textures
10484         int planeindex, vertexindex;
10485         float d, bestd;
10486         vec3_t vert;
10487         const float *v;
10488         r_waterstate_waterplane_t *p, *bestp;
10489         bestd = 0;
10490         bestp = NULL;
10491         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10492         {
10493                 if(p->camera_entity != rsurface.texture->camera_entity)
10494                         continue;
10495                 d = 0;
10496                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10497                 {
10498                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10499                         d += fabs(PlaneDiff(vert, &p->plane));
10500                 }
10501                 if (bestd > d || !bestp)
10502                 {
10503                         bestd = d;
10504                         bestp = p;
10505                 }
10506         }
10507         switch(vid.renderpath)
10508         {
10509         case RENDERPATH_CGGL:
10510 #ifdef SUPPORTCG
10511                 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10512                 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10513                 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10514 #endif
10515                 break;
10516         case RENDERPATH_GL20:
10517                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10518                 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10519                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10520                 break;
10521         case RENDERPATH_GL13:
10522         case RENDERPATH_GL11:
10523                 break;
10524         }
10525 }
10526
10527 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10528 {
10529         int i;
10530         const msurface_t *surface;
10531         if (r_waterstate.renderingscene)
10532                 return;
10533         for (i = 0;i < texturenumsurfaces;i++)
10534         {
10535                 surface = texturesurfacelist[i];
10536                 RSurf_BindLightmapForSurface(surface);
10537                 RSurf_BindReflectionForSurface(surface);
10538                 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);
10539         }
10540 }
10541
10542 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10543 {
10544         int i;
10545         int j;
10546         const msurface_t *surface = texturesurfacelist[0];
10547         const msurface_t *surface2;
10548         int firstvertex;
10549         int endvertex;
10550         int numvertices;
10551         int numtriangles;
10552         if (texturenumsurfaces == 1)
10553         {
10554                 RSurf_BindLightmapForSurface(surface);
10555                 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);
10556         }
10557         else if (r_batchmode.integer == 2)
10558         {
10559                 int batchtriangles = 0;
10560                 static int batchelements[MAXBATCHTRIANGLES*3];
10561                 for (i = 0;i < texturenumsurfaces;i = j)
10562                 {
10563                         surface = texturesurfacelist[i];
10564                         RSurf_BindLightmapForSurface(surface);
10565                         j = i + 1;
10566                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10567                         {
10568                                 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);
10569                                 continue;
10570                         }
10571                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10572                         batchtriangles = surface->num_triangles;
10573                         firstvertex = surface->num_firstvertex;
10574                         endvertex = surface->num_firstvertex + surface->num_vertices;
10575                         for (;j < texturenumsurfaces;j++)
10576                         {
10577                                 surface2 = texturesurfacelist[j];
10578                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10579                                         break;
10580                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10581                                 batchtriangles += surface2->num_triangles;
10582                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10583                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10584                         }
10585                         surface2 = texturesurfacelist[j-1];
10586                         numvertices = endvertex - firstvertex;
10587                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10588                 }
10589         }
10590         else if (r_batchmode.integer == 1)
10591         {
10592 #if 0
10593                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10594                 for (i = 0;i < texturenumsurfaces;i = j)
10595                 {
10596                         surface = texturesurfacelist[i];
10597                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10598                                 if (texturesurfacelist[j] != surface2)
10599                                         break;
10600                         Con_Printf(" %i", j - i);
10601                 }
10602                 Con_Printf("\n");
10603                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10604 #endif
10605                 for (i = 0;i < texturenumsurfaces;i = j)
10606                 {
10607                         surface = texturesurfacelist[i];
10608                         RSurf_BindLightmapForSurface(surface);
10609                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10610                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10611                                         break;
10612 #if 0
10613                         Con_Printf(" %i", j - i);
10614 #endif
10615                         surface2 = texturesurfacelist[j-1];
10616                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10617                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10618                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10619                 }
10620 #if 0
10621                 Con_Printf("\n");
10622 #endif
10623         }
10624         else
10625         {
10626                 for (i = 0;i < texturenumsurfaces;i++)
10627                 {
10628                         surface = texturesurfacelist[i];
10629                         RSurf_BindLightmapForSurface(surface);
10630                         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);
10631                 }
10632         }
10633 }
10634
10635 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10636 {
10637         int j;
10638         int texturesurfaceindex;
10639         if (r_showsurfaces.integer == 2)
10640         {
10641                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10642                 {
10643                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10644                         for (j = 0;j < surface->num_triangles;j++)
10645                         {
10646                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10647                                 GL_Color(f, f, f, 1);
10648                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10649                         }
10650                 }
10651         }
10652         else
10653         {
10654                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10655                 {
10656                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10657                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
10658                         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);
10659                         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);
10660                 }
10661         }
10662 }
10663
10664 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10665 {
10666         int texturesurfaceindex;
10667         int i;
10668         const float *v;
10669         float *c2;
10670         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10671         {
10672                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10673                 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)
10674                 {
10675                         c2[0] = 0.5;
10676                         c2[1] = 0.5;
10677                         c2[2] = 0.5;
10678                         c2[3] = 1;
10679                 }
10680         }
10681         rsurface.lightmapcolor4f = rsurface.array_color4f;
10682         rsurface.lightmapcolor4f_bufferobject = 0;
10683         rsurface.lightmapcolor4f_bufferoffset = 0;
10684 }
10685
10686 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10687 {
10688         int texturesurfaceindex;
10689         int i;
10690         float f;
10691         const float *v;
10692         const float *c;
10693         float *c2;
10694         if (rsurface.lightmapcolor4f)
10695         {
10696                 // generate color arrays for the surfaces in this list
10697                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10698                 {
10699                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10700                         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)
10701                         {
10702                                 f = RSurf_FogVertex(v);
10703                                 c2[0] = c[0] * f;
10704                                 c2[1] = c[1] * f;
10705                                 c2[2] = c[2] * f;
10706                                 c2[3] = c[3];
10707                         }
10708                 }
10709         }
10710         else
10711         {
10712                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10713                 {
10714                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10715                         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)
10716                         {
10717                                 f = RSurf_FogVertex(v);
10718                                 c2[0] = f;
10719                                 c2[1] = f;
10720                                 c2[2] = f;
10721                                 c2[3] = 1;
10722                         }
10723                 }
10724         }
10725         rsurface.lightmapcolor4f = rsurface.array_color4f;
10726         rsurface.lightmapcolor4f_bufferobject = 0;
10727         rsurface.lightmapcolor4f_bufferoffset = 0;
10728 }
10729
10730 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10731 {
10732         int texturesurfaceindex;
10733         int i;
10734         float f;
10735         const float *v;
10736         const float *c;
10737         float *c2;
10738         if (!rsurface.lightmapcolor4f)
10739                 return;
10740         // generate color arrays for the surfaces in this list
10741         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10742         {
10743                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10744                 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)
10745                 {
10746                         f = RSurf_FogVertex(v);
10747                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10748                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10749                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10750                         c2[3] = c[3];
10751                 }
10752         }
10753         rsurface.lightmapcolor4f = rsurface.array_color4f;
10754         rsurface.lightmapcolor4f_bufferobject = 0;
10755         rsurface.lightmapcolor4f_bufferoffset = 0;
10756 }
10757
10758 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10759 {
10760         int texturesurfaceindex;
10761         int i;
10762         const float *c;
10763         float *c2;
10764         if (!rsurface.lightmapcolor4f)
10765                 return;
10766         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10767         {
10768                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10769                 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)
10770                 {
10771                         c2[0] = c[0] * r;
10772                         c2[1] = c[1] * g;
10773                         c2[2] = c[2] * b;
10774                         c2[3] = c[3] * a;
10775                 }
10776         }
10777         rsurface.lightmapcolor4f = rsurface.array_color4f;
10778         rsurface.lightmapcolor4f_bufferobject = 0;
10779         rsurface.lightmapcolor4f_bufferoffset = 0;
10780 }
10781
10782 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10783 {
10784         int texturesurfaceindex;
10785         int i;
10786         const float *c;
10787         float *c2;
10788         if (!rsurface.lightmapcolor4f)
10789                 return;
10790         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10791         {
10792                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10793                 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)
10794                 {
10795                         c2[0] = c[0] + r_refdef.scene.ambient;
10796                         c2[1] = c[1] + r_refdef.scene.ambient;
10797                         c2[2] = c[2] + r_refdef.scene.ambient;
10798                         c2[3] = c[3];
10799                 }
10800         }
10801         rsurface.lightmapcolor4f = rsurface.array_color4f;
10802         rsurface.lightmapcolor4f_bufferobject = 0;
10803         rsurface.lightmapcolor4f_bufferoffset = 0;
10804 }
10805
10806 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10807 {
10808         // TODO: optimize
10809         rsurface.lightmapcolor4f = NULL;
10810         rsurface.lightmapcolor4f_bufferobject = 0;
10811         rsurface.lightmapcolor4f_bufferoffset = 0;
10812         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10813         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10814         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10815         GL_Color(r, g, b, a);
10816         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10817 }
10818
10819 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10820 {
10821         // TODO: optimize applyfog && applycolor case
10822         // just apply fog if necessary, and tint the fog color array if necessary
10823         rsurface.lightmapcolor4f = NULL;
10824         rsurface.lightmapcolor4f_bufferobject = 0;
10825         rsurface.lightmapcolor4f_bufferoffset = 0;
10826         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10827         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10828         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10829         GL_Color(r, g, b, a);
10830         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10831 }
10832
10833 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10834 {
10835         int texturesurfaceindex;
10836         int i;
10837         float *c;
10838         // TODO: optimize
10839         if (texturesurfacelist[0]->lightmapinfo)
10840         {
10841                 // generate color arrays for the surfaces in this list
10842                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10843                 {
10844                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10845                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10846                         {
10847                                 if (surface->lightmapinfo->samples)
10848                                 {
10849                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10850                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10851                                         VectorScale(lm, scale, c);
10852                                         if (surface->lightmapinfo->styles[1] != 255)
10853                                         {
10854                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10855                                                 lm += size3;
10856                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10857                                                 VectorMA(c, scale, lm, c);
10858                                                 if (surface->lightmapinfo->styles[2] != 255)
10859                                                 {
10860                                                         lm += size3;
10861                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10862                                                         VectorMA(c, scale, lm, c);
10863                                                         if (surface->lightmapinfo->styles[3] != 255)
10864                                                         {
10865                                                                 lm += size3;
10866                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10867                                                                 VectorMA(c, scale, lm, c);
10868                                                         }
10869                                                 }
10870                                         }
10871                                 }
10872                                 else
10873                                         VectorClear(c);
10874                                 c[3] = 1;
10875                         }
10876                 }
10877                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10878                 rsurface.lightmapcolor4f_bufferobject = 0;
10879                 rsurface.lightmapcolor4f_bufferoffset = 0;
10880         }
10881         else
10882         {
10883                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10884                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10885                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10886         }
10887         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10888         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10889         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10890         GL_Color(r, g, b, a);
10891         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10892 }
10893
10894 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10895 {
10896         int texturesurfaceindex;
10897         int i;
10898         float f;
10899         float alpha;
10900         const float *v;
10901         const float *n;
10902         float *c;
10903         vec3_t ambientcolor;
10904         vec3_t diffusecolor;
10905         vec3_t lightdir;
10906         // TODO: optimize
10907         // model lighting
10908         VectorCopy(rsurface.modellight_lightdir, lightdir);
10909         f = 0.5f * r_refdef.lightmapintensity;
10910         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10911         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10912         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10913         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10914         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10915         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10916         alpha = *a;
10917         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10918         {
10919                 // generate color arrays for the surfaces in this list
10920                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10921                 {
10922                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10923                         int numverts = surface->num_vertices;
10924                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10925                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
10926                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10927                         // q3-style directional shading
10928                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10929                         {
10930                                 if ((f = DotProduct(n, lightdir)) > 0)
10931                                         VectorMA(ambientcolor, f, diffusecolor, c);
10932                                 else
10933                                         VectorCopy(ambientcolor, c);
10934                                 c[3] = alpha;
10935                         }
10936                 }
10937                 *r = 1;
10938                 *g = 1;
10939                 *b = 1;
10940                 *a = 1;
10941                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10942                 rsurface.lightmapcolor4f_bufferobject = 0;
10943                 rsurface.lightmapcolor4f_bufferoffset = 0;
10944                 *applycolor = false;
10945         }
10946         else
10947         {
10948                 *r = ambientcolor[0];
10949                 *g = ambientcolor[1];
10950                 *b = ambientcolor[2];
10951                 rsurface.lightmapcolor4f = NULL;
10952                 rsurface.lightmapcolor4f_bufferobject = 0;
10953                 rsurface.lightmapcolor4f_bufferoffset = 0;
10954         }
10955 }
10956
10957 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10958 {
10959         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10960         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10961         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10962         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10963         GL_Color(r, g, b, a);
10964         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10965 }
10966
10967 void RSurf_SetupDepthAndCulling(void)
10968 {
10969         // submodels are biased to avoid z-fighting with world surfaces that they
10970         // may be exactly overlapping (avoids z-fighting artifacts on certain
10971         // doors and things in Quake maps)
10972         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10973         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10974         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10975         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10976 }
10977
10978 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10979 {
10980         // transparent sky would be ridiculous
10981         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10982                 return;
10983         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10984         skyrenderlater = true;
10985         RSurf_SetupDepthAndCulling();
10986         GL_DepthMask(true);
10987         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10988         // skymasking on them, and Quake3 never did sky masking (unlike
10989         // software Quake and software Quake2), so disable the sky masking
10990         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10991         // and skymasking also looks very bad when noclipping outside the
10992         // level, so don't use it then either.
10993         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10994         {
10995                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10996                 R_Mesh_ColorPointer(NULL, 0, 0);
10997                 R_Mesh_ResetTextureState();
10998                 if (skyrendermasked)
10999                 {
11000                         R_SetupShader_DepthOrShadow();
11001                         // depth-only (masking)
11002                         GL_ColorMask(0,0,0,0);
11003                         // just to make sure that braindead drivers don't draw
11004                         // anything despite that colormask...
11005                         GL_BlendFunc(GL_ZERO, GL_ONE);
11006                 }
11007                 else
11008                 {
11009                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11010                         // fog sky
11011                         GL_BlendFunc(GL_ONE, GL_ZERO);
11012                 }
11013                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11014                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11015                 if (skyrendermasked)
11016                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11017         }
11018         R_Mesh_ResetTextureState();
11019         GL_Color(1, 1, 1, 1);
11020 }
11021
11022 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11023 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11024 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11025 {
11026         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11027                 return;
11028         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
11029         if (prepass)
11030         {
11031                 // render screenspace normalmap to texture
11032                 GL_DepthMask(true);
11033                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
11034                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11035         }
11036         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11037         {
11038                 // render water or distortion background, then blend surface on top
11039                 GL_DepthMask(true);
11040                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11041                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11042                 GL_DepthMask(false);
11043                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11044                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11045                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11046                 else
11047                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11048         }
11049         else
11050         {
11051                 // render surface normally
11052                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11053                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11054                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11055                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11056                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11057                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11058                 else
11059                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11060         }
11061 }
11062
11063 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11064 {
11065         // OpenGL 1.3 path - anything not completely ancient
11066         int texturesurfaceindex;
11067         qboolean applycolor;
11068         qboolean applyfog;
11069         int layerindex;
11070         const texturelayer_t *layer;
11071         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11072
11073         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11074         {
11075                 vec4_t layercolor;
11076                 int layertexrgbscale;
11077                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11078                 {
11079                         if (layerindex == 0)
11080                                 GL_AlphaTest(true);
11081                         else
11082                         {
11083                                 GL_AlphaTest(false);
11084                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11085                         }
11086                 }
11087                 GL_DepthMask(layer->depthmask && writedepth);
11088                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11089                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11090                 {
11091                         layertexrgbscale = 4;
11092                         VectorScale(layer->color, 0.25f, layercolor);
11093                 }
11094                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11095                 {
11096                         layertexrgbscale = 2;
11097                         VectorScale(layer->color, 0.5f, layercolor);
11098                 }
11099                 else
11100                 {
11101                         layertexrgbscale = 1;
11102                         VectorScale(layer->color, 1.0f, layercolor);
11103                 }
11104                 layercolor[3] = layer->color[3];
11105                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11106                 R_Mesh_ColorPointer(NULL, 0, 0);
11107                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11108                 switch (layer->type)
11109                 {
11110                 case TEXTURELAYERTYPE_LITTEXTURE:
11111                         // single-pass lightmapped texture with 2x rgbscale
11112                         R_Mesh_TexBind(0, r_texture_white);
11113                         R_Mesh_TexMatrix(0, NULL);
11114                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11115                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11116                         R_Mesh_TexBind(1, layer->texture);
11117                         R_Mesh_TexMatrix(1, &layer->texmatrix);
11118                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11119                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11120                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11121                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11122                         else if (rsurface.uselightmaptexture)
11123                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11124                         else
11125                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11126                         break;
11127                 case TEXTURELAYERTYPE_TEXTURE:
11128                         // singletexture unlit texture with transparency support
11129                         R_Mesh_TexBind(0, layer->texture);
11130                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11131                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11132                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11133                         R_Mesh_TexBind(1, 0);
11134                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11135                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11136                         break;
11137                 case TEXTURELAYERTYPE_FOG:
11138                         // singletexture fogging
11139                         if (layer->texture)
11140                         {
11141                                 R_Mesh_TexBind(0, layer->texture);
11142                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11143                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11144                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11145                         }
11146                         else
11147                         {
11148                                 R_Mesh_TexBind(0, 0);
11149                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11150                         }
11151                         R_Mesh_TexBind(1, 0);
11152                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11153                         // generate a color array for the fog pass
11154                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11155                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11156                         {
11157                                 int i;
11158                                 float f;
11159                                 const float *v;
11160                                 float *c;
11161                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11162                                 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)
11163                                 {
11164                                         f = 1 - RSurf_FogVertex(v);
11165                                         c[0] = layercolor[0];
11166                                         c[1] = layercolor[1];
11167                                         c[2] = layercolor[2];
11168                                         c[3] = f * layercolor[3];
11169                                 }
11170                         }
11171                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11172                         break;
11173                 default:
11174                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11175                 }
11176         }
11177         CHECKGLERROR
11178         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11179         {
11180                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11181                 GL_AlphaTest(false);
11182         }
11183 }
11184
11185 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11186 {
11187         // OpenGL 1.1 - crusty old voodoo path
11188         int texturesurfaceindex;
11189         qboolean applyfog;
11190         int layerindex;
11191         const texturelayer_t *layer;
11192         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11193
11194         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11195         {
11196                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11197                 {
11198                         if (layerindex == 0)
11199                                 GL_AlphaTest(true);
11200                         else
11201                         {
11202                                 GL_AlphaTest(false);
11203                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11204                         }
11205                 }
11206                 GL_DepthMask(layer->depthmask && writedepth);
11207                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11208                 R_Mesh_ColorPointer(NULL, 0, 0);
11209                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11210                 switch (layer->type)
11211                 {
11212                 case TEXTURELAYERTYPE_LITTEXTURE:
11213                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11214                         {
11215                                 // two-pass lit texture with 2x rgbscale
11216                                 // first the lightmap pass
11217                                 R_Mesh_TexBind(0, r_texture_white);
11218                                 R_Mesh_TexMatrix(0, NULL);
11219                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11220                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11221                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11222                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11223                                 else if (rsurface.uselightmaptexture)
11224                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11225                                 else
11226                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11227                                 // then apply the texture to it
11228                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11229                                 R_Mesh_TexBind(0, layer->texture);
11230                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11231                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11232                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11233                                 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);
11234                         }
11235                         else
11236                         {
11237                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11238                                 R_Mesh_TexBind(0, layer->texture);
11239                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11240                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11241                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11242                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11243                                         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);
11244                                 else
11245                                         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);
11246                         }
11247                         break;
11248                 case TEXTURELAYERTYPE_TEXTURE:
11249                         // singletexture unlit texture with transparency support
11250                         R_Mesh_TexBind(0, layer->texture);
11251                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11252                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11253                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11254                         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);
11255                         break;
11256                 case TEXTURELAYERTYPE_FOG:
11257                         // singletexture fogging
11258                         if (layer->texture)
11259                         {
11260                                 R_Mesh_TexBind(0, layer->texture);
11261                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11262                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11263                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11264                         }
11265                         else
11266                         {
11267                                 R_Mesh_TexBind(0, 0);
11268                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11269                         }
11270                         // generate a color array for the fog pass
11271                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11272                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11273                         {
11274                                 int i;
11275                                 float f;
11276                                 const float *v;
11277                                 float *c;
11278                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11279                                 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)
11280                                 {
11281                                         f = 1 - RSurf_FogVertex(v);
11282                                         c[0] = layer->color[0];
11283                                         c[1] = layer->color[1];
11284                                         c[2] = layer->color[2];
11285                                         c[3] = f * layer->color[3];
11286                                 }
11287                         }
11288                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11289                         break;
11290                 default:
11291                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11292                 }
11293         }
11294         CHECKGLERROR
11295         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11296         {
11297                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11298                 GL_AlphaTest(false);
11299         }
11300 }
11301
11302 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11303 {
11304         float c[4];
11305
11306         GL_AlphaTest(false);
11307         R_Mesh_ColorPointer(NULL, 0, 0);
11308         R_Mesh_ResetTextureState();
11309         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11310
11311         if(rsurface.texture && rsurface.texture->currentskinframe)
11312         {
11313                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11314                 c[3] *= rsurface.texture->currentalpha;
11315         }
11316         else
11317         {
11318                 c[0] = 1;
11319                 c[1] = 0;
11320                 c[2] = 1;
11321                 c[3] = 1;
11322         }
11323
11324         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11325         {
11326                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11327                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11328                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11329         }
11330
11331         // brighten it up (as texture value 127 means "unlit")
11332         c[0] *= 2 * r_refdef.view.colorscale;
11333         c[1] *= 2 * r_refdef.view.colorscale;
11334         c[2] *= 2 * r_refdef.view.colorscale;
11335
11336         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11337                 c[3] *= r_wateralpha.value;
11338
11339         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11340         {
11341                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11342                 GL_DepthMask(false);
11343         }
11344         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11345         {
11346                 GL_BlendFunc(GL_ONE, GL_ONE);
11347                 GL_DepthMask(false);
11348         }
11349         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11350         {
11351                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11352                 GL_DepthMask(false);
11353         }
11354         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11355         {
11356                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11357                 GL_DepthMask(false);
11358         }
11359         else
11360         {
11361                 GL_BlendFunc(GL_ONE, GL_ZERO);
11362                 GL_DepthMask(writedepth);
11363         }
11364
11365         rsurface.lightmapcolor4f = NULL;
11366
11367         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11368         {
11369                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11370
11371                 rsurface.lightmapcolor4f = NULL;
11372                 rsurface.lightmapcolor4f_bufferobject = 0;
11373                 rsurface.lightmapcolor4f_bufferoffset = 0;
11374         }
11375         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11376         {
11377                 qboolean applycolor = true;
11378                 float one = 1.0;
11379
11380                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11381
11382                 r_refdef.lightmapintensity = 1;
11383                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11384                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11385         }
11386         else
11387         {
11388                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11389
11390                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11391                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11392                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11393         }
11394
11395         if(!rsurface.lightmapcolor4f)
11396                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11397
11398         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11399         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11400         if(r_refdef.fogenabled)
11401                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11402
11403         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11404         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11405 }
11406
11407 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11408 {
11409         CHECKGLERROR
11410         RSurf_SetupDepthAndCulling();
11411         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11412         {
11413                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11414                 return;
11415         }
11416         switch (vid.renderpath)
11417         {
11418         case RENDERPATH_GL20:
11419         case RENDERPATH_CGGL:
11420                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11421                 break;
11422         case RENDERPATH_GL13:
11423                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11424                 break;
11425         case RENDERPATH_GL11:
11426                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11427                 break;
11428         }
11429         CHECKGLERROR
11430 }
11431
11432 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11433 {
11434         CHECKGLERROR
11435         RSurf_SetupDepthAndCulling();
11436         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11437         {
11438                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11439                 return;
11440         }
11441         switch (vid.renderpath)
11442         {
11443         case RENDERPATH_GL20:
11444         case RENDERPATH_CGGL:
11445                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11446                 break;
11447         case RENDERPATH_GL13:
11448                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11449                 break;
11450         case RENDERPATH_GL11:
11451                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11452                 break;
11453         }
11454         CHECKGLERROR
11455 }
11456
11457 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11458 {
11459         int i, j;
11460         int texturenumsurfaces, endsurface;
11461         texture_t *texture;
11462         const msurface_t *surface;
11463 #define MAXBATCH_TRANSPARENTSURFACES 256
11464         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11465
11466         // if the model is static it doesn't matter what value we give for
11467         // wantnormals and wanttangents, so this logic uses only rules applicable
11468         // to a model, knowing that they are meaningless otherwise
11469         if (ent == r_refdef.scene.worldentity)
11470                 RSurf_ActiveWorldEntity();
11471         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11472                 RSurf_ActiveModelEntity(ent, false, false, false);
11473         else
11474         {
11475                 switch (vid.renderpath)
11476                 {
11477                 case RENDERPATH_GL20:
11478                 case RENDERPATH_CGGL:
11479                         RSurf_ActiveModelEntity(ent, true, true, false);
11480                         break;
11481                 case RENDERPATH_GL13:
11482                 case RENDERPATH_GL11:
11483                         RSurf_ActiveModelEntity(ent, true, false, false);
11484                         break;
11485                 }
11486         }
11487
11488         if (r_transparentdepthmasking.integer)
11489         {
11490                 qboolean setup = false;
11491                 for (i = 0;i < numsurfaces;i = j)
11492                 {
11493                         j = i + 1;
11494                         surface = rsurface.modelsurfaces + surfacelist[i];
11495                         texture = surface->texture;
11496                         rsurface.texture = R_GetCurrentTexture(texture);
11497                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11498                         // scan ahead until we find a different texture
11499                         endsurface = min(i + 1024, numsurfaces);
11500                         texturenumsurfaces = 0;
11501                         texturesurfacelist[texturenumsurfaces++] = surface;
11502                         for (;j < endsurface;j++)
11503                         {
11504                                 surface = rsurface.modelsurfaces + surfacelist[j];
11505                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11506                                         break;
11507                                 texturesurfacelist[texturenumsurfaces++] = surface;
11508                         }
11509                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11510                                 continue;
11511                         // render the range of surfaces as depth
11512                         if (!setup)
11513                         {
11514                                 setup = true;
11515                                 GL_ColorMask(0,0,0,0);
11516                                 GL_Color(1,1,1,1);
11517                                 GL_DepthTest(true);
11518                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11519                                 GL_DepthMask(true);
11520                                 GL_AlphaTest(false);
11521                                 R_Mesh_ColorPointer(NULL, 0, 0);
11522                                 R_Mesh_ResetTextureState();
11523                                 R_SetupShader_DepthOrShadow();
11524                         }
11525                         RSurf_SetupDepthAndCulling();
11526                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11527                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11528                 }
11529                 if (setup)
11530                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11531         }
11532
11533         for (i = 0;i < numsurfaces;i = j)
11534         {
11535                 j = i + 1;
11536                 surface = rsurface.modelsurfaces + surfacelist[i];
11537                 texture = surface->texture;
11538                 rsurface.texture = R_GetCurrentTexture(texture);
11539                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11540                 // scan ahead until we find a different texture
11541                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11542                 texturenumsurfaces = 0;
11543                 texturesurfacelist[texturenumsurfaces++] = surface;
11544                 for (;j < endsurface;j++)
11545                 {
11546                         surface = rsurface.modelsurfaces + surfacelist[j];
11547                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11548                                 break;
11549                         texturesurfacelist[texturenumsurfaces++] = surface;
11550                 }
11551                 // render the range of surfaces
11552                 if (ent == r_refdef.scene.worldentity)
11553                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11554                 else
11555                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11556         }
11557         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11558         GL_AlphaTest(false);
11559 }
11560
11561 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11562 {
11563         // transparent surfaces get pushed off into the transparent queue
11564         int surfacelistindex;
11565         const msurface_t *surface;
11566         vec3_t tempcenter, center;
11567         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11568         {
11569                 surface = texturesurfacelist[surfacelistindex];
11570                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11571                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11572                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11573                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11574                 if (queueentity->transparent_offset) // transparent offset
11575                 {
11576                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11577                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11578                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11579                 }
11580                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11581         }
11582 }
11583
11584 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11585 {
11586         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11587         CHECKGLERROR
11588         if (depthonly)
11589         {
11590                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11591                         return;
11592                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11593                         return;
11594                 RSurf_SetupDepthAndCulling();
11595                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11596                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11597         }
11598         else if (prepass)
11599         {
11600                 if (!rsurface.texture->currentnumlayers)
11601                         return;
11602                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11603                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11604                 else
11605                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11606         }
11607         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11608         {
11609                 RSurf_SetupDepthAndCulling();
11610                 GL_AlphaTest(false);
11611                 R_Mesh_ColorPointer(NULL, 0, 0);
11612                 R_Mesh_ResetTextureState();
11613                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11614                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11615                 GL_DepthMask(true);
11616                 GL_BlendFunc(GL_ONE, GL_ZERO);
11617                 GL_Color(0, 0, 0, 1);
11618                 GL_DepthTest(writedepth);
11619                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11620         }
11621         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11622         {
11623                 RSurf_SetupDepthAndCulling();
11624                 GL_AlphaTest(false);
11625                 R_Mesh_ColorPointer(NULL, 0, 0);
11626                 R_Mesh_ResetTextureState();
11627                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11628                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11629                 GL_DepthMask(true);
11630                 GL_BlendFunc(GL_ONE, GL_ZERO);
11631                 GL_DepthTest(true);
11632                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11633         }
11634         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11635                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11636         else if (!rsurface.texture->currentnumlayers)
11637                 return;
11638         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11639         {
11640                 // in the deferred case, transparent surfaces were queued during prepass
11641                 if (!r_shadow_usingdeferredprepass)
11642                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11643         }
11644         else
11645         {
11646                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11647                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11648         }
11649         CHECKGLERROR
11650 }
11651
11652 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11653 {
11654         int i, j;
11655         texture_t *texture;
11656         // break the surface list down into batches by texture and use of lightmapping
11657         for (i = 0;i < numsurfaces;i = j)
11658         {
11659                 j = i + 1;
11660                 // texture is the base texture pointer, rsurface.texture is the
11661                 // current frame/skin the texture is directing us to use (for example
11662                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11663                 // use skin 1 instead)
11664                 texture = surfacelist[i]->texture;
11665                 rsurface.texture = R_GetCurrentTexture(texture);
11666                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11667                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11668                 {
11669                         // if this texture is not the kind we want, skip ahead to the next one
11670                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11671                                 ;
11672                         continue;
11673                 }
11674                 // simply scan ahead until we find a different texture or lightmap state
11675                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11676                         ;
11677                 // render the range of surfaces
11678                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11679         }
11680 }
11681
11682 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11683 {
11684         CHECKGLERROR
11685         if (depthonly)
11686         {
11687                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11688                         return;
11689                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11690                         return;
11691                 RSurf_SetupDepthAndCulling();
11692                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11693                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11694         }
11695         else if (prepass)
11696         {
11697                 if (!rsurface.texture->currentnumlayers)
11698                         return;
11699                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11700                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11701                 else
11702                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11703         }
11704         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11705         {
11706                 RSurf_SetupDepthAndCulling();
11707                 GL_AlphaTest(false);
11708                 R_Mesh_ColorPointer(NULL, 0, 0);
11709                 R_Mesh_ResetTextureState();
11710                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11711                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11712                 GL_DepthMask(true);
11713                 GL_BlendFunc(GL_ONE, GL_ZERO);
11714                 GL_Color(0, 0, 0, 1);
11715                 GL_DepthTest(writedepth);
11716                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11717         }
11718         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11719         {
11720                 RSurf_SetupDepthAndCulling();
11721                 GL_AlphaTest(false);
11722                 R_Mesh_ColorPointer(NULL, 0, 0);
11723                 R_Mesh_ResetTextureState();
11724                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11725                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11726                 GL_DepthMask(true);
11727                 GL_BlendFunc(GL_ONE, GL_ZERO);
11728                 GL_DepthTest(true);
11729                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11730         }
11731         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11732                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11733         else if (!rsurface.texture->currentnumlayers)
11734                 return;
11735         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11736         {
11737                 // in the deferred case, transparent surfaces were queued during prepass
11738                 if (!r_shadow_usingdeferredprepass)
11739                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11740         }
11741         else
11742         {
11743                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11744                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11745         }
11746         CHECKGLERROR
11747 }
11748
11749 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11750 {
11751         int i, j;
11752         texture_t *texture;
11753         // break the surface list down into batches by texture and use of lightmapping
11754         for (i = 0;i < numsurfaces;i = j)
11755         {
11756                 j = i + 1;
11757                 // texture is the base texture pointer, rsurface.texture is the
11758                 // current frame/skin the texture is directing us to use (for example
11759                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11760                 // use skin 1 instead)
11761                 texture = surfacelist[i]->texture;
11762                 rsurface.texture = R_GetCurrentTexture(texture);
11763                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11764                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11765                 {
11766                         // if this texture is not the kind we want, skip ahead to the next one
11767                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11768                                 ;
11769                         continue;
11770                 }
11771                 // simply scan ahead until we find a different texture or lightmap state
11772                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11773                         ;
11774                 // render the range of surfaces
11775                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11776         }
11777 }
11778
11779 float locboxvertex3f[6*4*3] =
11780 {
11781         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11782         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11783         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11784         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11785         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11786         1,0,0, 0,0,0, 0,1,0, 1,1,0
11787 };
11788
11789 unsigned short locboxelements[6*2*3] =
11790 {
11791          0, 1, 2, 0, 2, 3,
11792          4, 5, 6, 4, 6, 7,
11793          8, 9,10, 8,10,11,
11794         12,13,14, 12,14,15,
11795         16,17,18, 16,18,19,
11796         20,21,22, 20,22,23
11797 };
11798
11799 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11800 {
11801         int i, j;
11802         cl_locnode_t *loc = (cl_locnode_t *)ent;
11803         vec3_t mins, size;
11804         float vertex3f[6*4*3];
11805         CHECKGLERROR
11806         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11807         GL_DepthMask(false);
11808         GL_DepthRange(0, 1);
11809         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11810         GL_DepthTest(true);
11811         GL_CullFace(GL_NONE);
11812         R_EntityMatrix(&identitymatrix);
11813
11814         R_Mesh_VertexPointer(vertex3f, 0, 0);
11815         R_Mesh_ColorPointer(NULL, 0, 0);
11816         R_Mesh_ResetTextureState();
11817         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11818
11819         i = surfacelist[0];
11820         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11821                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11822                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11823                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11824
11825         if (VectorCompare(loc->mins, loc->maxs))
11826         {
11827                 VectorSet(size, 2, 2, 2);
11828                 VectorMA(loc->mins, -0.5f, size, mins);
11829         }
11830         else
11831         {
11832                 VectorCopy(loc->mins, mins);
11833                 VectorSubtract(loc->maxs, loc->mins, size);
11834         }
11835
11836         for (i = 0;i < 6*4*3;)
11837                 for (j = 0;j < 3;j++, i++)
11838                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11839
11840         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11841 }
11842
11843 void R_DrawLocs(void)
11844 {
11845         int index;
11846         cl_locnode_t *loc, *nearestloc;
11847         vec3_t center;
11848         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11849         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11850         {
11851                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11852                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11853         }
11854 }
11855
11856 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11857 {
11858         if (decalsystem->decals)
11859                 Mem_Free(decalsystem->decals);
11860         memset(decalsystem, 0, sizeof(*decalsystem));
11861 }
11862
11863 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)
11864 {
11865         tridecal_t *decal;
11866         tridecal_t *decals;
11867         int i;
11868
11869         // expand or initialize the system
11870         if (decalsystem->maxdecals <= decalsystem->numdecals)
11871         {
11872                 decalsystem_t old = *decalsystem;
11873                 qboolean useshortelements;
11874                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11875                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11876                 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)));
11877                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11878                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11879                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11880                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11881                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11882                 if (decalsystem->numdecals)
11883                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11884                 if (old.decals)
11885                         Mem_Free(old.decals);
11886                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11887                         decalsystem->element3i[i] = i;
11888                 if (useshortelements)
11889                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11890                                 decalsystem->element3s[i] = i;
11891         }
11892
11893         // grab a decal and search for another free slot for the next one
11894         decals = decalsystem->decals;
11895         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11896         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11897                 ;
11898         decalsystem->freedecal = i;
11899         if (decalsystem->numdecals <= i)
11900                 decalsystem->numdecals = i + 1;
11901
11902         // initialize the decal
11903         decal->lived = 0;
11904         decal->triangleindex = triangleindex;
11905         decal->surfaceindex = surfaceindex;
11906         decal->decalsequence = decalsequence;
11907         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11908         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11909         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11910         decal->color4ub[0][3] = 255;
11911         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11912         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11913         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11914         decal->color4ub[1][3] = 255;
11915         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11916         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11917         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11918         decal->color4ub[2][3] = 255;
11919         decal->vertex3f[0][0] = v0[0];
11920         decal->vertex3f[0][1] = v0[1];
11921         decal->vertex3f[0][2] = v0[2];
11922         decal->vertex3f[1][0] = v1[0];
11923         decal->vertex3f[1][1] = v1[1];
11924         decal->vertex3f[1][2] = v1[2];
11925         decal->vertex3f[2][0] = v2[0];
11926         decal->vertex3f[2][1] = v2[1];
11927         decal->vertex3f[2][2] = v2[2];
11928         decal->texcoord2f[0][0] = t0[0];
11929         decal->texcoord2f[0][1] = t0[1];
11930         decal->texcoord2f[1][0] = t1[0];
11931         decal->texcoord2f[1][1] = t1[1];
11932         decal->texcoord2f[2][0] = t2[0];
11933         decal->texcoord2f[2][1] = t2[1];
11934 }
11935
11936 extern cvar_t cl_decals_bias;
11937 extern cvar_t cl_decals_models;
11938 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11939 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)
11940 {
11941         matrix4x4_t projection;
11942         decalsystem_t *decalsystem;
11943         qboolean dynamic;
11944         dp_model_t *model;
11945         const float *vertex3f;
11946         const msurface_t *surface;
11947         const msurface_t *surfaces;
11948         const int *surfacelist;
11949         const texture_t *texture;
11950         int numtriangles;
11951         int numsurfacelist;
11952         int surfacelistindex;
11953         int surfaceindex;
11954         int triangleindex;
11955         int cornerindex;
11956         int index;
11957         int numpoints;
11958         const int *e;
11959         float localorigin[3];
11960         float localnormal[3];
11961         float localmins[3];
11962         float localmaxs[3];
11963         float localsize;
11964         float v[9][3];
11965         float tc[9][2];
11966         float c[9][4];
11967         //float normal[3];
11968         float planes[6][4];
11969         float f;
11970         float points[2][9][3];
11971         float angles[3];
11972         float temp[3];
11973
11974         decalsystem = &ent->decalsystem;
11975         model = ent->model;
11976         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11977         {
11978                 R_DecalSystem_Reset(&ent->decalsystem);
11979                 return;
11980         }
11981
11982         if (!model->brush.data_nodes && !cl_decals_models.integer)
11983         {
11984                 if (decalsystem->model)
11985                         R_DecalSystem_Reset(decalsystem);
11986                 return;
11987         }
11988
11989         if (decalsystem->model != model)
11990                 R_DecalSystem_Reset(decalsystem);
11991         decalsystem->model = model;
11992
11993         RSurf_ActiveModelEntity(ent, false, false, false);
11994
11995         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11996         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11997         VectorNormalize(localnormal);
11998         localsize = worldsize*rsurface.inversematrixscale;
11999         localmins[0] = localorigin[0] - localsize;
12000         localmins[1] = localorigin[1] - localsize;
12001         localmins[2] = localorigin[2] - localsize;
12002         localmaxs[0] = localorigin[0] + localsize;
12003         localmaxs[1] = localorigin[1] + localsize;
12004         localmaxs[2] = localorigin[2] + localsize;
12005
12006         //VectorCopy(localnormal, planes[4]);
12007         //VectorVectors(planes[4], planes[2], planes[0]);
12008         AnglesFromVectors(angles, localnormal, NULL, false);
12009         AngleVectors(angles, planes[0], planes[2], planes[4]);
12010         VectorNegate(planes[0], planes[1]);
12011         VectorNegate(planes[2], planes[3]);
12012         VectorNegate(planes[4], planes[5]);
12013         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12014         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12015         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12016         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12017         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12018         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12019
12020 #if 1
12021 // works
12022 {
12023         matrix4x4_t forwardprojection;
12024         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12025         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12026 }
12027 #else
12028 // broken
12029 {
12030         float projectionvector[4][3];
12031         VectorScale(planes[0], ilocalsize, projectionvector[0]);
12032         VectorScale(planes[2], ilocalsize, projectionvector[1]);
12033         VectorScale(planes[4], ilocalsize, projectionvector[2]);
12034         projectionvector[0][0] = planes[0][0] * ilocalsize;
12035         projectionvector[0][1] = planes[1][0] * ilocalsize;
12036         projectionvector[0][2] = planes[2][0] * ilocalsize;
12037         projectionvector[1][0] = planes[0][1] * ilocalsize;
12038         projectionvector[1][1] = planes[1][1] * ilocalsize;
12039         projectionvector[1][2] = planes[2][1] * ilocalsize;
12040         projectionvector[2][0] = planes[0][2] * ilocalsize;
12041         projectionvector[2][1] = planes[1][2] * ilocalsize;
12042         projectionvector[2][2] = planes[2][2] * ilocalsize;
12043         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12044         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12045         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12046         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12047 }
12048 #endif
12049
12050         dynamic = model->surfmesh.isanimated;
12051         vertex3f = rsurface.modelvertex3f;
12052         numsurfacelist = model->nummodelsurfaces;
12053         surfacelist = model->sortedmodelsurfaces;
12054         surfaces = model->data_surfaces;
12055         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12056         {
12057                 surfaceindex = surfacelist[surfacelistindex];
12058                 surface = surfaces + surfaceindex;
12059                 // check cull box first because it rejects more than any other check
12060                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12061                         continue;
12062                 // skip transparent surfaces
12063                 texture = surface->texture;
12064                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12065                         continue;
12066                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12067                         continue;
12068                 numtriangles = surface->num_triangles;
12069                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
12070                 {
12071                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
12072                         {
12073                                 index = 3*e[cornerindex];
12074                                 VectorCopy(vertex3f + index, v[cornerindex]);
12075                         }
12076                         // cull backfaces
12077                         //TriangleNormal(v[0], v[1], v[2], normal);
12078                         //if (DotProduct(normal, localnormal) < 0.0f)
12079                         //      continue;
12080                         // clip by each of the box planes formed from the projection matrix
12081                         // if anything survives, we emit the decal
12082                         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]);
12083                         if (numpoints < 3)
12084                                 continue;
12085                         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]);
12086                         if (numpoints < 3)
12087                                 continue;
12088                         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]);
12089                         if (numpoints < 3)
12090                                 continue;
12091                         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]);
12092                         if (numpoints < 3)
12093                                 continue;
12094                         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]);
12095                         if (numpoints < 3)
12096                                 continue;
12097                         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]);
12098                         if (numpoints < 3)
12099                                 continue;
12100                         // some part of the triangle survived, so we have to accept it...
12101                         if (dynamic)
12102                         {
12103                                 // dynamic always uses the original triangle
12104                                 numpoints = 3;
12105                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12106                                 {
12107                                         index = 3*e[cornerindex];
12108                                         VectorCopy(vertex3f + index, v[cornerindex]);
12109                                 }
12110                         }
12111                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12112                         {
12113                                 // convert vertex positions to texcoords
12114                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
12115                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12116                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12117                                 // calculate distance fade from the projection origin
12118                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12119                                 f = bound(0.0f, f, 1.0f);
12120                                 c[cornerindex][0] = r * f;
12121                                 c[cornerindex][1] = g * f;
12122                                 c[cornerindex][2] = b * f;
12123                                 c[cornerindex][3] = 1.0f;
12124                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12125                         }
12126                         if (dynamic)
12127                                 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);
12128                         else
12129                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12130                                         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);
12131                 }
12132         }
12133 }
12134
12135 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12136 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)
12137 {
12138         int renderentityindex;
12139         float worldmins[3];
12140         float worldmaxs[3];
12141         entity_render_t *ent;
12142
12143         if (!cl_decals_newsystem.integer)
12144                 return;
12145
12146         worldmins[0] = worldorigin[0] - worldsize;
12147         worldmins[1] = worldorigin[1] - worldsize;
12148         worldmins[2] = worldorigin[2] - worldsize;
12149         worldmaxs[0] = worldorigin[0] + worldsize;
12150         worldmaxs[1] = worldorigin[1] + worldsize;
12151         worldmaxs[2] = worldorigin[2] + worldsize;
12152
12153         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12154
12155         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12156         {
12157                 ent = r_refdef.scene.entities[renderentityindex];
12158                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12159                         continue;
12160
12161                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12162         }
12163 }
12164
12165 typedef struct r_decalsystem_splatqueue_s
12166 {
12167         vec3_t worldorigin;
12168         vec3_t worldnormal;
12169         float color[4];
12170         float tcrange[4];
12171         float worldsize;
12172         int decalsequence;
12173 }
12174 r_decalsystem_splatqueue_t;
12175
12176 int r_decalsystem_numqueued = 0;
12177 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12178
12179 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)
12180 {
12181         r_decalsystem_splatqueue_t *queue;
12182
12183         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12184                 return;
12185
12186         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12187         VectorCopy(worldorigin, queue->worldorigin);
12188         VectorCopy(worldnormal, queue->worldnormal);
12189         Vector4Set(queue->color, r, g, b, a);
12190         Vector4Set(queue->tcrange, s1, t1, s2, t2);
12191         queue->worldsize = worldsize;
12192         queue->decalsequence = cl.decalsequence++;
12193 }
12194
12195 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12196 {
12197         int i;
12198         r_decalsystem_splatqueue_t *queue;
12199
12200         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12201                 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);
12202         r_decalsystem_numqueued = 0;
12203 }
12204
12205 extern cvar_t cl_decals_max;
12206 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12207 {
12208         int i;
12209         decalsystem_t *decalsystem = &ent->decalsystem;
12210         int numdecals;
12211         int killsequence;
12212         tridecal_t *decal;
12213         float frametime;
12214         float lifetime;
12215
12216         if (!decalsystem->numdecals)
12217                 return;
12218
12219         if (r_showsurfaces.integer)
12220                 return;
12221
12222         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12223         {
12224                 R_DecalSystem_Reset(decalsystem);
12225                 return;
12226         }
12227
12228         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12229         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12230
12231         if (decalsystem->lastupdatetime)
12232                 frametime = (cl.time - decalsystem->lastupdatetime);
12233         else
12234                 frametime = 0;
12235         decalsystem->lastupdatetime = cl.time;
12236         decal = decalsystem->decals;
12237         numdecals = decalsystem->numdecals;
12238
12239         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12240         {
12241                 if (decal->color4ub[0][3])
12242                 {
12243                         decal->lived += frametime;
12244                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12245                         {
12246                                 memset(decal, 0, sizeof(*decal));
12247                                 if (decalsystem->freedecal > i)
12248                                         decalsystem->freedecal = i;
12249                         }
12250                 }
12251         }
12252         decal = decalsystem->decals;
12253         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12254                 numdecals--;
12255
12256         // collapse the array by shuffling the tail decals into the gaps
12257         for (;;)
12258         {
12259                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12260                         decalsystem->freedecal++;
12261                 if (decalsystem->freedecal == numdecals)
12262                         break;
12263                 decal[decalsystem->freedecal] = decal[--numdecals];
12264         }
12265
12266         decalsystem->numdecals = numdecals;
12267
12268         if (numdecals <= 0)
12269         {
12270                 // if there are no decals left, reset decalsystem
12271                 R_DecalSystem_Reset(decalsystem);
12272         }
12273 }
12274
12275 extern skinframe_t *decalskinframe;
12276 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12277 {
12278         int i;
12279         decalsystem_t *decalsystem = &ent->decalsystem;
12280         int numdecals;
12281         tridecal_t *decal;
12282         float faderate;
12283         float alpha;
12284         float *v3f;
12285         float *c4f;
12286         float *t2f;
12287         const int *e;
12288         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12289         int numtris = 0;
12290
12291         numdecals = decalsystem->numdecals;
12292         if (!numdecals)
12293                 return;
12294
12295         if (r_showsurfaces.integer)
12296                 return;
12297
12298         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12299         {
12300                 R_DecalSystem_Reset(decalsystem);
12301                 return;
12302         }
12303
12304         // if the model is static it doesn't matter what value we give for
12305         // wantnormals and wanttangents, so this logic uses only rules applicable
12306         // to a model, knowing that they are meaningless otherwise
12307         if (ent == r_refdef.scene.worldentity)
12308                 RSurf_ActiveWorldEntity();
12309         else
12310                 RSurf_ActiveModelEntity(ent, false, false, false);
12311
12312         decalsystem->lastupdatetime = cl.time;
12313         decal = decalsystem->decals;
12314
12315         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12316
12317         // update vertex positions for animated models
12318         v3f = decalsystem->vertex3f;
12319         c4f = decalsystem->color4f;
12320         t2f = decalsystem->texcoord2f;
12321         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12322         {
12323                 if (!decal->color4ub[0][3])
12324                         continue;
12325
12326                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12327                         continue;
12328
12329                 // update color values for fading decals
12330                 if (decal->lived >= cl_decals_time.value)
12331                 {
12332                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12333                         alpha *= (1.0f/255.0f);
12334                 }
12335                 else
12336                         alpha = 1.0f/255.0f;
12337
12338                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12339                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12340                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12341                 c4f[ 3] = 1;
12342                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12343                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12344                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12345                 c4f[ 7] = 1;
12346                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12347                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12348                 c4f[10] = decal->color4ub[2][2] * alpha;
12349                 c4f[11] = 1;
12350
12351                 t2f[0] = decal->texcoord2f[0][0];
12352                 t2f[1] = decal->texcoord2f[0][1];
12353                 t2f[2] = decal->texcoord2f[1][0];
12354                 t2f[3] = decal->texcoord2f[1][1];
12355                 t2f[4] = decal->texcoord2f[2][0];
12356                 t2f[5] = decal->texcoord2f[2][1];
12357
12358                 // update vertex positions for animated models
12359                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12360                 {
12361                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12362                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12363                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12364                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12365                 }
12366                 else
12367                 {
12368                         VectorCopy(decal->vertex3f[0], v3f);
12369                         VectorCopy(decal->vertex3f[1], v3f + 3);
12370                         VectorCopy(decal->vertex3f[2], v3f + 6);
12371                 }
12372
12373                 if (r_refdef.fogenabled)
12374                 {
12375                         alpha = RSurf_FogVertex(v3f);
12376                         VectorScale(c4f, alpha, c4f);
12377                         alpha = RSurf_FogVertex(v3f + 3);
12378                         VectorScale(c4f + 4, alpha, c4f + 4);
12379                         alpha = RSurf_FogVertex(v3f + 6);
12380                         VectorScale(c4f + 8, alpha, c4f + 8);
12381                 }
12382
12383                 v3f += 9;
12384                 c4f += 12;
12385                 t2f += 6;
12386                 numtris++;
12387         }
12388
12389         if (numtris > 0)
12390         {
12391                 r_refdef.stats.drawndecals += numtris;
12392
12393                 // now render the decals all at once
12394                 // (this assumes they all use one particle font texture!)
12395                 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);
12396                 R_Mesh_ResetTextureState();
12397                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12398                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12399                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12400                 GL_DepthMask(false);
12401                 GL_DepthRange(0, 1);
12402                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12403                 GL_DepthTest(true);
12404                 GL_CullFace(GL_NONE);
12405                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12406                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12407                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12408         }
12409 }
12410
12411 static void R_DrawModelDecals(void)
12412 {
12413         int i, numdecals;
12414
12415         // fade faster when there are too many decals
12416         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12417         for (i = 0;i < r_refdef.scene.numentities;i++)
12418                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12419
12420         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12421         for (i = 0;i < r_refdef.scene.numentities;i++)
12422                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12423                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12424
12425         R_DecalSystem_ApplySplatEntitiesQueue();
12426
12427         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12428         for (i = 0;i < r_refdef.scene.numentities;i++)
12429                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12430
12431         r_refdef.stats.totaldecals += numdecals;
12432
12433         if (r_showsurfaces.integer)
12434                 return;
12435
12436         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12437
12438         for (i = 0;i < r_refdef.scene.numentities;i++)
12439         {
12440                 if (!r_refdef.viewcache.entityvisible[i])
12441                         continue;
12442                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12443                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12444         }
12445 }
12446
12447 extern cvar_t mod_collision_bih;
12448 void R_DrawDebugModel(void)
12449 {
12450         entity_render_t *ent = rsurface.entity;
12451         int i, j, k, l, flagsmask;
12452         const msurface_t *surface;
12453         dp_model_t *model = ent->model;
12454         vec3_t v;
12455
12456         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12457
12458         R_Mesh_ColorPointer(NULL, 0, 0);
12459         R_Mesh_ResetTextureState();
12460         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12461         GL_DepthRange(0, 1);
12462         GL_DepthTest(!r_showdisabledepthtest.integer);
12463         GL_DepthMask(false);
12464         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12465
12466         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12467         {
12468                 int triangleindex;
12469                 int bihleafindex;
12470                 qboolean cullbox = ent == r_refdef.scene.worldentity;
12471                 const q3mbrush_t *brush;
12472                 const bih_t *bih = &model->collision_bih;
12473                 const bih_leaf_t *bihleaf;
12474                 float vertex3f[3][3];
12475                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12476                 cullbox = false;
12477                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12478                 {
12479                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12480                                 continue;
12481                         switch (bihleaf->type)
12482                         {
12483                         case BIH_BRUSH:
12484                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12485                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12486                                 {
12487                                         R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12488                                         GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12489                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12490                                 }
12491                                 break;
12492                         case BIH_COLLISIONTRIANGLE:
12493                                 triangleindex = bihleaf->itemindex;
12494                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12495                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12496                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12497                                 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12498                                 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12499                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12500                                 break;
12501                         case BIH_RENDERTRIANGLE:
12502                                 triangleindex = bihleaf->itemindex;
12503                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12504                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12505                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12506                                 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12507                                 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
12508                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12509                                 break;
12510                         }
12511                 }
12512         }
12513
12514         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12515
12516         if (r_showtris.integer || r_shownormals.integer)
12517         {
12518                 if (r_showdisabledepthtest.integer)
12519                 {
12520                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12521                         GL_DepthMask(false);
12522                 }
12523                 else
12524                 {
12525                         GL_BlendFunc(GL_ONE, GL_ZERO);
12526                         GL_DepthMask(true);
12527                 }
12528                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12529                 {
12530                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12531                                 continue;
12532                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12533                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12534                         {
12535                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12536                                 if (r_showtris.value > 0)
12537                                 {
12538                                         if (!rsurface.texture->currentlayers->depthmask)
12539                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12540                                         else if (ent == r_refdef.scene.worldentity)
12541                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12542                                         else
12543                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12544                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12545                                         R_Mesh_ColorPointer(NULL, 0, 0);
12546                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12547                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12548                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12549                                         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);
12550                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12551                                         CHECKGLERROR
12552                                 }
12553                                 if (r_shownormals.value < 0)
12554                                 {
12555                                         qglBegin(GL_LINES);
12556                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12557                                         {
12558                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12559                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12560                                                 qglVertex3f(v[0], v[1], v[2]);
12561                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12562                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12563                                                 qglVertex3f(v[0], v[1], v[2]);
12564                                         }
12565                                         qglEnd();
12566                                         CHECKGLERROR
12567                                 }
12568                                 if (r_shownormals.value > 0)
12569                                 {
12570                                         qglBegin(GL_LINES);
12571                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12572                                         {
12573                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12574                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12575                                                 qglVertex3f(v[0], v[1], v[2]);
12576                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12577                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12578                                                 qglVertex3f(v[0], v[1], v[2]);
12579                                         }
12580                                         qglEnd();
12581                                         CHECKGLERROR
12582                                         qglBegin(GL_LINES);
12583                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12584                                         {
12585                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12586                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12587                                                 qglVertex3f(v[0], v[1], v[2]);
12588                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12589                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12590                                                 qglVertex3f(v[0], v[1], v[2]);
12591                                         }
12592                                         qglEnd();
12593                                         CHECKGLERROR
12594                                         qglBegin(GL_LINES);
12595                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12596                                         {
12597                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12598                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12599                                                 qglVertex3f(v[0], v[1], v[2]);
12600                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12601                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12602                                                 qglVertex3f(v[0], v[1], v[2]);
12603                                         }
12604                                         qglEnd();
12605                                         CHECKGLERROR
12606                                 }
12607                         }
12608                 }
12609                 rsurface.texture = NULL;
12610         }
12611 }
12612
12613 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12614 int r_maxsurfacelist = 0;
12615 const msurface_t **r_surfacelist = NULL;
12616 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12617 {
12618         int i, j, endj, flagsmask;
12619         dp_model_t *model = r_refdef.scene.worldmodel;
12620         msurface_t *surfaces;
12621         unsigned char *update;
12622         int numsurfacelist = 0;
12623         if (model == NULL)
12624                 return;
12625
12626         if (r_maxsurfacelist < model->num_surfaces)
12627         {
12628                 r_maxsurfacelist = model->num_surfaces;
12629                 if (r_surfacelist)
12630                         Mem_Free((msurface_t**)r_surfacelist);
12631                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12632         }
12633
12634         RSurf_ActiveWorldEntity();
12635
12636         surfaces = model->data_surfaces;
12637         update = model->brushq1.lightmapupdateflags;
12638
12639         // update light styles on this submodel
12640         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12641         {
12642                 model_brush_lightstyleinfo_t *style;
12643                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12644                 {
12645                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12646                         {
12647                                 int *list = style->surfacelist;
12648                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12649                                 for (j = 0;j < style->numsurfaces;j++)
12650                                         update[list[j]] = true;
12651                         }
12652                 }
12653         }
12654
12655         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12656
12657         if (debug)
12658         {
12659                 R_DrawDebugModel();
12660                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12661                 return;
12662         }
12663
12664         rsurface.uselightmaptexture = false;
12665         rsurface.texture = NULL;
12666         rsurface.rtlight = NULL;
12667         numsurfacelist = 0;
12668         // add visible surfaces to draw list
12669         for (i = 0;i < model->nummodelsurfaces;i++)
12670         {
12671                 j = model->sortedmodelsurfaces[i];
12672                 if (r_refdef.viewcache.world_surfacevisible[j])
12673                         r_surfacelist[numsurfacelist++] = surfaces + j;
12674         }
12675         // update lightmaps if needed
12676         if (model->brushq1.firstrender)
12677         {
12678                 model->brushq1.firstrender = false;
12679                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12680                         if (update[j])
12681                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12682         }
12683         else if (update)
12684         {
12685                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12686                         if (r_refdef.viewcache.world_surfacevisible[j])
12687                                 if (update[j])
12688                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12689         }
12690         // don't do anything if there were no surfaces
12691         if (!numsurfacelist)
12692         {
12693                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12694                 return;
12695         }
12696         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12697         GL_AlphaTest(false);
12698
12699         // add to stats if desired
12700         if (r_speeds.integer && !skysurfaces && !depthonly)
12701         {
12702                 r_refdef.stats.world_surfaces += numsurfacelist;
12703                 for (j = 0;j < numsurfacelist;j++)
12704                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12705         }
12706
12707         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12708 }
12709
12710 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12711 {
12712         int i, j, endj, flagsmask;
12713         dp_model_t *model = ent->model;
12714         msurface_t *surfaces;
12715         unsigned char *update;
12716         int numsurfacelist = 0;
12717         if (model == NULL)
12718                 return;
12719
12720         if (r_maxsurfacelist < model->num_surfaces)
12721         {
12722                 r_maxsurfacelist = model->num_surfaces;
12723                 if (r_surfacelist)
12724                         Mem_Free((msurface_t **)r_surfacelist);
12725                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12726         }
12727
12728         // if the model is static it doesn't matter what value we give for
12729         // wantnormals and wanttangents, so this logic uses only rules applicable
12730         // to a model, knowing that they are meaningless otherwise
12731         if (ent == r_refdef.scene.worldentity)
12732                 RSurf_ActiveWorldEntity();
12733         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12734                 RSurf_ActiveModelEntity(ent, false, false, false);
12735         else if (prepass)
12736                 RSurf_ActiveModelEntity(ent, true, true, true);
12737         else if (depthonly)
12738         {
12739                 switch (vid.renderpath)
12740                 {
12741                 case RENDERPATH_GL20:
12742                 case RENDERPATH_CGGL:
12743                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12744                         break;
12745                 case RENDERPATH_GL13:
12746                 case RENDERPATH_GL11:
12747                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12748                         break;
12749                 }
12750         }
12751         else
12752         {
12753                 switch (vid.renderpath)
12754                 {
12755                 case RENDERPATH_GL20:
12756                 case RENDERPATH_CGGL:
12757                         RSurf_ActiveModelEntity(ent, true, true, false);
12758                         break;
12759                 case RENDERPATH_GL13:
12760                 case RENDERPATH_GL11:
12761                         RSurf_ActiveModelEntity(ent, true, false, false);
12762                         break;
12763                 }
12764         }
12765
12766         surfaces = model->data_surfaces;
12767         update = model->brushq1.lightmapupdateflags;
12768
12769         // update light styles
12770         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12771         {
12772                 model_brush_lightstyleinfo_t *style;
12773                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12774                 {
12775                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12776                         {
12777                                 int *list = style->surfacelist;
12778                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12779                                 for (j = 0;j < style->numsurfaces;j++)
12780                                         update[list[j]] = true;
12781                         }
12782                 }
12783         }
12784
12785         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12786
12787         if (debug)
12788         {
12789                 R_DrawDebugModel();
12790                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12791                 return;
12792         }
12793
12794         rsurface.uselightmaptexture = false;
12795         rsurface.texture = NULL;
12796         rsurface.rtlight = NULL;
12797         numsurfacelist = 0;
12798         // add visible surfaces to draw list
12799         for (i = 0;i < model->nummodelsurfaces;i++)
12800                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12801         // don't do anything if there were no surfaces
12802         if (!numsurfacelist)
12803         {
12804                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12805                 return;
12806         }
12807         // update lightmaps if needed
12808         if (update)
12809         {
12810                 int updated = 0;
12811                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12812                 {
12813                         if (update[j])
12814                         {
12815                                 updated++;
12816                                 R_BuildLightMap(ent, surfaces + j);
12817                         }
12818                 }
12819         }
12820         if (update)
12821                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12822                         if (update[j])
12823                                 R_BuildLightMap(ent, surfaces + j);
12824         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12825         GL_AlphaTest(false);
12826
12827         // add to stats if desired
12828         if (r_speeds.integer && !skysurfaces && !depthonly)
12829         {
12830                 r_refdef.stats.entities_surfaces += numsurfacelist;
12831                 for (j = 0;j < numsurfacelist;j++)
12832                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12833         }
12834
12835         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12836 }
12837
12838 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12839 {
12840         static texture_t texture;
12841         static msurface_t surface;
12842         const msurface_t *surfacelist = &surface;
12843
12844         // fake enough texture and surface state to render this geometry
12845
12846         texture.update_lastrenderframe = -1; // regenerate this texture
12847         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12848         texture.currentskinframe = skinframe;
12849         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12850         texture.offsetmapping = OFFSETMAPPING_OFF;
12851         texture.offsetscale = 1;
12852         texture.specularscalemod = 1;
12853         texture.specularpowermod = 1;
12854
12855         surface.texture = &texture;
12856         surface.num_triangles = numtriangles;
12857         surface.num_firsttriangle = firsttriangle;
12858         surface.num_vertices = numvertices;
12859         surface.num_firstvertex = firstvertex;
12860
12861         // now render it
12862         rsurface.texture = R_GetCurrentTexture(surface.texture);
12863         rsurface.uselightmaptexture = false;
12864         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12865 }
12866
12867 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)
12868 {
12869         static msurface_t surface;
12870         const msurface_t *surfacelist = &surface;
12871
12872         // fake enough texture and surface state to render this geometry
12873
12874         surface.texture = texture;
12875         surface.num_triangles = numtriangles;
12876         surface.num_firsttriangle = firsttriangle;
12877         surface.num_vertices = numvertices;
12878         surface.num_firstvertex = firstvertex;
12879
12880         // now render it
12881         rsurface.texture = R_GetCurrentTexture(surface.texture);
12882         rsurface.uselightmaptexture = false;
12883         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12884 }