]> git.xonotic.org Git - xonotic/darkplaces.git/blob - gl_rmain.c
DDS picmip support (similar to JPEG one)
[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_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
80 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
81 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
82 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
83 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)"};
84 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)"};
85 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
86 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
87 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
88 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
89 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
90 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
91 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
92 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."};
93 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
94 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
95 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
96 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."};
97 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
98 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
99 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
100 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
101 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"};
102 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"};
103 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
104 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
105 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
106 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
107 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"};
108
109 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
110 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
111 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
112 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
113 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
114 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
115 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
116 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
117
118 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)"};
119 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"};
120
121 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
125 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
126
127 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
128 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
129 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
130
131 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)"};
132 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
133 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
134 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
135 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
136 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)"};
137 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)"};
138 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)"};
139 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)"};
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, -1, 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, -1, 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, -1, 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, -1, 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, -1, 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, -1, 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, -1, 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, -1, 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, NULL);
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, -1, 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 vec4 UserVec2;\n"
681 "// uniform vec4 UserVec3;\n"
682 "// uniform vec4 UserVec4;\n"
683 "// uniform float ClientTime;\n"
684 "uniform vec2 PixelSize;\n"
685 "void main(void)\n"
686 "{\n"
687 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
688 "#ifdef USEBLOOM\n"
689 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
690 "#endif\n"
691 "#ifdef USEVIEWTINT\n"
692 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
693 "#endif\n"
694 "\n"
695 "#ifdef USEPOSTPROCESSING\n"
696 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
697 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
698 "       float sobel = 1.0;\n"
699 "       // vec2 ts = textureSize(Texture_First, 0);\n"
700 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
701 "       vec2 px = PixelSize;\n"
702 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
703 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
704 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
705 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
706 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
707 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
708 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
709 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
710 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
711 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
712 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
713 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
714 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
715 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
716 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
717 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
718 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
719 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
720 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
721 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
722 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
723 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
724 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
725 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
726 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
727 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
728 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
729 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
730 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
731 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
732 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
733 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
734 "#endif\n"
735 "\n"
736 "#ifdef USESATURATION\n"
737 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
738 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
739 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
740 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
741 "#endif\n"
742 "\n"
743 "#ifdef USEGAMMARAMPS\n"
744 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
745 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
746 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
747 "#endif\n"
748 "}\n"
749 "#endif\n"
750 "#else // !MODE_POSTPROCESS\n"
751 "\n"
752 "\n"
753 "\n"
754 "\n"
755 "#ifdef MODE_GENERIC\n"
756 "#ifdef USEDIFFUSE\n"
757 "varying vec2 TexCoord1;\n"
758 "#endif\n"
759 "#ifdef USESPECULAR\n"
760 "varying vec2 TexCoord2;\n"
761 "#endif\n"
762 "#ifdef VERTEX_SHADER\n"
763 "void main(void)\n"
764 "{\n"
765 "       gl_FrontColor = gl_Color;\n"
766 "#ifdef USEDIFFUSE\n"
767 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
768 "#endif\n"
769 "#ifdef USESPECULAR\n"
770 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
771 "#endif\n"
772 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
773 "}\n"
774 "#endif\n"
775 "\n"
776 "#ifdef FRAGMENT_SHADER\n"
777 "#ifdef USEDIFFUSE\n"
778 "uniform sampler2D Texture_First;\n"
779 "#endif\n"
780 "#ifdef USESPECULAR\n"
781 "uniform sampler2D Texture_Second;\n"
782 "#endif\n"
783 "\n"
784 "void main(void)\n"
785 "{\n"
786 "       gl_FragColor = gl_Color;\n"
787 "#ifdef USEDIFFUSE\n"
788 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
789 "#endif\n"
790 "\n"
791 "#ifdef USESPECULAR\n"
792 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
793 "# ifdef USECOLORMAPPING\n"
794 "       gl_FragColor *= tex2;\n"
795 "# endif\n"
796 "# ifdef USEGLOW\n"
797 "       gl_FragColor += tex2;\n"
798 "# endif\n"
799 "# ifdef USEVERTEXTEXTUREBLEND\n"
800 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
801 "# endif\n"
802 "#endif\n"
803 "}\n"
804 "#endif\n"
805 "#else // !MODE_GENERIC\n"
806 "\n"
807 "\n"
808 "\n"
809 "\n"
810 "#ifdef MODE_BLOOMBLUR\n"
811 "varying TexCoord;\n"
812 "#ifdef VERTEX_SHADER\n"
813 "void main(void)\n"
814 "{\n"
815 "       gl_FrontColor = gl_Color;\n"
816 "       TexCoord = gl_MultiTexCoord0.xy;\n"
817 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
818 "}\n"
819 "#endif\n"
820 "\n"
821 "#ifdef FRAGMENT_SHADER\n"
822 "uniform sampler2D Texture_First;\n"
823 "uniform vec4 BloomBlur_Parameters;\n"
824 "\n"
825 "void main(void)\n"
826 "{\n"
827 "       int i;\n"
828 "       vec2 tc = TexCoord;\n"
829 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
830 "       tc += BloomBlur_Parameters.xy;\n"
831 "       for (i = 1;i < SAMPLES;i++)\n"
832 "       {\n"
833 "               color += texture2D(Texture_First, tc).rgb;\n"
834 "               tc += BloomBlur_Parameters.xy;\n"
835 "       }\n"
836 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
837 "}\n"
838 "#endif\n"
839 "#else // !MODE_BLOOMBLUR\n"
840 "#ifdef MODE_REFRACTION\n"
841 "varying vec2 TexCoord;\n"
842 "varying vec4 ModelViewProjectionPosition;\n"
843 "uniform mat4 TexMatrix;\n"
844 "#ifdef VERTEX_SHADER\n"
845 "\n"
846 "void main(void)\n"
847 "{\n"
848 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
849 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
850 "       ModelViewProjectionPosition = gl_Position;\n"
851 "}\n"
852 "#endif\n"
853 "\n"
854 "#ifdef FRAGMENT_SHADER\n"
855 "uniform sampler2D Texture_Normal;\n"
856 "uniform sampler2D Texture_Refraction;\n"
857 "uniform sampler2D Texture_Reflection;\n"
858 "\n"
859 "uniform vec4 DistortScaleRefractReflect;\n"
860 "uniform vec4 ScreenScaleRefractReflect;\n"
861 "uniform vec4 ScreenCenterRefractReflect;\n"
862 "uniform vec4 RefractColor;\n"
863 "uniform vec4 ReflectColor;\n"
864 "uniform float ReflectFactor;\n"
865 "uniform float ReflectOffset;\n"
866 "\n"
867 "void main(void)\n"
868 "{\n"
869 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
870 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
871 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
872 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
873 "       // FIXME temporary hack to detect the case that the reflection\n"
874 "       // gets blackened at edges due to leaving the area that contains actual\n"
875 "       // content.\n"
876 "       // Remove this 'ack once we have a better way to stop this thing from\n"
877 "       // 'appening.\n"
878 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
879 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
880 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
881 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
882 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
883 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
884 "}\n"
885 "#endif\n"
886 "#else // !MODE_REFRACTION\n"
887 "\n"
888 "\n"
889 "\n"
890 "\n"
891 "#ifdef MODE_WATER\n"
892 "varying vec2 TexCoord;\n"
893 "varying vec3 EyeVector;\n"
894 "varying vec4 ModelViewProjectionPosition;\n"
895 "#ifdef VERTEX_SHADER\n"
896 "uniform vec3 EyePosition;\n"
897 "uniform mat4 TexMatrix;\n"
898 "\n"
899 "void main(void)\n"
900 "{\n"
901 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
902 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
903 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
904 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
905 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
906 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
907 "       ModelViewProjectionPosition = gl_Position;\n"
908 "}\n"
909 "#endif\n"
910 "\n"
911 "#ifdef FRAGMENT_SHADER\n"
912 "uniform sampler2D Texture_Normal;\n"
913 "uniform sampler2D Texture_Refraction;\n"
914 "uniform sampler2D Texture_Reflection;\n"
915 "\n"
916 "uniform vec4 DistortScaleRefractReflect;\n"
917 "uniform vec4 ScreenScaleRefractReflect;\n"
918 "uniform vec4 ScreenCenterRefractReflect;\n"
919 "uniform vec4 RefractColor;\n"
920 "uniform vec4 ReflectColor;\n"
921 "uniform float ReflectFactor;\n"
922 "uniform float ReflectOffset;\n"
923 "\n"
924 "void main(void)\n"
925 "{\n"
926 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
927 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
928 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
929 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
930 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
931 "       // FIXME temporary hack to detect the case that the reflection\n"
932 "       // gets blackened at edges due to leaving the area that contains actual\n"
933 "       // content.\n"
934 "       // Remove this 'ack once we have a better way to stop this thing from\n"
935 "       // 'appening.\n"
936 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
937 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
938 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
939 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
940 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
941 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
942 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
943 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
944 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
945 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
946 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
947 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
948 "}\n"
949 "#endif\n"
950 "#else // !MODE_WATER\n"
951 "\n"
952 "\n"
953 "\n"
954 "\n"
955 "// common definitions between vertex shader and fragment shader:\n"
956 "\n"
957 "varying vec2 TexCoord;\n"
958 "#ifdef USEVERTEXTEXTUREBLEND\n"
959 "varying vec2 TexCoord2;\n"
960 "#endif\n"
961 "#ifdef USELIGHTMAP\n"
962 "varying vec2 TexCoordLightmap;\n"
963 "#endif\n"
964 "\n"
965 "#ifdef MODE_LIGHTSOURCE\n"
966 "varying vec3 CubeVector;\n"
967 "#endif\n"
968 "\n"
969 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
970 "varying vec3 LightVector;\n"
971 "#endif\n"
972 "\n"
973 "#ifdef USEEYEVECTOR\n"
974 "varying vec3 EyeVector;\n"
975 "#endif\n"
976 "#ifdef USEFOG\n"
977 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
978 "#endif\n"
979 "\n"
980 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
981 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
982 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
983 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
984 "#endif\n"
985 "\n"
986 "#ifdef USEREFLECTION\n"
987 "varying vec4 ModelViewProjectionPosition;\n"
988 "#endif\n"
989 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
990 "uniform vec3 LightPosition;\n"
991 "varying vec4 ModelViewPosition;\n"
992 "#endif\n"
993 "\n"
994 "#ifdef MODE_LIGHTSOURCE\n"
995 "uniform vec3 LightPosition;\n"
996 "#endif\n"
997 "uniform vec3 EyePosition;\n"
998 "#ifdef MODE_LIGHTDIRECTION\n"
999 "uniform vec3 LightDir;\n"
1000 "#endif\n"
1001 "uniform vec4 FogPlane;\n"
1002 "\n"
1003 "#ifdef USESHADOWMAPORTHO\n"
1004 "varying vec3 ShadowMapTC;\n"
1005 "#endif\n"
1006 "\n"
1007 "\n"
1008 "\n"
1009 "\n"
1010 "\n"
1011 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
1012 "\n"
1013 "// fragment shader specific:\n"
1014 "#ifdef FRAGMENT_SHADER\n"
1015 "\n"
1016 "uniform sampler2D Texture_Normal;\n"
1017 "uniform sampler2D Texture_Color;\n"
1018 "uniform sampler2D Texture_Gloss;\n"
1019 "#ifdef USEGLOW\n"
1020 "uniform sampler2D Texture_Glow;\n"
1021 "#endif\n"
1022 "#ifdef USEVERTEXTEXTUREBLEND\n"
1023 "uniform sampler2D Texture_SecondaryNormal;\n"
1024 "uniform sampler2D Texture_SecondaryColor;\n"
1025 "uniform sampler2D Texture_SecondaryGloss;\n"
1026 "#ifdef USEGLOW\n"
1027 "uniform sampler2D Texture_SecondaryGlow;\n"
1028 "#endif\n"
1029 "#endif\n"
1030 "#ifdef USECOLORMAPPING\n"
1031 "uniform sampler2D Texture_Pants;\n"
1032 "uniform sampler2D Texture_Shirt;\n"
1033 "#endif\n"
1034 "#ifdef USEFOG\n"
1035 "#ifdef USEFOGHEIGHTTEXTURE\n"
1036 "uniform sampler2D Texture_FogHeightTexture;\n"
1037 "#endif\n"
1038 "uniform sampler2D Texture_FogMask;\n"
1039 "#endif\n"
1040 "#ifdef USELIGHTMAP\n"
1041 "uniform sampler2D Texture_Lightmap;\n"
1042 "#endif\n"
1043 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1044 "uniform sampler2D Texture_Deluxemap;\n"
1045 "#endif\n"
1046 "#ifdef USEREFLECTION\n"
1047 "uniform sampler2D Texture_Reflection;\n"
1048 "#endif\n"
1049 "\n"
1050 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1051 "uniform sampler2D Texture_ScreenDepth;\n"
1052 "uniform sampler2D Texture_ScreenNormalMap;\n"
1053 "#endif\n"
1054 "#ifdef USEDEFERREDLIGHTMAP\n"
1055 "uniform sampler2D Texture_ScreenDiffuse;\n"
1056 "uniform sampler2D Texture_ScreenSpecular;\n"
1057 "#endif\n"
1058 "\n"
1059 "uniform myhalf3 Color_Pants;\n"
1060 "uniform myhalf3 Color_Shirt;\n"
1061 "uniform myhalf3 FogColor;\n"
1062 "\n"
1063 "#ifdef USEFOG\n"
1064 "uniform float FogRangeRecip;\n"
1065 "uniform float FogPlaneViewDist;\n"
1066 "uniform float FogHeightFade;\n"
1067 "vec3 FogVertex(vec3 surfacecolor)\n"
1068 "{\n"
1069 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1070 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1071 "       float fogfrac;\n"
1072 "#ifdef USEFOGHEIGHTTEXTURE\n"
1073 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1074 "       fogfrac = fogheightpixel.a;\n"
1075 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1076 "#else\n"
1077 "# ifdef USEFOGOUTSIDE\n"
1078 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1079 "# else\n"
1080 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1081 "# endif\n"
1082 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1083 "#endif\n"
1084 "}\n"
1085 "#endif\n"
1086 "\n"
1087 "#ifdef USEOFFSETMAPPING\n"
1088 "uniform float OffsetMapping_Scale;\n"
1089 "vec2 OffsetMapping(vec2 TexCoord)\n"
1090 "{\n"
1091 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1092 "       // 14 sample relief mapping: linear search and then binary search\n"
1093 "       // this basically steps forward a small amount repeatedly until it finds\n"
1094 "       // itself inside solid, then jitters forward and back using decreasing\n"
1095 "       // amounts to find the impact\n"
1096 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1097 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1098 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1099 "       vec3 RT = vec3(TexCoord, 1);\n"
1100 "       OffsetVector *= 0.1;\n"
1101 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1102 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1103 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1110 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1111 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1112 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1113 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1114 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1115 "       return RT.xy;\n"
1116 "#else\n"
1117 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1118 "       // this basically moves forward the full distance, and then backs up based\n"
1119 "       // on height of samples\n"
1120 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1121 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1122 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1123 "       TexCoord += OffsetVector;\n"
1124 "       OffsetVector *= 0.333;\n"
1125 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1126 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1128 "       return TexCoord;\n"
1129 "#endif\n"
1130 "}\n"
1131 "#endif // USEOFFSETMAPPING\n"
1132 "\n"
1133 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1134 "uniform sampler2D Texture_Attenuation;\n"
1135 "uniform samplerCube Texture_Cube;\n"
1136 "#endif\n"
1137 "\n"
1138 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1139 "\n"
1140 "#ifdef USESHADOWMAPRECT\n"
1141 "# ifdef USESHADOWSAMPLER\n"
1142 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1143 "# else\n"
1144 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1145 "# endif\n"
1146 "#endif\n"
1147 "\n"
1148 "#ifdef USESHADOWMAP2D\n"
1149 "# ifdef USESHADOWSAMPLER\n"
1150 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1151 "# else\n"
1152 "uniform sampler2D Texture_ShadowMap2D;\n"
1153 "# endif\n"
1154 "#endif\n"
1155 "\n"
1156 "#ifdef USESHADOWMAPVSDCT\n"
1157 "uniform samplerCube Texture_CubeProjection;\n"
1158 "#endif\n"
1159 "\n"
1160 "#ifdef USESHADOWMAPCUBE\n"
1161 "# ifdef USESHADOWSAMPLER\n"
1162 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1163 "# else\n"
1164 "uniform samplerCube Texture_ShadowMapCube;\n"
1165 "# endif\n"
1166 "#endif\n"
1167 "\n"
1168 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1169 "uniform vec2 ShadowMap_TextureScale;\n"
1170 "uniform vec4 ShadowMap_Parameters;\n"
1171 "#endif\n"
1172 "\n"
1173 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1174 "# ifdef USESHADOWMAPORTHO\n"
1175 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1176 "# else\n"
1177 "#  ifdef USESHADOWMAPVSDCT\n"
1178 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1179 "{\n"
1180 "       vec3 adir = abs(dir);\n"
1181 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1182 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1183 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1184 "}\n"
1185 "#  else\n"
1186 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1187 "{\n"
1188 "       vec3 adir = abs(dir);\n"
1189 "       float ma = adir.z;\n"
1190 "       vec4 proj = vec4(dir, 2.5);\n"
1191 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1192 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1193 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1194 "       return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1195 "}\n"
1196 "#  endif\n"
1197 "# endif\n"
1198 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1199 "\n"
1200 "#ifdef USESHADOWMAPCUBE\n"
1201 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1202 "{\n"
1203 "       vec3 adir = abs(dir);\n"
1204 "       return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1205 "}\n"
1206 "#endif\n"
1207 "\n"
1208 "# ifdef USESHADOWMAPRECT\n"
1209 "float ShadowMapCompare(vec3 dir)\n"
1210 "{\n"
1211 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1212 "       float f;\n"
1213 "#  ifdef USESHADOWSAMPLER\n"
1214 "\n"
1215 "#    ifdef USESHADOWMAPPCF\n"
1216 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1217 "       f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1218 "#    else\n"
1219 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1220 "#    endif\n"
1221 "\n"
1222 "#  else\n"
1223 "\n"
1224 "#    ifdef USESHADOWMAPPCF\n"
1225 "#      if USESHADOWMAPPCF > 1\n"
1226 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1227 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1228 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1229 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1230 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1231 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1232 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1233 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1234 "#      else\n"
1235 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1236 "       vec2 offset = fract(shadowmaptc.xy);\n"
1237 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1238 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1239 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1240 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1241 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1242 "#      endif\n"
1243 "#    else\n"
1244 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1245 "#    endif\n"
1246 "\n"
1247 "#  endif\n"
1248 "#  ifdef USESHADOWMAPORTHO\n"
1249 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1250 "#  else\n"
1251 "       return f;\n"
1252 "#  endif\n"
1253 "}\n"
1254 "# endif\n"
1255 "\n"
1256 "# ifdef USESHADOWMAP2D\n"
1257 "float ShadowMapCompare(vec3 dir)\n"
1258 "{\n"
1259 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1260 "       float f;\n"
1261 "\n"
1262 "#  ifdef USESHADOWSAMPLER\n"
1263 "#    ifdef USESHADOWMAPPCF\n"
1264 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1265 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1266 "       f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1267 "#    else\n"
1268 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1269 "#    endif\n"
1270 "#  else\n"
1271 "#    ifdef USESHADOWMAPPCF\n"
1272 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1273 "#      ifdef GL_ARB_texture_gather\n"
1274 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1275 "#      else\n"
1276 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1277 "#      endif\n"
1278 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1279 "#      if USESHADOWMAPPCF > 1\n"
1280 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1281 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1282 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1283 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1284 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1285 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1286 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1287 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1288 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1289 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1290 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1291 "       locols.yz += group2.ab;\n"
1292 "       hicols.yz += group8.rg;\n"
1293 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1294 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1295 "                               mix(locols, hicols, offset.y);\n"
1296 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1297 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1298 "       f = dot(cols, vec4(1.0/25.0));\n"
1299 "#      else\n"
1300 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1301 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1302 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1303 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1304 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1305 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1306 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1307 "#      endif\n"
1308 "#     else\n"
1309 "#      ifdef GL_EXT_gpu_shader4\n"
1310 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1311 "#      else\n"
1312 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1313 "#      endif\n"
1314 "#      if USESHADOWMAPPCF > 1\n"
1315 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1316 "       center *= ShadowMap_TextureScale;\n"
1317 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1318 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1319 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1320 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1321 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1322 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1323 "#      else\n"
1324 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1325 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1326 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1327 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1328 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1329 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1330 "#      endif\n"
1331 "#     endif\n"
1332 "#    else\n"
1333 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1334 "#    endif\n"
1335 "#  endif\n"
1336 "#  ifdef USESHADOWMAPORTHO\n"
1337 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1338 "#  else\n"
1339 "       return f;\n"
1340 "#  endif\n"
1341 "}\n"
1342 "# endif\n"
1343 "\n"
1344 "# ifdef USESHADOWMAPCUBE\n"
1345 "float ShadowMapCompare(vec3 dir)\n"
1346 "{\n"
1347 "       // apply depth texture cubemap as light filter\n"
1348 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1349 "       float f;\n"
1350 "#  ifdef USESHADOWSAMPLER\n"
1351 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1352 "#  else\n"
1353 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1354 "#  endif\n"
1355 "       return f;\n"
1356 "}\n"
1357 "# endif\n"
1358 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1359 "#endif // FRAGMENT_SHADER\n"
1360 "\n"
1361 "\n"
1362 "\n"
1363 "\n"
1364 "#ifdef MODE_DEFERREDGEOMETRY\n"
1365 "#ifdef VERTEX_SHADER\n"
1366 "uniform mat4 TexMatrix;\n"
1367 "#ifdef USEVERTEXTEXTUREBLEND\n"
1368 "uniform mat4 BackgroundTexMatrix;\n"
1369 "#endif\n"
1370 "uniform mat4 ModelViewMatrix;\n"
1371 "void main(void)\n"
1372 "{\n"
1373 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1374 "#ifdef USEVERTEXTEXTUREBLEND\n"
1375 "       gl_FrontColor = gl_Color;\n"
1376 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1377 "#endif\n"
1378 "\n"
1379 "       // transform unnormalized eye direction into tangent space\n"
1380 "#ifdef USEOFFSETMAPPING\n"
1381 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1382 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1383 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1384 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1385 "#endif\n"
1386 "\n"
1387 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1388 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1389 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1390 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1391 "}\n"
1392 "#endif // VERTEX_SHADER\n"
1393 "\n"
1394 "#ifdef FRAGMENT_SHADER\n"
1395 "void main(void)\n"
1396 "{\n"
1397 "#ifdef USEOFFSETMAPPING\n"
1398 "       // apply offsetmapping\n"
1399 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1400 "#define TexCoord TexCoordOffset\n"
1401 "#endif\n"
1402 "\n"
1403 "#ifdef USEALPHAKILL\n"
1404 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1405 "               discard;\n"
1406 "#endif\n"
1407 "\n"
1408 "#ifdef USEVERTEXTEXTUREBLEND\n"
1409 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1410 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1411 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1412 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1413 "#endif\n"
1414 "\n"
1415 "#ifdef USEVERTEXTEXTUREBLEND\n"
1416 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1417 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1418 "#else\n"
1419 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1420 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1421 "#endif\n"
1422 "\n"
1423 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1424 "}\n"
1425 "#endif // FRAGMENT_SHADER\n"
1426 "#else // !MODE_DEFERREDGEOMETRY\n"
1427 "\n"
1428 "\n"
1429 "\n"
1430 "\n"
1431 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1432 "#ifdef VERTEX_SHADER\n"
1433 "uniform mat4 ModelViewMatrix;\n"
1434 "void main(void)\n"
1435 "{\n"
1436 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1437 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1438 "}\n"
1439 "#endif // VERTEX_SHADER\n"
1440 "\n"
1441 "#ifdef FRAGMENT_SHADER\n"
1442 "uniform mat4 ViewToLight;\n"
1443 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1444 "uniform vec2 ScreenToDepth;\n"
1445 "uniform myhalf3 DeferredColor_Ambient;\n"
1446 "uniform myhalf3 DeferredColor_Diffuse;\n"
1447 "#ifdef USESPECULAR\n"
1448 "uniform myhalf3 DeferredColor_Specular;\n"
1449 "uniform myhalf SpecularPower;\n"
1450 "#endif\n"
1451 "uniform myhalf2 PixelToScreenTexCoord;\n"
1452 "void main(void)\n"
1453 "{\n"
1454 "       // calculate viewspace pixel position\n"
1455 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1456 "       vec3 position;\n"
1457 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1458 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1459 "       // decode viewspace pixel normal\n"
1460 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1461 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1462 "       // surfacenormal = pixel normal in viewspace\n"
1463 "       // LightVector = pixel to light in viewspace\n"
1464 "       // CubeVector = position in lightspace\n"
1465 "       // eyevector = pixel to view in viewspace\n"
1466 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1467 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1468 "#ifdef USEDIFFUSE\n"
1469 "       // calculate diffuse shading\n"
1470 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1471 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1472 "#endif\n"
1473 "#ifdef USESPECULAR\n"
1474 "       // calculate directional shading\n"
1475 "       vec3 eyevector = position * -1.0;\n"
1476 "#  ifdef USEEXACTSPECULARMATH\n"
1477 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1478 "#  else\n"
1479 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1480 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1481 "#  endif\n"
1482 "#endif\n"
1483 "\n"
1484 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1485 "       fade *= ShadowMapCompare(CubeVector);\n"
1486 "#endif\n"
1487 "\n"
1488 "#ifdef USEDIFFUSE\n"
1489 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1490 "#else\n"
1491 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1492 "#endif\n"
1493 "#ifdef USESPECULAR\n"
1494 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1495 "#else\n"
1496 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1497 "#endif\n"
1498 "\n"
1499 "# ifdef USECUBEFILTER\n"
1500 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1501 "       gl_FragData[0].rgb *= cubecolor;\n"
1502 "       gl_FragData[1].rgb *= cubecolor;\n"
1503 "# endif\n"
1504 "}\n"
1505 "#endif // FRAGMENT_SHADER\n"
1506 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1507 "\n"
1508 "\n"
1509 "\n"
1510 "\n"
1511 "#ifdef VERTEX_SHADER\n"
1512 "uniform mat4 TexMatrix;\n"
1513 "#ifdef USEVERTEXTEXTUREBLEND\n"
1514 "uniform mat4 BackgroundTexMatrix;\n"
1515 "#endif\n"
1516 "#ifdef MODE_LIGHTSOURCE\n"
1517 "uniform mat4 ModelToLight;\n"
1518 "#endif\n"
1519 "#ifdef USESHADOWMAPORTHO\n"
1520 "uniform mat4 ShadowMapMatrix;\n"
1521 "#endif\n"
1522 "void main(void)\n"
1523 "{\n"
1524 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1525 "       gl_FrontColor = gl_Color;\n"
1526 "#endif\n"
1527 "       // copy the surface texcoord\n"
1528 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1529 "#ifdef USEVERTEXTEXTUREBLEND\n"
1530 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1531 "#endif\n"
1532 "#ifdef USELIGHTMAP\n"
1533 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1534 "#endif\n"
1535 "\n"
1536 "#ifdef MODE_LIGHTSOURCE\n"
1537 "       // transform vertex position into light attenuation/cubemap space\n"
1538 "       // (-1 to +1 across the light box)\n"
1539 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1540 "\n"
1541 "# ifdef USEDIFFUSE\n"
1542 "       // transform unnormalized light direction into tangent space\n"
1543 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1544 "       //  normalize it per pixel)\n"
1545 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1546 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1547 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1548 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1549 "# endif\n"
1550 "#endif\n"
1551 "\n"
1552 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1553 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1554 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1555 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1556 "#endif\n"
1557 "\n"
1558 "       // transform unnormalized eye direction into tangent space\n"
1559 "#ifdef USEEYEVECTOR\n"
1560 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1561 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1562 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1563 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1564 "#endif\n"
1565 "\n"
1566 "#ifdef USEFOG\n"
1567 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1568 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1569 "#endif\n"
1570 "\n"
1571 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1572 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1573 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1574 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1575 "#endif\n"
1576 "\n"
1577 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1578 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1579 "\n"
1580 "#ifdef USESHADOWMAPORTHO\n"
1581 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1582 "#endif\n"
1583 "\n"
1584 "#ifdef USEREFLECTION\n"
1585 "       ModelViewProjectionPosition = gl_Position;\n"
1586 "#endif\n"
1587 "}\n"
1588 "#endif // VERTEX_SHADER\n"
1589 "\n"
1590 "\n"
1591 "\n"
1592 "\n"
1593 "#ifdef FRAGMENT_SHADER\n"
1594 "#ifdef USEDEFERREDLIGHTMAP\n"
1595 "uniform myhalf2 PixelToScreenTexCoord;\n"
1596 "uniform myhalf3 DeferredMod_Diffuse;\n"
1597 "uniform myhalf3 DeferredMod_Specular;\n"
1598 "#endif\n"
1599 "uniform myhalf3 Color_Ambient;\n"
1600 "uniform myhalf3 Color_Diffuse;\n"
1601 "uniform myhalf3 Color_Specular;\n"
1602 "uniform myhalf SpecularPower;\n"
1603 "#ifdef USEGLOW\n"
1604 "uniform myhalf3 Color_Glow;\n"
1605 "#endif\n"
1606 "uniform myhalf Alpha;\n"
1607 "#ifdef USEREFLECTION\n"
1608 "uniform vec4 DistortScaleRefractReflect;\n"
1609 "uniform vec4 ScreenScaleRefractReflect;\n"
1610 "uniform vec4 ScreenCenterRefractReflect;\n"
1611 "uniform myhalf4 ReflectColor;\n"
1612 "#endif\n"
1613 "#ifdef USEREFLECTCUBE\n"
1614 "uniform mat4 ModelToReflectCube;\n"
1615 "uniform sampler2D Texture_ReflectMask;\n"
1616 "uniform samplerCube Texture_ReflectCube;\n"
1617 "#endif\n"
1618 "#ifdef MODE_LIGHTDIRECTION\n"
1619 "uniform myhalf3 LightColor;\n"
1620 "#endif\n"
1621 "#ifdef MODE_LIGHTSOURCE\n"
1622 "uniform myhalf3 LightColor;\n"
1623 "#endif\n"
1624 "void main(void)\n"
1625 "{\n"
1626 "#ifdef USEOFFSETMAPPING\n"
1627 "       // apply offsetmapping\n"
1628 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1629 "#define TexCoord TexCoordOffset\n"
1630 "#endif\n"
1631 "\n"
1632 "       // combine the diffuse textures (base, pants, shirt)\n"
1633 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1634 "#ifdef USEALPHAKILL\n"
1635 "       if (color.a < 0.5)\n"
1636 "               discard;\n"
1637 "#endif\n"
1638 "       color.a *= Alpha;\n"
1639 "#ifdef USECOLORMAPPING\n"
1640 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1641 "#endif\n"
1642 "#ifdef USEVERTEXTEXTUREBLEND\n"
1643 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1644 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1645 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1646 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1647 "       color.a = 1.0;\n"
1648 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1649 "#endif\n"
1650 "\n"
1651 "       // get the surface normal\n"
1652 "#ifdef USEVERTEXTEXTUREBLEND\n"
1653 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1654 "#else\n"
1655 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1656 "#endif\n"
1657 "\n"
1658 "       // get the material colors\n"
1659 "       myhalf3 diffusetex = color.rgb;\n"
1660 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1661 "# ifdef USEVERTEXTEXTUREBLEND\n"
1662 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1663 "# else\n"
1664 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1665 "# endif\n"
1666 "#endif\n"
1667 "\n"
1668 "#ifdef USEREFLECTCUBE\n"
1669 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1670 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1671 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1672 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1673 "#endif\n"
1674 "\n"
1675 "\n"
1676 "\n"
1677 "\n"
1678 "#ifdef MODE_LIGHTSOURCE\n"
1679 "       // light source\n"
1680 "#ifdef USEDIFFUSE\n"
1681 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1682 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1683 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1684 "#ifdef USESPECULAR\n"
1685 "#ifdef USEEXACTSPECULARMATH\n"
1686 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1687 "#else\n"
1688 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1689 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1690 "#endif\n"
1691 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1692 "#endif\n"
1693 "#else\n"
1694 "       color.rgb = diffusetex * Color_Ambient;\n"
1695 "#endif\n"
1696 "       color.rgb *= LightColor;\n"
1697 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1698 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1699 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1700 "#endif\n"
1701 "# ifdef USECUBEFILTER\n"
1702 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1703 "# endif\n"
1704 "#endif // MODE_LIGHTSOURCE\n"
1705 "\n"
1706 "\n"
1707 "\n"
1708 "\n"
1709 "#ifdef MODE_LIGHTDIRECTION\n"
1710 "#define SHADING\n"
1711 "#ifdef USEDIFFUSE\n"
1712 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1713 "#endif\n"
1714 "#define lightcolor LightColor\n"
1715 "#endif // MODE_LIGHTDIRECTION\n"
1716 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1717 "#define SHADING\n"
1718 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1719 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1720 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1721 "       // convert modelspace light vector to tangentspace\n"
1722 "       myhalf3 lightnormal;\n"
1723 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1724 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1725 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1726 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1727 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1728 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1729 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1730 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1731 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1732 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1733 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1734 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1735 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1736 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1737 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1738 "#define SHADING\n"
1739 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1740 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1741 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1742 "#endif\n"
1743 "\n"
1744 "\n"
1745 "\n"
1746 "\n"
1747 "#ifdef MODE_LIGHTMAP\n"
1748 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1749 "#endif // MODE_LIGHTMAP\n"
1750 "#ifdef MODE_VERTEXCOLOR\n"
1751 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1752 "#endif // MODE_VERTEXCOLOR\n"
1753 "#ifdef MODE_FLATCOLOR\n"
1754 "       color.rgb = diffusetex * Color_Ambient;\n"
1755 "#endif // MODE_FLATCOLOR\n"
1756 "\n"
1757 "\n"
1758 "\n"
1759 "\n"
1760 "#ifdef SHADING\n"
1761 "# ifdef USEDIFFUSE\n"
1762 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1763 "#  ifdef USESPECULAR\n"
1764 "#   ifdef USEEXACTSPECULARMATH\n"
1765 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1766 "#   else\n"
1767 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1768 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1769 "#   endif\n"
1770 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1771 "#  else\n"
1772 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1773 "#  endif\n"
1774 "# else\n"
1775 "       color.rgb = diffusetex * Color_Ambient;\n"
1776 "# endif\n"
1777 "#endif\n"
1778 "\n"
1779 "#ifdef USESHADOWMAPORTHO\n"
1780 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1781 "#endif\n"
1782 "\n"
1783 "#ifdef USEDEFERREDLIGHTMAP\n"
1784 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1785 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1786 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1787 "#endif\n"
1788 "\n"
1789 "#ifdef USEGLOW\n"
1790 "#ifdef USEVERTEXTEXTUREBLEND\n"
1791 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1792 "#else\n"
1793 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1794 "#endif\n"
1795 "#endif\n"
1796 "\n"
1797 "#ifdef USEFOG\n"
1798 "       color.rgb = FogVertex(color.rgb);\n"
1799 "#endif\n"
1800 "\n"
1801 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1802 "#ifdef USEREFLECTION\n"
1803 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1804 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1805 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1806 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1807 "       // FIXME temporary hack to detect the case that the reflection\n"
1808 "       // gets blackened at edges due to leaving the area that contains actual\n"
1809 "       // content.\n"
1810 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1811 "       // 'appening.\n"
1812 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1813 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1814 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1815 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1816 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1817 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1818 "#endif\n"
1819 "\n"
1820 "       gl_FragColor = vec4(color);\n"
1821 "}\n"
1822 "#endif // FRAGMENT_SHADER\n"
1823 "\n"
1824 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1825 "#endif // !MODE_DEFERREDGEOMETRY\n"
1826 "#endif // !MODE_WATER\n"
1827 "#endif // !MODE_REFRACTION\n"
1828 "#endif // !MODE_BLOOMBLUR\n"
1829 "#endif // !MODE_GENERIC\n"
1830 "#endif // !MODE_POSTPROCESS\n"
1831 "#endif // !MODE_SHOWDEPTH\n"
1832 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1833 ;
1834
1835 /*
1836 =========================================================================================================================================================
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1838
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1842
1843
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1846
1847
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1850
1851
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1854
1855
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1861 */
1862
1863 const char *builtincgshaderstring =
1864 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1865 "// written by Forest 'LordHavoc' Hale\n"
1866 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1867 "\n"
1868 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1869 "#if defined(USEREFLECTION)\n"
1870 "#undef USESHADOWMAPORTHO\n"
1871 "#endif\n"
1872 "\n"
1873 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1874 "# define USEFOG\n"
1875 "#endif\n"
1876 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1877 "#define USELIGHTMAP\n"
1878 "#endif\n"
1879 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1880 "#define USEEYEVECTOR\n"
1881 "#endif\n"
1882 "\n"
1883 "#ifdef FRAGMENT_SHADER\n"
1884 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1885 "#endif\n"
1886 "\n"
1887 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1888 "#ifdef VERTEX_SHADER\n"
1889 "void main\n"
1890 "(\n"
1891 "float4 gl_Vertex : POSITION,\n"
1892 "uniform float4x4 ModelViewProjectionMatrix,\n"
1893 "out float4 gl_Position : POSITION\n"
1894 ")\n"
1895 "{\n"
1896 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1897 "}\n"
1898 "#endif\n"
1899 "#else // !MODE_DEPTH_ORSHADOW\n"
1900 "\n"
1901 "\n"
1902 "\n"
1903 "\n"
1904 "#ifdef MODE_SHOWDEPTH\n"
1905 "#ifdef VERTEX_SHADER\n"
1906 "void main\n"
1907 "(\n"
1908 "float4 gl_Vertex : POSITION,\n"
1909 "uniform float4x4 ModelViewProjectionMatrix,\n"
1910 "out float4 gl_Position : POSITION,\n"
1911 "out float4 gl_FrontColor : COLOR0\n"
1912 ")\n"
1913 "{\n"
1914 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1915 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1916 "}\n"
1917 "#endif\n"
1918 "\n"
1919 "#ifdef FRAGMENT_SHADER\n"
1920 "void main\n"
1921 "(\n"
1922 "float4 gl_FrontColor : COLOR0,\n"
1923 "out float4 gl_FragColor : COLOR\n"
1924 ")\n"
1925 "{\n"
1926 "       gl_FragColor = gl_FrontColor;\n"
1927 "}\n"
1928 "#endif\n"
1929 "#else // !MODE_SHOWDEPTH\n"
1930 "\n"
1931 "\n"
1932 "\n"
1933 "\n"
1934 "#ifdef MODE_POSTPROCESS\n"
1935 "\n"
1936 "#ifdef VERTEX_SHADER\n"
1937 "void main\n"
1938 "(\n"
1939 "float4 gl_Vertex : POSITION,\n"
1940 "uniform float4x4 ModelViewProjectionMatrix,\n"
1941 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1942 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1943 "out float4 gl_Position : POSITION,\n"
1944 "out float2 TexCoord1 : TEXCOORD0,\n"
1945 "out float2 TexCoord2 : TEXCOORD1\n"
1946 ")\n"
1947 "{\n"
1948 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1949 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1950 "#ifdef USEBLOOM\n"
1951 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1952 "#endif\n"
1953 "}\n"
1954 "#endif\n"
1955 "\n"
1956 "#ifdef FRAGMENT_SHADER\n"
1957 "void main\n"
1958 "(\n"
1959 "float2 TexCoord1 : TEXCOORD0,\n"
1960 "float2 TexCoord2 : TEXCOORD1,\n"
1961 "uniform sampler2D Texture_First,\n"
1962 "#ifdef USEBLOOM\n"
1963 "uniform sampler2D Texture_Second,\n"
1964 "#endif\n"
1965 "#ifdef USEGAMMARAMPS\n"
1966 "uniform sampler2D Texture_GammaRamps,\n"
1967 "#endif\n"
1968 "#ifdef USESATURATION\n"
1969 "uniform float Saturation,\n"
1970 "#endif\n"
1971 "#ifdef USEVIEWTINT\n"
1972 "uniform float4 ViewTintColor,\n"
1973 "#endif\n"
1974 "uniform float4 UserVec1,\n"
1975 "uniform float4 UserVec2,\n"
1976 "uniform float4 UserVec3,\n"
1977 "uniform float4 UserVec4,\n"
1978 "uniform float ClientTime,\n"
1979 "uniform float2 PixelSize,\n"
1980 "out float4 gl_FragColor : COLOR\n"
1981 ")\n"
1982 "{\n"
1983 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1984 "#ifdef USEBLOOM\n"
1985 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1986 "#endif\n"
1987 "#ifdef USEVIEWTINT\n"
1988 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1989 "#endif\n"
1990 "\n"
1991 "#ifdef USEPOSTPROCESSING\n"
1992 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1993 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1994 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1995 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1996 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1997 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1998 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1999 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2000 "#endif\n"
2001 "\n"
2002 "#ifdef USESATURATION\n"
2003 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2004 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2005 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2006 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2007 "#endif\n"
2008 "\n"
2009 "#ifdef USEGAMMARAMPS\n"
2010 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2011 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2012 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2013 "#endif\n"
2014 "}\n"
2015 "#endif\n"
2016 "#else // !MODE_POSTPROCESS\n"
2017 "\n"
2018 "\n"
2019 "\n"
2020 "\n"
2021 "#ifdef MODE_GENERIC\n"
2022 "#ifdef VERTEX_SHADER\n"
2023 "void main\n"
2024 "(\n"
2025 "float4 gl_Vertex : POSITION,\n"
2026 "uniform float4x4 ModelViewProjectionMatrix,\n"
2027 "float4 gl_Color : COLOR0,\n"
2028 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2029 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2030 "out float4 gl_Position : POSITION,\n"
2031 "out float4 gl_FrontColor : COLOR,\n"
2032 "out float2 TexCoord1 : TEXCOORD0,\n"
2033 "out float2 TexCoord2 : TEXCOORD1\n"
2034 ")\n"
2035 "{\n"
2036 "       gl_FrontColor = gl_Color;\n"
2037 "#ifdef USEDIFFUSE\n"
2038 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2039 "#endif\n"
2040 "#ifdef USESPECULAR\n"
2041 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2042 "#endif\n"
2043 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2044 "}\n"
2045 "#endif\n"
2046 "\n"
2047 "#ifdef FRAGMENT_SHADER\n"
2048 "\n"
2049 "void main\n"
2050 "(\n"
2051 "float4 gl_FrontColor : COLOR,\n"
2052 "float2 TexCoord1 : TEXCOORD0,\n"
2053 "float2 TexCoord2 : TEXCOORD1,\n"
2054 "#ifdef USEDIFFUSE\n"
2055 "uniform sampler2D Texture_First,\n"
2056 "#endif\n"
2057 "#ifdef USESPECULAR\n"
2058 "uniform sampler2D Texture_Second,\n"
2059 "#endif\n"
2060 "out float4 gl_FragColor : COLOR\n"
2061 ")\n"
2062 "{\n"
2063 "       gl_FragColor = gl_FrontColor;\n"
2064 "#ifdef USEDIFFUSE\n"
2065 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2066 "#endif\n"
2067 "\n"
2068 "#ifdef USESPECULAR\n"
2069 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2070 "# ifdef USECOLORMAPPING\n"
2071 "       gl_FragColor *= tex2;\n"
2072 "# endif\n"
2073 "# ifdef USEGLOW\n"
2074 "       gl_FragColor += tex2;\n"
2075 "# endif\n"
2076 "# ifdef USEVERTEXTEXTUREBLEND\n"
2077 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2078 "# endif\n"
2079 "#endif\n"
2080 "}\n"
2081 "#endif\n"
2082 "#else // !MODE_GENERIC\n"
2083 "\n"
2084 "\n"
2085 "\n"
2086 "\n"
2087 "#ifdef MODE_BLOOMBLUR\n"
2088 "#ifdef VERTEX_SHADER\n"
2089 "void main\n"
2090 "(\n"
2091 "float4 gl_Vertex : POSITION,\n"
2092 "uniform float4x4 ModelViewProjectionMatrix,\n"
2093 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2094 "out float4 gl_Position : POSITION,\n"
2095 "out float2 TexCoord : TEXCOORD0\n"
2096 ")\n"
2097 "{\n"
2098 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2099 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2100 "}\n"
2101 "#endif\n"
2102 "\n"
2103 "#ifdef FRAGMENT_SHADER\n"
2104 "\n"
2105 "void main\n"
2106 "(\n"
2107 "float2 TexCoord : TEXCOORD0,\n"
2108 "uniform sampler2D Texture_First,\n"
2109 "uniform float4 BloomBlur_Parameters,\n"
2110 "out float4 gl_FragColor : COLOR\n"
2111 ")\n"
2112 "{\n"
2113 "       int i;\n"
2114 "       float2 tc = TexCoord;\n"
2115 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2116 "       tc += BloomBlur_Parameters.xy;\n"
2117 "       for (i = 1;i < SAMPLES;i++)\n"
2118 "       {\n"
2119 "               color += tex2D(Texture_First, tc).rgb;\n"
2120 "               tc += BloomBlur_Parameters.xy;\n"
2121 "       }\n"
2122 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2123 "}\n"
2124 "#endif\n"
2125 "#else // !MODE_BLOOMBLUR\n"
2126 "#ifdef MODE_REFRACTION\n"
2127 "#ifdef VERTEX_SHADER\n"
2128 "void main\n"
2129 "(\n"
2130 "float4 gl_Vertex : POSITION,\n"
2131 "uniform float4x4 ModelViewProjectionMatrix,\n"
2132 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2133 "uniform float4x4 TexMatrix,\n"
2134 "uniform float3 EyePosition,\n"
2135 "out float4 gl_Position : POSITION,\n"
2136 "out float2 TexCoord : TEXCOORD0,\n"
2137 "out float3 EyeVector : TEXCOORD1,\n"
2138 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2139 ")\n"
2140 "{\n"
2141 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2142 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2143 "       ModelViewProjectionPosition = gl_Position;\n"
2144 "}\n"
2145 "#endif\n"
2146 "\n"
2147 "#ifdef FRAGMENT_SHADER\n"
2148 "void main\n"
2149 "(\n"
2150 "float2 TexCoord : TEXCOORD0,\n"
2151 "float3 EyeVector : TEXCOORD1,\n"
2152 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2153 "uniform sampler2D Texture_Normal,\n"
2154 "uniform sampler2D Texture_Refraction,\n"
2155 "uniform sampler2D Texture_Reflection,\n"
2156 "uniform float4 DistortScaleRefractReflect,\n"
2157 "uniform float4 ScreenScaleRefractReflect,\n"
2158 "uniform float4 ScreenCenterRefractReflect,\n"
2159 "uniform float4 RefractColor,\n"
2160 "out float4 gl_FragColor : COLOR\n"
2161 ")\n"
2162 "{\n"
2163 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2164 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2165 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2166 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2167 "       // FIXME temporary hack to detect the case that the reflection\n"
2168 "       // gets blackened at edges due to leaving the area that contains actual\n"
2169 "       // content.\n"
2170 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2171 "       // 'appening.\n"
2172 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2173 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2174 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2175 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2176 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2177 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2178 "}\n"
2179 "#endif\n"
2180 "#else // !MODE_REFRACTION\n"
2181 "\n"
2182 "\n"
2183 "\n"
2184 "\n"
2185 "#ifdef MODE_WATER\n"
2186 "#ifdef VERTEX_SHADER\n"
2187 "\n"
2188 "void main\n"
2189 "(\n"
2190 "float4 gl_Vertex : POSITION,\n"
2191 "uniform float4x4 ModelViewProjectionMatrix,\n"
2192 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2193 "uniform float4x4 TexMatrix,\n"
2194 "uniform float3 EyePosition,\n"
2195 "out float4 gl_Position : POSITION,\n"
2196 "out float2 TexCoord : TEXCOORD0,\n"
2197 "out float3 EyeVector : TEXCOORD1,\n"
2198 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2199 ")\n"
2200 "{\n"
2201 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2202 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2203 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2204 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2205 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2206 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2207 "       ModelViewProjectionPosition = gl_Position;\n"
2208 "}\n"
2209 "#endif\n"
2210 "\n"
2211 "#ifdef FRAGMENT_SHADER\n"
2212 "void main\n"
2213 "(\n"
2214 "float2 TexCoord : TEXCOORD0,\n"
2215 "float3 EyeVector : TEXCOORD1,\n"
2216 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2217 "uniform sampler2D Texture_Normal,\n"
2218 "uniform sampler2D Texture_Refraction,\n"
2219 "uniform sampler2D Texture_Reflection,\n"
2220 "uniform float4 DistortScaleRefractReflect,\n"
2221 "uniform float4 ScreenScaleRefractReflect,\n"
2222 "uniform float4 ScreenCenterRefractReflect,\n"
2223 "uniform float4 RefractColor,\n"
2224 "uniform float4 ReflectColor,\n"
2225 "uniform float ReflectFactor,\n"
2226 "uniform float ReflectOffset,\n"
2227 "out float4 gl_FragColor : COLOR\n"
2228 ")\n"
2229 "{\n"
2230 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2231 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2233 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2234 "       // FIXME temporary hack to detect the case that the reflection\n"
2235 "       // gets blackened at edges due to leaving the area that contains actual\n"
2236 "       // content.\n"
2237 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2238 "       // 'appening.\n"
2239 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2240 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2241 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2242 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2243 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2244 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2245 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2246 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2247 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2248 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2249 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2250 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2251 "}\n"
2252 "#endif\n"
2253 "#else // !MODE_WATER\n"
2254 "\n"
2255 "\n"
2256 "\n"
2257 "\n"
2258 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2259 "\n"
2260 "// fragment shader specific:\n"
2261 "#ifdef FRAGMENT_SHADER\n"
2262 "\n"
2263 "#ifdef USEFOG\n"
2264 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2265 "{\n"
2266 "       float fogfrac;\n"
2267 "#ifdef USEFOGHEIGHTTEXTURE\n"
2268 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2269 "       fogfrac = fogheightpixel.a;\n"
2270 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2271 "#else\n"
2272 "# ifdef USEFOGOUTSIDE\n"
2273 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2274 "# else\n"
2275 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2276 "# endif\n"
2277 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2278 "#endif\n"
2279 "}\n"
2280 "#endif\n"
2281 "\n"
2282 "#ifdef USEOFFSETMAPPING\n"
2283 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2284 "{\n"
2285 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2286 "       // 14 sample relief mapping: linear search and then binary search\n"
2287 "       // this basically steps forward a small amount repeatedly until it finds\n"
2288 "       // itself inside solid, then jitters forward and back using decreasing\n"
2289 "       // amounts to find the impact\n"
2290 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2291 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2292 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 "       float3 RT = float3(TexCoord, 1);\n"
2294 "       OffsetVector *= 0.1;\n"
2295 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2296 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2304 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2305 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2306 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2307 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2308 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2309 "       return RT.xy;\n"
2310 "#else\n"
2311 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2312 "       // this basically moves forward the full distance, and then backs up based\n"
2313 "       // on height of samples\n"
2314 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2315 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2316 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2317 "       TexCoord += OffsetVector;\n"
2318 "       OffsetVector *= 0.333;\n"
2319 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2320 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 "       return TexCoord;\n"
2323 "#endif\n"
2324 "}\n"
2325 "#endif // USEOFFSETMAPPING\n"
2326 "\n"
2327 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2328 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2329 "# ifdef USESHADOWMAPORTHO\n"
2330 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2331 "# else\n"
2332 "#  ifdef USESHADOWMAPVSDCT\n"
2333 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2334 "{\n"
2335 "       float3 adir = abs(dir);\n"
2336 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2337 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2338 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2339 "}\n"
2340 "#  else\n"
2341 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2342 "{\n"
2343 "       float3 adir = abs(dir);\n"
2344 "       float ma = adir.z;\n"
2345 "       float4 proj = float4(dir, 2.5);\n"
2346 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2347 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2348 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2349 "       return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2350 "}\n"
2351 "#  endif\n"
2352 "# endif\n"
2353 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2354 "\n"
2355 "#ifdef USESHADOWMAPCUBE\n"
2356 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2357 "{\n"
2358 "    float3 adir = abs(dir);\n"
2359 "    return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2360 "}\n"
2361 "#endif\n"
2362 "\n"
2363 "# ifdef USESHADOWMAPRECT\n"
2364 "#ifdef USESHADOWMAPVSDCT\n"
2365 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2366 "#else\n"
2367 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2368 "#endif\n"
2369 "{\n"
2370 "#ifdef USESHADOWMAPVSDCT\n"
2371 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2372 "#else\n"
2373 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2374 "#endif\n"
2375 "       float f;\n"
2376 "#  ifdef USESHADOWSAMPLER\n"
2377 "\n"
2378 "#    ifdef USESHADOWMAPPCF\n"
2379 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2380 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2381 "#    else\n"
2382 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2383 "#    endif\n"
2384 "\n"
2385 "#  else\n"
2386 "\n"
2387 "#    ifdef USESHADOWMAPPCF\n"
2388 "#      if USESHADOWMAPPCF > 1\n"
2389 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2390 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2391 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2392 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2393 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2394 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2395 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2396 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2397 "#      else\n"
2398 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2399 "    float2 offset = frac(shadowmaptc.xy);\n"
2400 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2401 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2402 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2403 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2404 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2405 "#      endif\n"
2406 "#    else\n"
2407 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2408 "#    endif\n"
2409 "\n"
2410 "#  endif\n"
2411 "#  ifdef USESHADOWMAPORTHO\n"
2412 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2413 "#  else\n"
2414 "       return f;\n"
2415 "#  endif\n"
2416 "}\n"
2417 "# endif\n"
2418 "\n"
2419 "# ifdef USESHADOWMAP2D\n"
2420 "#ifdef USESHADOWMAPVSDCT\n"
2421 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2422 "#else\n"
2423 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2424 "#endif\n"
2425 "{\n"
2426 "#ifdef USESHADOWMAPVSDCT\n"
2427 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2428 "#else\n"
2429 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2430 "#endif\n"
2431 "    float f;\n"
2432 "\n"
2433 "#  ifdef USESHADOWSAMPLER\n"
2434 "#    ifdef USESHADOWMAPPCF\n"
2435 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2436 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2437 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2438 "#    else\n"
2439 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2440 "#    endif\n"
2441 "#  else\n"
2442 "#    ifdef USESHADOWMAPPCF\n"
2443 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2444 "#      ifdef GL_ARB_texture_gather\n"
2445 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2446 "#      else\n"
2447 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2448 "#      endif\n"
2449 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2450 "    center *= ShadowMap_TextureScale;\n"
2451 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2452 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2453 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2454 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2455 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2456 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2457 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2458 "#     else\n"
2459 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2460 "#      if USESHADOWMAPPCF > 1\n"
2461 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2462 "    center *= ShadowMap_TextureScale;\n"
2463 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2464 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2465 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2466 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2467 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2468 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2469 "#      else\n"
2470 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2471 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2472 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2473 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2474 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2475 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2476 "#      endif\n"
2477 "#     endif\n"
2478 "#    else\n"
2479 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2480 "#    endif\n"
2481 "#  endif\n"
2482 "#  ifdef USESHADOWMAPORTHO\n"
2483 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2484 "#  else\n"
2485 "       return f;\n"
2486 "#  endif\n"
2487 "}\n"
2488 "# endif\n"
2489 "\n"
2490 "# ifdef USESHADOWMAPCUBE\n"
2491 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2492 "{\n"
2493 "    // apply depth texture cubemap as light filter\n"
2494 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2495 "    float f;\n"
2496 "#  ifdef USESHADOWSAMPLER\n"
2497 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2498 "#  else\n"
2499 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2500 "#  endif\n"
2501 "    return f;\n"
2502 "}\n"
2503 "# endif\n"
2504 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2505 "#endif // FRAGMENT_SHADER\n"
2506 "\n"
2507 "\n"
2508 "\n"
2509 "\n"
2510 "#ifdef MODE_DEFERREDGEOMETRY\n"
2511 "#ifdef VERTEX_SHADER\n"
2512 "void main\n"
2513 "(\n"
2514 "float4 gl_Vertex : POSITION,\n"
2515 "uniform float4x4 ModelViewProjectionMatrix,\n"
2516 "#ifdef USEVERTEXTEXTUREBLEND\n"
2517 "float4 gl_Color : COLOR0,\n"
2518 "#endif\n"
2519 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2520 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2521 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2522 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2523 "uniform float4x4 TexMatrix,\n"
2524 "#ifdef USEVERTEXTEXTUREBLEND\n"
2525 "uniform float4x4 BackgroundTexMatrix,\n"
2526 "#endif\n"
2527 "uniform float4x4 ModelViewMatrix,\n"
2528 "#ifdef USEOFFSETMAPPING\n"
2529 "uniform float3 EyePosition,\n"
2530 "#endif\n"
2531 "out float4 gl_Position : POSITION,\n"
2532 "out float4 gl_FrontColor : COLOR,\n"
2533 "out float4 TexCoordBoth : TEXCOORD0,\n"
2534 "#ifdef USEOFFSETMAPPING\n"
2535 "out float3 EyeVector : TEXCOORD2,\n"
2536 "#endif\n"
2537 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2538 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2539 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2540 ")\n"
2541 "{\n"
2542 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2543 "#ifdef USEVERTEXTEXTUREBLEND\n"
2544 "       gl_FrontColor = gl_Color;\n"
2545 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2546 "#endif\n"
2547 "\n"
2548 "       // transform unnormalized eye direction into tangent space\n"
2549 "#ifdef USEOFFSETMAPPING\n"
2550 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2551 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2552 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2553 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2554 "#endif\n"
2555 "\n"
2556 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2557 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2558 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2559 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2560 "}\n"
2561 "#endif // VERTEX_SHADER\n"
2562 "\n"
2563 "#ifdef FRAGMENT_SHADER\n"
2564 "void main\n"
2565 "(\n"
2566 "float4 TexCoordBoth : TEXCOORD0,\n"
2567 "float3 EyeVector : TEXCOORD2,\n"
2568 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2569 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2570 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2571 "uniform sampler2D Texture_Normal,\n"
2572 "#ifdef USEALPHAKILL\n"
2573 "uniform sampler2D Texture_Color,\n"
2574 "#endif\n"
2575 "uniform sampler2D Texture_Gloss,\n"
2576 "#ifdef USEVERTEXTEXTUREBLEND\n"
2577 "uniform sampler2D Texture_SecondaryNormal,\n"
2578 "uniform sampler2D Texture_SecondaryGloss,\n"
2579 "#endif\n"
2580 "#ifdef USEOFFSETMAPPING\n"
2581 "uniform float OffsetMapping_Scale,\n"
2582 "#endif\n"
2583 "uniform half SpecularPower,\n"
2584 "out float4 gl_FragColor : COLOR\n"
2585 ")\n"
2586 "{\n"
2587 "       float2 TexCoord = TexCoordBoth.xy;\n"
2588 "#ifdef USEOFFSETMAPPING\n"
2589 "       // apply offsetmapping\n"
2590 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2591 "#define TexCoord TexCoordOffset\n"
2592 "#endif\n"
2593 "\n"
2594 "#ifdef USEALPHAKILL\n"
2595 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2596 "               discard;\n"
2597 "#endif\n"
2598 "\n"
2599 "#ifdef USEVERTEXTEXTUREBLEND\n"
2600 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2601 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2602 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2603 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2604 "#endif\n"
2605 "\n"
2606 "#ifdef USEVERTEXTEXTUREBLEND\n"
2607 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2608 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2609 "#else\n"
2610 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2611 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2612 "#endif\n"
2613 "\n"
2614 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2615 "}\n"
2616 "#endif // FRAGMENT_SHADER\n"
2617 "#else // !MODE_DEFERREDGEOMETRY\n"
2618 "\n"
2619 "\n"
2620 "\n"
2621 "\n"
2622 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2623 "#ifdef VERTEX_SHADER\n"
2624 "void main\n"
2625 "(\n"
2626 "float4 gl_Vertex : POSITION,\n"
2627 "uniform float4x4 ModelViewProjectionMatrix,\n"
2628 "uniform float4x4 ModelViewMatrix,\n"
2629 "out float4 gl_Position : POSITION,\n"
2630 "out float4 ModelViewPosition : TEXCOORD0\n"
2631 ")\n"
2632 "{\n"
2633 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2634 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2635 "}\n"
2636 "#endif // VERTEX_SHADER\n"
2637 "\n"
2638 "#ifdef FRAGMENT_SHADER\n"
2639 "void main\n"
2640 "(\n"
2641 "float2 Pixel : WPOS,\n"
2642 "float4 ModelViewPosition : TEXCOORD0,\n"
2643 "uniform float4x4 ViewToLight,\n"
2644 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2645 "uniform float3 LightPosition,\n"
2646 "uniform half2 PixelToScreenTexCoord,\n"
2647 "uniform half3 DeferredColor_Ambient,\n"
2648 "uniform half3 DeferredColor_Diffuse,\n"
2649 "#ifdef USESPECULAR\n"
2650 "uniform half3 DeferredColor_Specular,\n"
2651 "uniform half SpecularPower,\n"
2652 "#endif\n"
2653 "uniform sampler2D Texture_Attenuation,\n"
2654 "uniform sampler2D Texture_ScreenDepth,\n"
2655 "uniform sampler2D Texture_ScreenNormalMap,\n"
2656 "\n"
2657 "#ifdef USECUBEFILTER\n"
2658 "uniform samplerCUBE Texture_Cube,\n"
2659 "#endif\n"
2660 "\n"
2661 "#ifdef USESHADOWMAPRECT\n"
2662 "# ifdef USESHADOWSAMPLER\n"
2663 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2664 "# else\n"
2665 "uniform samplerRECT Texture_ShadowMapRect,\n"
2666 "# endif\n"
2667 "#endif\n"
2668 "\n"
2669 "#ifdef USESHADOWMAP2D\n"
2670 "# ifdef USESHADOWSAMPLER\n"
2671 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2672 "# else\n"
2673 "uniform sampler2D Texture_ShadowMap2D,\n"
2674 "# endif\n"
2675 "#endif\n"
2676 "\n"
2677 "#ifdef USESHADOWMAPVSDCT\n"
2678 "uniform samplerCUBE Texture_CubeProjection,\n"
2679 "#endif\n"
2680 "\n"
2681 "#ifdef USESHADOWMAPCUBE\n"
2682 "# ifdef USESHADOWSAMPLER\n"
2683 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2684 "# else\n"
2685 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2686 "# endif\n"
2687 "#endif\n"
2688 "\n"
2689 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2690 "uniform float2 ShadowMap_TextureScale,\n"
2691 "uniform float4 ShadowMap_Parameters,\n"
2692 "#endif\n"
2693 "\n"
2694 "out float4 gl_FragData0 : COLOR0,\n"
2695 "out float4 gl_FragData1 : COLOR1\n"
2696 ")\n"
2697 "{\n"
2698 "       // calculate viewspace pixel position\n"
2699 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2700 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2701 "       float3 position;\n"
2702 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2703 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2704 "       // decode viewspace pixel normal\n"
2705 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2706 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2707 "       // surfacenormal = pixel normal in viewspace\n"
2708 "       // LightVector = pixel to light in viewspace\n"
2709 "       // CubeVector = position in lightspace\n"
2710 "       // eyevector = pixel to view in viewspace\n"
2711 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2712 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2713 "#ifdef USEDIFFUSE\n"
2714 "       // calculate diffuse shading\n"
2715 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2716 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2717 "#endif\n"
2718 "#ifdef USESPECULAR\n"
2719 "       // calculate directional shading\n"
2720 "       float3 eyevector = position * -1.0;\n"
2721 "#  ifdef USEEXACTSPECULARMATH\n"
2722 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2723 "#  else\n"
2724 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2725 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2726 "#  endif\n"
2727 "#endif\n"
2728 "\n"
2729 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2730 "       fade *= ShadowMapCompare(CubeVector,\n"
2731 "# if defined(USESHADOWMAP2D)\n"
2732 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2733 "# endif\n"
2734 "# if defined(USESHADOWMAPRECT)\n"
2735 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2736 "# endif\n"
2737 "# if defined(USESHADOWMAPCUBE)\n"
2738 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2739 "# endif\n"
2740 "\n"
2741 "#ifdef USESHADOWMAPVSDCT\n"
2742 ", Texture_CubeProjection\n"
2743 "#endif\n"
2744 "       );\n"
2745 "#endif\n"
2746 "\n"
2747 "#ifdef USEDIFFUSE\n"
2748 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2749 "#else\n"
2750 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2751 "#endif\n"
2752 "#ifdef USESPECULAR\n"
2753 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2754 "#else\n"
2755 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2756 "#endif\n"
2757 "\n"
2758 "# ifdef USECUBEFILTER\n"
2759 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2760 "       gl_FragData0.rgb *= cubecolor;\n"
2761 "       gl_FragData1.rgb *= cubecolor;\n"
2762 "# endif\n"
2763 "}\n"
2764 "#endif // FRAGMENT_SHADER\n"
2765 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2766 "\n"
2767 "\n"
2768 "\n"
2769 "\n"
2770 "#ifdef VERTEX_SHADER\n"
2771 "void main\n"
2772 "(\n"
2773 "float4 gl_Vertex : POSITION,\n"
2774 "uniform float4x4 ModelViewProjectionMatrix,\n"
2775 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2776 "float4 gl_Color : COLOR0,\n"
2777 "#endif\n"
2778 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2779 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2780 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2781 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2782 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2783 "\n"
2784 "uniform float3 EyePosition,\n"
2785 "uniform float4x4 TexMatrix,\n"
2786 "#ifdef USEVERTEXTEXTUREBLEND\n"
2787 "uniform float4x4 BackgroundTexMatrix,\n"
2788 "#endif\n"
2789 "#ifdef MODE_LIGHTSOURCE\n"
2790 "uniform float4x4 ModelToLight,\n"
2791 "#endif\n"
2792 "#ifdef MODE_LIGHTSOURCE\n"
2793 "uniform float3 LightPosition,\n"
2794 "#endif\n"
2795 "#ifdef MODE_LIGHTDIRECTION\n"
2796 "uniform float3 LightDir,\n"
2797 "#endif\n"
2798 "uniform float4 FogPlane,\n"
2799 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2800 "uniform float3 LightPosition,\n"
2801 "#endif\n"
2802 "#ifdef USESHADOWMAPORTHO\n"
2803 "uniform float4x4 ShadowMapMatrix,\n"
2804 "#endif\n"
2805 "\n"
2806 "out float4 gl_FrontColor : COLOR,\n"
2807 "out float4 TexCoordBoth : TEXCOORD0,\n"
2808 "#ifdef USELIGHTMAP\n"
2809 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2810 "#endif\n"
2811 "#ifdef USEEYEVECTOR\n"
2812 "out float3 EyeVector : TEXCOORD2,\n"
2813 "#endif\n"
2814 "#ifdef USEREFLECTION\n"
2815 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2816 "#endif\n"
2817 "#ifdef USEFOG\n"
2818 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2819 "#endif\n"
2820 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2821 "out float3 LightVector : TEXCOORD1,\n"
2822 "#endif\n"
2823 "#ifdef MODE_LIGHTSOURCE\n"
2824 "out float3 CubeVector : TEXCOORD3,\n"
2825 "#endif\n"
2826 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2827 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2828 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2829 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2830 "#endif\n"
2831 "#ifdef USESHADOWMAPORTHO\n"
2832 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2833 "#endif\n"
2834 "out float4 gl_Position : POSITION\n"
2835 ")\n"
2836 "{\n"
2837 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2838 "       gl_FrontColor = gl_Color;\n"
2839 "#endif\n"
2840 "       // copy the surface texcoord\n"
2841 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2842 "#ifdef USEVERTEXTEXTUREBLEND\n"
2843 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2844 "#endif\n"
2845 "#ifdef USELIGHTMAP\n"
2846 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2847 "#endif\n"
2848 "\n"
2849 "#ifdef MODE_LIGHTSOURCE\n"
2850 "       // transform vertex position into light attenuation/cubemap space\n"
2851 "       // (-1 to +1 across the light box)\n"
2852 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2853 "\n"
2854 "# ifdef USEDIFFUSE\n"
2855 "       // transform unnormalized light direction into tangent space\n"
2856 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2857 "       //  normalize it per pixel)\n"
2858 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2859 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2860 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2861 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2862 "# endif\n"
2863 "#endif\n"
2864 "\n"
2865 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2866 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2867 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2868 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2869 "#endif\n"
2870 "\n"
2871 "       // transform unnormalized eye direction into tangent space\n"
2872 "#ifdef USEEYEVECTOR\n"
2873 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2874 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2875 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2876 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2877 "#endif\n"
2878 "\n"
2879 "#ifdef USEFOG\n"
2880 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2881 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2882 "#endif\n"
2883 "\n"
2884 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2885 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2886 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2887 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2888 "#endif\n"
2889 "\n"
2890 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2891 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2892 "\n"
2893 "#ifdef USESHADOWMAPORTHO\n"
2894 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2895 "#endif\n"
2896 "\n"
2897 "#ifdef USEREFLECTION\n"
2898 "       ModelViewProjectionPosition = gl_Position;\n"
2899 "#endif\n"
2900 "}\n"
2901 "#endif // VERTEX_SHADER\n"
2902 "\n"
2903 "\n"
2904 "\n"
2905 "\n"
2906 "#ifdef FRAGMENT_SHADER\n"
2907 "void main\n"
2908 "(\n"
2909 "#ifdef USEDEFERREDLIGHTMAP\n"
2910 "float2 Pixel : WPOS,\n"
2911 "#endif\n"
2912 "float4 gl_FrontColor : COLOR,\n"
2913 "float4 TexCoordBoth : TEXCOORD0,\n"
2914 "#ifdef USELIGHTMAP\n"
2915 "float2 TexCoordLightmap : TEXCOORD1,\n"
2916 "#endif\n"
2917 "#ifdef USEEYEVECTOR\n"
2918 "float3 EyeVector : TEXCOORD2,\n"
2919 "#endif\n"
2920 "#ifdef USEREFLECTION\n"
2921 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2922 "#endif\n"
2923 "#ifdef USEFOG\n"
2924 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2925 "#endif\n"
2926 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2927 "float3 LightVector : TEXCOORD1,\n"
2928 "#endif\n"
2929 "#ifdef MODE_LIGHTSOURCE\n"
2930 "float3 CubeVector : TEXCOORD3,\n"
2931 "#endif\n"
2932 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2933 "float4 ModelViewPosition : TEXCOORD0,\n"
2934 "#endif\n"
2935 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2936 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2937 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2938 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2939 "#endif\n"
2940 "#ifdef USESHADOWMAPORTHO\n"
2941 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2942 "#endif\n"
2943 "\n"
2944 "uniform sampler2D Texture_Normal,\n"
2945 "uniform sampler2D Texture_Color,\n"
2946 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2947 "uniform sampler2D Texture_Gloss,\n"
2948 "#endif\n"
2949 "#ifdef USEGLOW\n"
2950 "uniform sampler2D Texture_Glow,\n"
2951 "#endif\n"
2952 "#ifdef USEVERTEXTEXTUREBLEND\n"
2953 "uniform sampler2D Texture_SecondaryNormal,\n"
2954 "uniform sampler2D Texture_SecondaryColor,\n"
2955 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2956 "uniform sampler2D Texture_SecondaryGloss,\n"
2957 "#endif\n"
2958 "#ifdef USEGLOW\n"
2959 "uniform sampler2D Texture_SecondaryGlow,\n"
2960 "#endif\n"
2961 "#endif\n"
2962 "#ifdef USECOLORMAPPING\n"
2963 "uniform sampler2D Texture_Pants,\n"
2964 "uniform sampler2D Texture_Shirt,\n"
2965 "#endif\n"
2966 "#ifdef USEFOG\n"
2967 "uniform sampler2D Texture_FogHeightTexture,\n"
2968 "uniform sampler2D Texture_FogMask,\n"
2969 "#endif\n"
2970 "#ifdef USELIGHTMAP\n"
2971 "uniform sampler2D Texture_Lightmap,\n"
2972 "#endif\n"
2973 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2974 "uniform sampler2D Texture_Deluxemap,\n"
2975 "#endif\n"
2976 "#ifdef USEREFLECTION\n"
2977 "uniform sampler2D Texture_Reflection,\n"
2978 "#endif\n"
2979 "\n"
2980 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2981 "uniform sampler2D Texture_ScreenDepth,\n"
2982 "uniform sampler2D Texture_ScreenNormalMap,\n"
2983 "#endif\n"
2984 "#ifdef USEDEFERREDLIGHTMAP\n"
2985 "uniform sampler2D Texture_ScreenDiffuse,\n"
2986 "uniform sampler2D Texture_ScreenSpecular,\n"
2987 "#endif\n"
2988 "\n"
2989 "#ifdef USECOLORMAPPING\n"
2990 "uniform half3 Color_Pants,\n"
2991 "uniform half3 Color_Shirt,\n"
2992 "#endif\n"
2993 "#ifdef USEFOG\n"
2994 "uniform float3 FogColor,\n"
2995 "uniform float FogRangeRecip,\n"
2996 "uniform float FogPlaneViewDist,\n"
2997 "uniform float FogHeightFade,\n"
2998 "#endif\n"
2999 "\n"
3000 "#ifdef USEOFFSETMAPPING\n"
3001 "uniform float OffsetMapping_Scale,\n"
3002 "#endif\n"
3003 "\n"
3004 "#ifdef USEDEFERREDLIGHTMAP\n"
3005 "uniform half2 PixelToScreenTexCoord,\n"
3006 "uniform half3 DeferredMod_Diffuse,\n"
3007 "uniform half3 DeferredMod_Specular,\n"
3008 "#endif\n"
3009 "uniform half3 Color_Ambient,\n"
3010 "uniform half3 Color_Diffuse,\n"
3011 "uniform half3 Color_Specular,\n"
3012 "uniform half SpecularPower,\n"
3013 "#ifdef USEGLOW\n"
3014 "uniform half3 Color_Glow,\n"
3015 "#endif\n"
3016 "uniform half Alpha,\n"
3017 "#ifdef USEREFLECTION\n"
3018 "uniform float4 DistortScaleRefractReflect,\n"
3019 "uniform float4 ScreenScaleRefractReflect,\n"
3020 "uniform float4 ScreenCenterRefractReflect,\n"
3021 "uniform half4 ReflectColor,\n"
3022 "#endif\n"
3023 "#ifdef USEREFLECTCUBE\n"
3024 "uniform float4x4 ModelToReflectCube,\n"
3025 "uniform sampler2D Texture_ReflectMask,\n"
3026 "uniform samplerCUBE Texture_ReflectCube,\n"
3027 "#endif\n"
3028 "#ifdef MODE_LIGHTDIRECTION\n"
3029 "uniform half3 LightColor,\n"
3030 "#endif\n"
3031 "#ifdef MODE_LIGHTSOURCE\n"
3032 "uniform half3 LightColor,\n"
3033 "#endif\n"
3034 "\n"
3035 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3036 "uniform sampler2D Texture_Attenuation,\n"
3037 "uniform samplerCUBE Texture_Cube,\n"
3038 "#endif\n"
3039 "\n"
3040 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3041 "\n"
3042 "#ifdef USESHADOWMAPRECT\n"
3043 "# ifdef USESHADOWSAMPLER\n"
3044 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3045 "# else\n"
3046 "uniform samplerRECT Texture_ShadowMapRect,\n"
3047 "# endif\n"
3048 "#endif\n"
3049 "\n"
3050 "#ifdef USESHADOWMAP2D\n"
3051 "# ifdef USESHADOWSAMPLER\n"
3052 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3053 "# else\n"
3054 "uniform sampler2D Texture_ShadowMap2D,\n"
3055 "# endif\n"
3056 "#endif\n"
3057 "\n"
3058 "#ifdef USESHADOWMAPVSDCT\n"
3059 "uniform samplerCUBE Texture_CubeProjection,\n"
3060 "#endif\n"
3061 "\n"
3062 "#ifdef USESHADOWMAPCUBE\n"
3063 "# ifdef USESHADOWSAMPLER\n"
3064 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3065 "# else\n"
3066 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3067 "# endif\n"
3068 "#endif\n"
3069 "\n"
3070 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3071 "uniform float2 ShadowMap_TextureScale,\n"
3072 "uniform float4 ShadowMap_Parameters,\n"
3073 "#endif\n"
3074 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3075 "\n"
3076 "out float4 gl_FragColor : COLOR\n"
3077 ")\n"
3078 "{\n"
3079 "       float2 TexCoord = TexCoordBoth.xy;\n"
3080 "#ifdef USEVERTEXTEXTUREBLEND\n"
3081 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3082 "#endif\n"
3083 "#ifdef USEOFFSETMAPPING\n"
3084 "       // apply offsetmapping\n"
3085 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3086 "#define TexCoord TexCoordOffset\n"
3087 "#endif\n"
3088 "\n"
3089 "       // combine the diffuse textures (base, pants, shirt)\n"
3090 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3091 "#ifdef USEALPHAKILL\n"
3092 "       if (color.a < 0.5)\n"
3093 "               discard;\n"
3094 "#endif\n"
3095 "       color.a *= Alpha;\n"
3096 "#ifdef USECOLORMAPPING\n"
3097 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3098 "#endif\n"
3099 "#ifdef USEVERTEXTEXTUREBLEND\n"
3100 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3101 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3102 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3103 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3104 "       color.a = 1.0;\n"
3105 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3106 "#endif\n"
3107 "\n"
3108 "       // get the surface normal\n"
3109 "#ifdef USEVERTEXTEXTUREBLEND\n"
3110 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3111 "#else\n"
3112 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3113 "#endif\n"
3114 "\n"
3115 "       // get the material colors\n"
3116 "       half3 diffusetex = color.rgb;\n"
3117 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3118 "# ifdef USEVERTEXTEXTUREBLEND\n"
3119 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3120 "# else\n"
3121 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3122 "# endif\n"
3123 "#endif\n"
3124 "\n"
3125 "#ifdef USEREFLECTCUBE\n"
3126 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3127 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3128 "       float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3129 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3130 "#endif\n"
3131 "\n"
3132 "\n"
3133 "\n"
3134 "\n"
3135 "#ifdef MODE_LIGHTSOURCE\n"
3136 "       // light source\n"
3137 "#ifdef USEDIFFUSE\n"
3138 "       half3 lightnormal = half3(normalize(LightVector));\n"
3139 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3140 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3141 "#ifdef USESPECULAR\n"
3142 "#ifdef USEEXACTSPECULARMATH\n"
3143 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3144 "#else\n"
3145 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3146 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3147 "#endif\n"
3148 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3149 "#endif\n"
3150 "#else\n"
3151 "       color.rgb = diffusetex * Color_Ambient;\n"
3152 "#endif\n"
3153 "       color.rgb *= LightColor;\n"
3154 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3155 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3156 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3157 "# if defined(USESHADOWMAP2D)\n"
3158 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3159 "# endif\n"
3160 "# if defined(USESHADOWMAPRECT)\n"
3161 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3162 "# endif\n"
3163 "# if defined(USESHADOWMAPCUBE)\n"
3164 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3165 "# endif\n"
3166 "\n"
3167 "#ifdef USESHADOWMAPVSDCT\n"
3168 ", Texture_CubeProjection\n"
3169 "#endif\n"
3170 "       );\n"
3171 "\n"
3172 "#endif\n"
3173 "# ifdef USECUBEFILTER\n"
3174 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3175 "# endif\n"
3176 "#endif // MODE_LIGHTSOURCE\n"
3177 "\n"
3178 "\n"
3179 "\n"
3180 "\n"
3181 "#ifdef MODE_LIGHTDIRECTION\n"
3182 "#define SHADING\n"
3183 "#ifdef USEDIFFUSE\n"
3184 "       half3 lightnormal = half3(normalize(LightVector));\n"
3185 "#endif\n"
3186 "#define lightcolor LightColor\n"
3187 "#endif // MODE_LIGHTDIRECTION\n"
3188 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3189 "#define SHADING\n"
3190 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3191 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3192 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3193 "       // convert modelspace light vector to tangentspace\n"
3194 "       half3 lightnormal;\n"
3195 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3196 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3197 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3198 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3199 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3200 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3201 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3202 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3203 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3204 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3205 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3206 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3207 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3208 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3209 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3210 "#define SHADING\n"
3211 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3212 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3213 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3214 "#endif\n"
3215 "\n"
3216 "\n"
3217 "\n"
3218 "\n"
3219 "#ifdef MODE_LIGHTMAP\n"
3220 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3221 "#endif // MODE_LIGHTMAP\n"
3222 "#ifdef MODE_VERTEXCOLOR\n"
3223 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3224 "#endif // MODE_VERTEXCOLOR\n"
3225 "#ifdef MODE_FLATCOLOR\n"
3226 "       color.rgb = diffusetex * Color_Ambient;\n"
3227 "#endif // MODE_FLATCOLOR\n"
3228 "\n"
3229 "\n"
3230 "\n"
3231 "\n"
3232 "#ifdef SHADING\n"
3233 "# ifdef USEDIFFUSE\n"
3234 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3235 "#  ifdef USESPECULAR\n"
3236 "#   ifdef USEEXACTSPECULARMATH\n"
3237 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3238 "#   else\n"
3239 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3240 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3241 "#   endif\n"
3242 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3243 "#  else\n"
3244 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3245 "#  endif\n"
3246 "# else\n"
3247 "       color.rgb = diffusetex * Color_Ambient;\n"
3248 "# endif\n"
3249 "#endif\n"
3250 "\n"
3251 "#ifdef USESHADOWMAPORTHO\n"
3252 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3253 "# if defined(USESHADOWMAP2D)\n"
3254 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3255 "# endif\n"
3256 "# if defined(USESHADOWMAPRECT)\n"
3257 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3258 "# endif\n"
3259 "       );\n"
3260 "#endif\n"
3261 "\n"
3262 "#ifdef USEDEFERREDLIGHTMAP\n"
3263 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3264 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3265 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3266 "#endif\n"
3267 "\n"
3268 "#ifdef USEGLOW\n"
3269 "#ifdef USEVERTEXTEXTUREBLEND\n"
3270 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3271 "#else\n"
3272 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3273 "#endif\n"
3274 "#endif\n"
3275 "\n"
3276 "#ifdef USEFOG\n"
3277 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3278 "#endif\n"
3279 "\n"
3280 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3281 "#ifdef USEREFLECTION\n"
3282 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3283 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3284 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3285 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3286 "       // FIXME temporary hack to detect the case that the reflection\n"
3287 "       // gets blackened at edges due to leaving the area that contains actual\n"
3288 "       // content.\n"
3289 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3290 "       // 'appening.\n"
3291 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3292 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3293 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3294 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3295 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3296 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3297 "#endif\n"
3298 "\n"
3299 "       gl_FragColor = float4(color);\n"
3300 "}\n"
3301 "#endif // FRAGMENT_SHADER\n"
3302 "\n"
3303 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3304 "#endif // !MODE_DEFERREDGEOMETRY\n"
3305 "#endif // !MODE_WATER\n"
3306 "#endif // !MODE_REFRACTION\n"
3307 "#endif // !MODE_BLOOMBLUR\n"
3308 "#endif // !MODE_GENERIC\n"
3309 "#endif // !MODE_POSTPROCESS\n"
3310 "#endif // !MODE_SHOWDEPTH\n"
3311 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3312 ;
3313
3314 char *glslshaderstring = NULL;
3315 char *cgshaderstring = NULL;
3316
3317 //=======================================================================================================================================================
3318
3319 typedef struct shaderpermutationinfo_s
3320 {
3321         const char *pretext;
3322         const char *name;
3323 }
3324 shaderpermutationinfo_t;
3325
3326 typedef struct shadermodeinfo_s
3327 {
3328         const char *vertexfilename;
3329         const char *geometryfilename;
3330         const char *fragmentfilename;
3331         const char *pretext;
3332         const char *name;
3333 }
3334 shadermodeinfo_t;
3335
3336 typedef enum shaderpermutation_e
3337 {
3338         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3339         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3340         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3341         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3342         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3343         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3344         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3345         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3346         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3347         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3348         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3349         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3350         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3351         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3352         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3353         SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3354         SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3355         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3356         SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3357         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3358         SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3359         SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3360         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3361         SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3362         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3363         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3364         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3365         SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3366         SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3367         SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3368         SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3369 }
3370 shaderpermutation_t;
3371
3372 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3373 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3374 {
3375         {"#define USEDIFFUSE\n", " diffuse"},
3376         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3377         {"#define USEVIEWTINT\n", " viewtint"},
3378         {"#define USECOLORMAPPING\n", " colormapping"},
3379         {"#define USESATURATION\n", " saturation"},
3380         {"#define USEFOGINSIDE\n", " foginside"},
3381         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3382         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3383         {"#define USEGAMMARAMPS\n", " gammaramps"},
3384         {"#define USECUBEFILTER\n", " cubefilter"},
3385         {"#define USEGLOW\n", " glow"},
3386         {"#define USEBLOOM\n", " bloom"},
3387         {"#define USESPECULAR\n", " specular"},
3388         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3389         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3390         {"#define USEREFLECTION\n", " reflection"},
3391         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3392         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3393         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3394         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3395         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3396         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3397         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3398         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3399         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3400         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3401         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3402         {"#define USEALPHAKILL\n", " alphakill"},
3403         {"#define USEREFLECTCUBE\n", " reflectcube"},
3404 };
3405
3406 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3407 typedef enum shadermode_e
3408 {
3409         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3410         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3411         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3412         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3413         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3414         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3415         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3416         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3417         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3418         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3419         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3420         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3421         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3422         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3423         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3424         SHADERMODE_COUNT
3425 }
3426 shadermode_t;
3427
3428 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3429 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3430 {
3431         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3432         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3433         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3434         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3435         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3436         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3437         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3438         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3439         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3440         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3441         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3442         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3443         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3444         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3445         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3446 };
3447
3448 #ifdef SUPPORTCG
3449 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3450 {
3451         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3452         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3453         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3454         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3455         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3456         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3457         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3458         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3459         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3460         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3461         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3462         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3463         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3464         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3465         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3466 };
3467 #endif
3468
3469 struct r_glsl_permutation_s;
3470 typedef struct r_glsl_permutation_s
3471 {
3472         /// hash lookup data
3473         struct r_glsl_permutation_s *hashnext;
3474         unsigned int mode;
3475         unsigned int permutation;
3476
3477         /// indicates if we have tried compiling this permutation already
3478         qboolean compiled;
3479         /// 0 if compilation failed
3480         int program;
3481         /// locations of detected uniforms in program object, or -1 if not found
3482         int loc_Texture_First;
3483         int loc_Texture_Second;
3484         int loc_Texture_GammaRamps;
3485         int loc_Texture_Normal;
3486         int loc_Texture_Color;
3487         int loc_Texture_Gloss;
3488         int loc_Texture_Glow;
3489         int loc_Texture_SecondaryNormal;
3490         int loc_Texture_SecondaryColor;
3491         int loc_Texture_SecondaryGloss;
3492         int loc_Texture_SecondaryGlow;
3493         int loc_Texture_Pants;
3494         int loc_Texture_Shirt;
3495         int loc_Texture_FogHeightTexture;
3496         int loc_Texture_FogMask;
3497         int loc_Texture_Lightmap;
3498         int loc_Texture_Deluxemap;
3499         int loc_Texture_Attenuation;
3500         int loc_Texture_Cube;
3501         int loc_Texture_Refraction;
3502         int loc_Texture_Reflection;
3503         int loc_Texture_ShadowMapRect;
3504         int loc_Texture_ShadowMapCube;
3505         int loc_Texture_ShadowMap2D;
3506         int loc_Texture_CubeProjection;
3507         int loc_Texture_ScreenDepth;
3508         int loc_Texture_ScreenNormalMap;
3509         int loc_Texture_ScreenDiffuse;
3510         int loc_Texture_ScreenSpecular;
3511         int loc_Texture_ReflectMask;
3512         int loc_Texture_ReflectCube;
3513         int loc_Alpha;
3514         int loc_BloomBlur_Parameters;
3515         int loc_ClientTime;
3516         int loc_Color_Ambient;
3517         int loc_Color_Diffuse;
3518         int loc_Color_Specular;
3519         int loc_Color_Glow;
3520         int loc_Color_Pants;
3521         int loc_Color_Shirt;
3522         int loc_DeferredColor_Ambient;
3523         int loc_DeferredColor_Diffuse;
3524         int loc_DeferredColor_Specular;
3525         int loc_DeferredMod_Diffuse;
3526         int loc_DeferredMod_Specular;
3527         int loc_DistortScaleRefractReflect;
3528         int loc_EyePosition;
3529         int loc_FogColor;
3530         int loc_FogHeightFade;
3531         int loc_FogPlane;
3532         int loc_FogPlaneViewDist;
3533         int loc_FogRangeRecip;
3534         int loc_LightColor;
3535         int loc_LightDir;
3536         int loc_LightPosition;
3537         int loc_OffsetMapping_Scale;
3538         int loc_PixelSize;
3539         int loc_ReflectColor;
3540         int loc_ReflectFactor;
3541         int loc_ReflectOffset;
3542         int loc_RefractColor;
3543         int loc_Saturation;
3544         int loc_ScreenCenterRefractReflect;
3545         int loc_ScreenScaleRefractReflect;
3546         int loc_ScreenToDepth;
3547         int loc_ShadowMap_Parameters;
3548         int loc_ShadowMap_TextureScale;
3549         int loc_SpecularPower;
3550         int loc_UserVec1;
3551         int loc_UserVec2;
3552         int loc_UserVec3;
3553         int loc_UserVec4;
3554         int loc_ViewTintColor;
3555         int loc_ViewToLight;
3556         int loc_ModelToLight;
3557         int loc_TexMatrix;
3558         int loc_BackgroundTexMatrix;
3559         int loc_ModelViewProjectionMatrix;
3560         int loc_ModelViewMatrix;
3561         int loc_PixelToScreenTexCoord;
3562         int loc_ModelToReflectCube;
3563         int loc_ShadowMapMatrix;        
3564 }
3565 r_glsl_permutation_t;
3566
3567 #define SHADERPERMUTATION_HASHSIZE 256
3568
3569 /// information about each possible shader permutation
3570 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3571 /// currently selected permutation
3572 r_glsl_permutation_t *r_glsl_permutation;
3573 /// storage for permutations linked in the hash table
3574 memexpandablearray_t r_glsl_permutationarray;
3575
3576 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3577 {
3578         //unsigned int hashdepth = 0;
3579         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3580         r_glsl_permutation_t *p;
3581         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3582         {
3583                 if (p->mode == mode && p->permutation == permutation)
3584                 {
3585                         //if (hashdepth > 10)
3586                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3587                         return p;
3588                 }
3589                 //hashdepth++;
3590         }
3591         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3592         p->mode = mode;
3593         p->permutation = permutation;
3594         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3595         r_glsl_permutationhash[mode][hashindex] = p;
3596         //if (hashdepth > 10)
3597         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3598         return p;
3599 }
3600
3601 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3602 {
3603         char *shaderstring;
3604         if (!filename || !filename[0])
3605                 return NULL;
3606         if (!strcmp(filename, "glsl/default.glsl"))
3607         {
3608                 if (!glslshaderstring)
3609                 {
3610                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3611                         if (glslshaderstring)
3612                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3613                         else
3614                                 glslshaderstring = (char *)builtinshaderstring;
3615                 }
3616                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3617                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3618                 return shaderstring;
3619         }
3620         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3621         if (shaderstring)
3622         {
3623                 if (printfromdisknotice)
3624                         Con_DPrintf("from disk %s... ", filename);
3625                 return shaderstring;
3626         }
3627         return shaderstring;
3628 }
3629
3630 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3631 {
3632         int i;
3633         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3634         int vertstrings_count = 0;
3635         int geomstrings_count = 0;
3636         int fragstrings_count = 0;
3637         char *vertexstring, *geometrystring, *fragmentstring;
3638         const char *vertstrings_list[32+3];
3639         const char *geomstrings_list[32+3];
3640         const char *fragstrings_list[32+3];
3641         char permutationname[256];
3642
3643         if (p->compiled)
3644                 return;
3645         p->compiled = true;
3646         p->program = 0;
3647
3648         permutationname[0] = 0;
3649         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3650         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3651         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3652
3653         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3654
3655         // the first pretext is which type of shader to compile as
3656         // (later these will all be bound together as a program object)
3657         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3658         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3659         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3660
3661         // the second pretext is the mode (for example a light source)
3662         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3663         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3664         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3665         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3666
3667         // now add all the permutation pretexts
3668         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3669         {
3670                 if (permutation & (1<<i))
3671                 {
3672                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3673                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3674                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3675                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3676                 }
3677                 else
3678                 {
3679                         // keep line numbers correct
3680                         vertstrings_list[vertstrings_count++] = "\n";
3681                         geomstrings_list[geomstrings_count++] = "\n";
3682                         fragstrings_list[fragstrings_count++] = "\n";
3683                 }
3684         }
3685
3686         // now append the shader text itself
3687         vertstrings_list[vertstrings_count++] = vertexstring;
3688         geomstrings_list[geomstrings_count++] = geometrystring;
3689         fragstrings_list[fragstrings_count++] = fragmentstring;
3690
3691         // if any sources were NULL, clear the respective list
3692         if (!vertexstring)
3693                 vertstrings_count = 0;
3694         if (!geometrystring)
3695                 geomstrings_count = 0;
3696         if (!fragmentstring)
3697                 fragstrings_count = 0;
3698
3699         // compile the shader program
3700         if (vertstrings_count + geomstrings_count + fragstrings_count)
3701                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3702         if (p->program)
3703         {
3704                 CHECKGLERROR
3705                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3706                 // look up all the uniform variable names we care about, so we don't
3707                 // have to look them up every time we set them
3708
3709                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3710                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3711                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3712                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3713                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3714                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3715                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3716                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3717                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3718                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3719                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3720                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3721                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3722                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3723                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3724                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3725                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3726                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3727                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3728                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3729                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3730                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3731                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3732                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3733                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3734                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3735                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3736                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3737                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3738                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3739                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3740                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3741                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3742                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3743                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3744                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3745                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3746                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3747                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3748                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3749                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3750                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3751                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3752                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3753                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3754                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3755                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3756                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3757                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3758                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3759                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3760                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3761                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3762                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3763                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3764                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3765                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3766                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3767                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3768                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3769                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3770                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3771                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3772                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3773                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3774                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3775                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3776                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3777                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3778                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3779                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3780                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3781                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3782                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3783                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3784                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3785                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3786                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3787                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3788                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3789                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3790                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
3791                 // initialize the samplers to refer to the texture units we use
3792                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3793                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3794                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3795                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3796                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3797                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3798                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3799                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3800                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3801                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3802                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3803                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3804                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3805                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3806                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3807                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3808                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3809                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3810                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3811                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3812                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3813                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3814                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3815                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3816                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3817                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3818                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3819                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3820                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3821                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3822                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3823                 CHECKGLERROR
3824                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3825         }
3826         else
3827                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3828
3829         // free the strings
3830         if (vertexstring)
3831                 Mem_Free(vertexstring);
3832         if (geometrystring)
3833                 Mem_Free(geometrystring);
3834         if (fragmentstring)
3835                 Mem_Free(fragmentstring);
3836 }
3837
3838 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3839 {
3840         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3841         if (r_glsl_permutation != perm)
3842         {
3843                 r_glsl_permutation = perm;
3844                 if (!r_glsl_permutation->program)
3845                 {
3846                         if (!r_glsl_permutation->compiled)
3847                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3848                         if (!r_glsl_permutation->program)
3849                         {
3850                                 // remove features until we find a valid permutation
3851                                 int i;
3852                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3853                                 {
3854                                         // reduce i more quickly whenever it would not remove any bits
3855                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3856                                         if (!(permutation & j))
3857                                                 continue;
3858                                         permutation -= j;
3859                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3860                                         if (!r_glsl_permutation->compiled)
3861                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3862                                         if (r_glsl_permutation->program)
3863                                                 break;
3864                                 }
3865                                 if (i >= SHADERPERMUTATION_COUNT)
3866                                 {
3867                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3868                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3869                                         qglUseProgramObjectARB(0);CHECKGLERROR
3870                                         return; // no bit left to clear, entire mode is broken
3871                                 }
3872                         }
3873                 }
3874                 CHECKGLERROR
3875                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3876         }
3877         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3878         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3879         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3880 }
3881
3882 #ifdef SUPPORTCG
3883 #include <Cg/cgGL.h>
3884 struct r_cg_permutation_s;
3885 typedef struct r_cg_permutation_s
3886 {
3887         /// hash lookup data
3888         struct r_cg_permutation_s *hashnext;
3889         unsigned int mode;
3890         unsigned int permutation;
3891
3892         /// indicates if we have tried compiling this permutation already
3893         qboolean compiled;
3894         /// 0 if compilation failed
3895         CGprogram vprogram;
3896         CGprogram fprogram;
3897         /// locations of detected parameters in programs, or NULL if not found
3898         CGparameter vp_EyePosition;
3899         CGparameter vp_FogPlane;
3900         CGparameter vp_LightDir;
3901         CGparameter vp_LightPosition;
3902         CGparameter vp_ModelToLight;
3903         CGparameter vp_TexMatrix;
3904         CGparameter vp_BackgroundTexMatrix;
3905         CGparameter vp_ModelViewProjectionMatrix;
3906         CGparameter vp_ModelViewMatrix;
3907         CGparameter vp_ShadowMapMatrix;
3908
3909         CGparameter fp_Texture_First;
3910         CGparameter fp_Texture_Second;
3911         CGparameter fp_Texture_GammaRamps;
3912         CGparameter fp_Texture_Normal;
3913         CGparameter fp_Texture_Color;
3914         CGparameter fp_Texture_Gloss;
3915         CGparameter fp_Texture_Glow;
3916         CGparameter fp_Texture_SecondaryNormal;
3917         CGparameter fp_Texture_SecondaryColor;
3918         CGparameter fp_Texture_SecondaryGloss;
3919         CGparameter fp_Texture_SecondaryGlow;
3920         CGparameter fp_Texture_Pants;
3921         CGparameter fp_Texture_Shirt;
3922         CGparameter fp_Texture_FogHeightTexture;
3923         CGparameter fp_Texture_FogMask;
3924         CGparameter fp_Texture_Lightmap;
3925         CGparameter fp_Texture_Deluxemap;
3926         CGparameter fp_Texture_Attenuation;
3927         CGparameter fp_Texture_Cube;
3928         CGparameter fp_Texture_Refraction;
3929         CGparameter fp_Texture_Reflection;
3930         CGparameter fp_Texture_ShadowMapRect;
3931         CGparameter fp_Texture_ShadowMapCube;
3932         CGparameter fp_Texture_ShadowMap2D;
3933         CGparameter fp_Texture_CubeProjection;
3934         CGparameter fp_Texture_ScreenDepth;
3935         CGparameter fp_Texture_ScreenNormalMap;
3936         CGparameter fp_Texture_ScreenDiffuse;
3937         CGparameter fp_Texture_ScreenSpecular;
3938         CGparameter fp_Texture_ReflectMask;
3939         CGparameter fp_Texture_ReflectCube;
3940         CGparameter fp_Alpha;
3941         CGparameter fp_BloomBlur_Parameters;
3942         CGparameter fp_ClientTime;
3943         CGparameter fp_Color_Ambient;
3944         CGparameter fp_Color_Diffuse;
3945         CGparameter fp_Color_Specular;
3946         CGparameter fp_Color_Glow;
3947         CGparameter fp_Color_Pants;
3948         CGparameter fp_Color_Shirt;
3949         CGparameter fp_DeferredColor_Ambient;
3950         CGparameter fp_DeferredColor_Diffuse;
3951         CGparameter fp_DeferredColor_Specular;
3952         CGparameter fp_DeferredMod_Diffuse;
3953         CGparameter fp_DeferredMod_Specular;
3954         CGparameter fp_DistortScaleRefractReflect;
3955         CGparameter fp_EyePosition;
3956         CGparameter fp_FogColor;
3957         CGparameter fp_FogHeightFade;
3958         CGparameter fp_FogPlane;
3959         CGparameter fp_FogPlaneViewDist;
3960         CGparameter fp_FogRangeRecip;
3961         CGparameter fp_LightColor;
3962         CGparameter fp_LightDir;
3963         CGparameter fp_LightPosition;
3964         CGparameter fp_OffsetMapping_Scale;
3965         CGparameter fp_PixelSize;
3966         CGparameter fp_ReflectColor;
3967         CGparameter fp_ReflectFactor;
3968         CGparameter fp_ReflectOffset;
3969         CGparameter fp_RefractColor;
3970         CGparameter fp_Saturation;
3971         CGparameter fp_ScreenCenterRefractReflect;
3972         CGparameter fp_ScreenScaleRefractReflect;
3973         CGparameter fp_ScreenToDepth;
3974         CGparameter fp_ShadowMap_Parameters;
3975         CGparameter fp_ShadowMap_TextureScale;
3976         CGparameter fp_SpecularPower;
3977         CGparameter fp_UserVec1;
3978         CGparameter fp_UserVec2;
3979         CGparameter fp_UserVec3;
3980         CGparameter fp_UserVec4;
3981         CGparameter fp_ViewTintColor;
3982         CGparameter fp_ViewToLight;
3983         CGparameter fp_PixelToScreenTexCoord;
3984         CGparameter fp_ModelToReflectCube;
3985 }
3986 r_cg_permutation_t;
3987
3988 /// information about each possible shader permutation
3989 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3990 /// currently selected permutation
3991 r_cg_permutation_t *r_cg_permutation;
3992 /// storage for permutations linked in the hash table
3993 memexpandablearray_t r_cg_permutationarray;
3994
3995 #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));}}
3996
3997 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3998 {
3999         //unsigned int hashdepth = 0;
4000         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4001         r_cg_permutation_t *p;
4002         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4003         {
4004                 if (p->mode == mode && p->permutation == permutation)
4005                 {
4006                         //if (hashdepth > 10)
4007                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4008                         return p;
4009                 }
4010                 //hashdepth++;
4011         }
4012         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4013         p->mode = mode;
4014         p->permutation = permutation;
4015         p->hashnext = r_cg_permutationhash[mode][hashindex];
4016         r_cg_permutationhash[mode][hashindex] = p;
4017         //if (hashdepth > 10)
4018         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4019         return p;
4020 }
4021
4022 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4023 {
4024         char *shaderstring;
4025         if (!filename || !filename[0])
4026                 return NULL;
4027         if (!strcmp(filename, "cg/default.cg"))
4028         {
4029                 if (!cgshaderstring)
4030                 {
4031                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4032                         if (cgshaderstring)
4033                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4034                         else
4035                                 cgshaderstring = (char *)builtincgshaderstring;
4036                 }
4037                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4038                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4039                 return shaderstring;
4040         }
4041         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4042         if (shaderstring)
4043         {
4044                 if (printfromdisknotice)
4045                         Con_DPrintf("from disk %s... ", filename);
4046                 return shaderstring;
4047         }
4048         return shaderstring;
4049 }
4050
4051 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4052 {
4053         // TODO: load or create .fp and .vp shader files
4054 }
4055
4056 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4057 {
4058         int i;
4059         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4060         int vertstrings_count = 0, vertstring_length = 0;
4061         int geomstrings_count = 0, geomstring_length = 0;
4062         int fragstrings_count = 0, fragstring_length = 0;
4063         char *t;
4064         char *vertexstring, *geometrystring, *fragmentstring;
4065         char *vertstring, *geomstring, *fragstring;
4066         const char *vertstrings_list[32+3];
4067         const char *geomstrings_list[32+3];
4068         const char *fragstrings_list[32+3];
4069         char permutationname[256];
4070         char cachename[256];
4071         CGprofile vertexProfile;
4072         CGprofile fragmentProfile;
4073
4074         if (p->compiled)
4075                 return;
4076         p->compiled = true;
4077         p->vprogram = NULL;
4078         p->fprogram = NULL;
4079
4080         permutationname[0] = 0;
4081         cachename[0] = 0;
4082         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4083         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4084         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4085
4086         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4087         strlcat(cachename, "cg/", sizeof(cachename));
4088
4089         // the first pretext is which type of shader to compile as
4090         // (later these will all be bound together as a program object)
4091         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4092         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4093         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4094
4095         // the second pretext is the mode (for example a light source)
4096         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4097         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4098         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4099         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4100         strlcat(cachename, modeinfo->name, sizeof(cachename));
4101
4102         // now add all the permutation pretexts
4103         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4104         {
4105                 if (permutation & (1<<i))
4106                 {
4107                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4108                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4109                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4110                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4111                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4112                 }
4113                 else
4114                 {
4115                         // keep line numbers correct
4116                         vertstrings_list[vertstrings_count++] = "\n";
4117                         geomstrings_list[geomstrings_count++] = "\n";
4118                         fragstrings_list[fragstrings_count++] = "\n";
4119                 }
4120         }
4121
4122         // replace spaces in the cachename with _ characters
4123         for (i = 0;cachename[i];i++)
4124                 if (cachename[i] == ' ')
4125                         cachename[i] = '_';
4126
4127         // now append the shader text itself
4128         vertstrings_list[vertstrings_count++] = vertexstring;
4129         geomstrings_list[geomstrings_count++] = geometrystring;
4130         fragstrings_list[fragstrings_count++] = fragmentstring;
4131
4132         // if any sources were NULL, clear the respective list
4133         if (!vertexstring)
4134                 vertstrings_count = 0;
4135         if (!geometrystring)
4136                 geomstrings_count = 0;
4137         if (!fragmentstring)
4138                 fragstrings_count = 0;
4139
4140         vertstring_length = 0;
4141         for (i = 0;i < vertstrings_count;i++)
4142                 vertstring_length += strlen(vertstrings_list[i]);
4143         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4144         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4145                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4146
4147         geomstring_length = 0;
4148         for (i = 0;i < geomstrings_count;i++)
4149                 geomstring_length += strlen(geomstrings_list[i]);
4150         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4151         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4152                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4153
4154         fragstring_length = 0;
4155         for (i = 0;i < fragstrings_count;i++)
4156                 fragstring_length += strlen(fragstrings_list[i]);
4157         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4158         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4159                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4160
4161         CHECKGLERROR
4162         CHECKCGERROR
4163         //vertexProfile = CG_PROFILE_ARBVP1;
4164         //fragmentProfile = CG_PROFILE_ARBFP1;
4165         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4166         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4167         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4168         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4169         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4170         CHECKGLERROR
4171
4172         // try to load the cached shader, or generate one
4173         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4174
4175         // if caching failed, do a dynamic compile for now
4176         CHECKCGERROR
4177         if (vertstring[0] && !p->vprogram)
4178                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4179         CHECKCGERROR
4180         if (fragstring[0] && !p->fprogram)
4181                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4182         CHECKCGERROR
4183
4184         // look up all the uniform variable names we care about, so we don't
4185         // have to look them up every time we set them
4186         if (p->vprogram)
4187         {
4188                 CHECKCGERROR
4189                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4190                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4191                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4192                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4193                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4194                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4195                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4196                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4197                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4198                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4199                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4200                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4201                 CHECKCGERROR
4202         }
4203         if (p->fprogram)
4204         {
4205                 CHECKCGERROR
4206                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4207                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4208                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4209                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4210                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4211                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4212                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4213                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4214                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4215                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4216                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4217                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4218                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4219                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4220                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4221                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4222                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4223                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4224                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4225                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4226                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4227                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4228                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4229                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4230                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4231                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4232                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4233                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4234                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4235                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4236                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4237                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4238                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4239                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4240                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4241                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4242                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4243                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4244                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4245                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4246                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4247                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4248                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4249                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4250                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4251                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4252                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4253                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4254                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4255                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4256                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4257                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4258                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4259                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4260                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4261                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4262                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4263                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4264                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4265                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4266                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4267                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4268                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4269                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4270                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4271                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4272                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4273                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4274                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4275                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4276                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4277                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4278                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4279                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4280                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4281                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4282                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4283                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4284                 CHECKCGERROR
4285         }
4286
4287         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4288                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4289         else
4290                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4291
4292         // free the strings
4293         if (vertstring)
4294                 Mem_Free(vertstring);
4295         if (geomstring)
4296                 Mem_Free(geomstring);
4297         if (fragstring)
4298                 Mem_Free(fragstring);
4299         if (vertexstring)
4300                 Mem_Free(vertexstring);
4301         if (geometrystring)
4302                 Mem_Free(geometrystring);
4303         if (fragmentstring)
4304                 Mem_Free(fragmentstring);
4305 }
4306
4307 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4308 {
4309         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4310         CHECKGLERROR
4311         CHECKCGERROR
4312         if (r_cg_permutation != perm)
4313         {
4314                 r_cg_permutation = perm;
4315                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4316                 {
4317                         if (!r_cg_permutation->compiled)
4318                                 R_CG_CompilePermutation(perm, mode, permutation);
4319                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4320                         {
4321                                 // remove features until we find a valid permutation
4322                                 int i;
4323                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4324                                 {
4325                                         // reduce i more quickly whenever it would not remove any bits
4326                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4327                                         if (!(permutation & j))
4328                                                 continue;
4329                                         permutation -= j;
4330                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4331                                         if (!r_cg_permutation->compiled)
4332                                                 R_CG_CompilePermutation(perm, mode, permutation);
4333                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4334                                                 break;
4335                                 }
4336                                 if (i >= SHADERPERMUTATION_COUNT)
4337                                 {
4338                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4339                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4340                                         return; // no bit left to clear, entire mode is broken
4341                                 }
4342                         }
4343                 }
4344                 CHECKGLERROR
4345                 CHECKCGERROR
4346                 if (r_cg_permutation->vprogram)
4347                 {
4348                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4349                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4350                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4351                 }
4352                 else
4353                 {
4354                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4355                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4356                 }
4357                 if (r_cg_permutation->fprogram)
4358                 {
4359                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4360                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4361                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4362                 }
4363                 else
4364                 {
4365                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4366                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4367                 }
4368         }
4369         CHECKCGERROR
4370         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4371         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4372         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4373 }
4374
4375 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4376 {
4377         cgGLSetTextureParameter(param, R_GetTexture(tex));
4378         cgGLEnableTextureParameter(param);
4379 }
4380 #endif
4381
4382 void R_GLSL_Restart_f(void)
4383 {
4384         unsigned int i, limit;
4385         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4386                 Mem_Free(glslshaderstring);
4387         glslshaderstring = NULL;
4388         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4389                 Mem_Free(cgshaderstring);
4390         cgshaderstring = NULL;
4391         switch(vid.renderpath)
4392         {
4393         case RENDERPATH_GL20:
4394                 {
4395                         r_glsl_permutation_t *p;
4396                         r_glsl_permutation = NULL;
4397                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4398                         for (i = 0;i < limit;i++)
4399                         {
4400                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4401                                 {
4402                                         GL_Backend_FreeProgram(p->program);
4403                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4404                                 }
4405                         }
4406                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4407                 }
4408                 break;
4409         case RENDERPATH_CGGL:
4410 #ifdef SUPPORTCG
4411                 {
4412                         r_cg_permutation_t *p;
4413                         r_cg_permutation = NULL;
4414                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4415                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4416                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4417                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4418                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4419                         for (i = 0;i < limit;i++)
4420                         {
4421                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4422                                 {
4423                                         if (p->vprogram)
4424                                                 cgDestroyProgram(p->vprogram);
4425                                         if (p->fprogram)
4426                                                 cgDestroyProgram(p->fprogram);
4427                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4428                                 }
4429                         }
4430                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4431                 }
4432                 break;
4433 #endif
4434         case RENDERPATH_GL13:
4435         case RENDERPATH_GL11:
4436                 break;
4437         }
4438 }
4439
4440 void R_GLSL_DumpShader_f(void)
4441 {
4442         int i;
4443         qfile_t *file;
4444
4445         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4446         if (file)
4447         {
4448                 FS_Print(file, "/* The engine may define the following macros:\n");
4449                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4450                 for (i = 0;i < SHADERMODE_COUNT;i++)
4451                         FS_Print(file, glslshadermodeinfo[i].pretext);
4452                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4453                         FS_Print(file, shaderpermutationinfo[i].pretext);
4454                 FS_Print(file, "*/\n");
4455                 FS_Print(file, builtinshaderstring);
4456                 FS_Close(file);
4457                 Con_Printf("glsl/default.glsl written\n");
4458         }
4459         else
4460                 Con_Printf("failed to write to glsl/default.glsl\n");
4461
4462 #ifdef SUPPORTCG
4463         file = FS_OpenRealFile("cg/default.cg", "w", false);
4464         if (file)
4465         {
4466                 FS_Print(file, "/* The engine may define the following macros:\n");
4467                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4468                 for (i = 0;i < SHADERMODE_COUNT;i++)
4469                         FS_Print(file, cgshadermodeinfo[i].pretext);
4470                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4471                         FS_Print(file, shaderpermutationinfo[i].pretext);
4472                 FS_Print(file, "*/\n");
4473                 FS_Print(file, builtincgshaderstring);
4474                 FS_Close(file);
4475                 Con_Printf("cg/default.cg written\n");
4476         }
4477         else
4478                 Con_Printf("failed to write to cg/default.cg\n");
4479 #endif
4480 }
4481
4482 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4483 {
4484         if (!second)
4485                 texturemode = GL_MODULATE;
4486         switch (vid.renderpath)
4487         {
4488         case RENDERPATH_GL20:
4489                 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))));
4490                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4491                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4492                 break;
4493         case RENDERPATH_CGGL:
4494 #ifdef SUPPORTCG
4495                 CHECKCGERROR
4496                 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))));
4497                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4498                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4499 #endif
4500                 break;
4501         case RENDERPATH_GL13:
4502                 R_Mesh_TexBind(0, first );
4503                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4504                 R_Mesh_TexBind(1, second);
4505                 if (second)
4506                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4507                 break;
4508         case RENDERPATH_GL11:
4509                 R_Mesh_TexBind(0, first );
4510                 break;
4511         }
4512 }
4513
4514 void R_SetupShader_DepthOrShadow(void)
4515 {
4516         switch (vid.renderpath)
4517         {
4518         case RENDERPATH_GL20:
4519                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4520                 break;
4521         case RENDERPATH_CGGL:
4522 #ifdef SUPPORTCG
4523                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4524 #endif
4525                 break;
4526         case RENDERPATH_GL13:
4527                 R_Mesh_TexBind(0, 0);
4528                 R_Mesh_TexBind(1, 0);
4529                 break;
4530         case RENDERPATH_GL11:
4531                 R_Mesh_TexBind(0, 0);
4532                 break;
4533         }
4534 }
4535
4536 void R_SetupShader_ShowDepth(void)
4537 {
4538         switch (vid.renderpath)
4539         {
4540         case RENDERPATH_GL20:
4541                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4542                 break;
4543         case RENDERPATH_CGGL:
4544 #ifdef SUPPORTCG
4545                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4546 #endif
4547                 break;
4548         case RENDERPATH_GL13:
4549                 break;
4550         case RENDERPATH_GL11:
4551                 break;
4552         }
4553 }
4554
4555 extern qboolean r_shadow_usingdeferredprepass;
4556 extern cvar_t r_shadow_deferred_8bitrange;
4557 extern rtexture_t *r_shadow_attenuationgradienttexture;
4558 extern rtexture_t *r_shadow_attenuation2dtexture;
4559 extern rtexture_t *r_shadow_attenuation3dtexture;
4560 extern qboolean r_shadow_usingshadowmaprect;
4561 extern qboolean r_shadow_usingshadowmapcube;
4562 extern qboolean r_shadow_usingshadowmap2d;
4563 extern qboolean r_shadow_usingshadowmaportho;
4564 extern float r_shadow_shadowmap_texturescale[2];
4565 extern float r_shadow_shadowmap_parameters[4];
4566 extern qboolean r_shadow_shadowmapvsdct;
4567 extern qboolean r_shadow_shadowmapsampler;
4568 extern int r_shadow_shadowmappcf;
4569 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4570 extern rtexture_t *r_shadow_shadowmap2dtexture;
4571 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4572 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4573 extern matrix4x4_t r_shadow_shadowmapmatrix;
4574 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4575 extern int r_shadow_prepass_width;
4576 extern int r_shadow_prepass_height;
4577 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4578 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4579 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4580 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4581 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4582 {
4583         // select a permutation of the lighting shader appropriate to this
4584         // combination of texture, entity, light source, and fogging, only use the
4585         // minimum features necessary to avoid wasting rendering time in the
4586         // fragment shader on features that are not being used
4587         unsigned int permutation = 0;
4588         unsigned int mode = 0;
4589         float m16f[16];
4590         if (rsurfacepass == RSURFPASS_BACKGROUND)
4591         {
4592                 // distorted background
4593                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4594                         mode = SHADERMODE_WATER;
4595                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4596                         mode = SHADERMODE_REFRACTION;
4597                 else
4598                 {
4599                         mode = SHADERMODE_GENERIC;
4600                         permutation |= SHADERPERMUTATION_DIFFUSE;
4601                 }
4602                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4603                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4604                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4605                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4606                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4607                 R_Mesh_ColorPointer(NULL, 0, 0);
4608                 GL_AlphaTest(false);
4609                 GL_BlendFunc(GL_ONE, GL_ZERO);
4610         }
4611         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4612         {
4613                 if (r_glsl_offsetmapping.integer)
4614                 {
4615                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4616                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4617                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4618                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4619                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4620                         {
4621                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4622                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4623                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4624                         }
4625                 }
4626                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4627                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4628                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4629                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4630                 // normalmap (deferred prepass), may use alpha test on diffuse
4631                 mode = SHADERMODE_DEFERREDGEOMETRY;
4632                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4633                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4634                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4635                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4636                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4637                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4638                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4639                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4640                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4641                 else
4642                         R_Mesh_ColorPointer(NULL, 0, 0);
4643                 GL_AlphaTest(false);
4644                 GL_BlendFunc(GL_ONE, GL_ZERO);
4645         }
4646         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4647         {
4648                 if (r_glsl_offsetmapping.integer)
4649                 {
4650                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4651                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4652                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4653                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4654                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4655                         {
4656                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4657                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4658                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4659                         }
4660                 }
4661                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4662                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4663                 // light source
4664                 mode = SHADERMODE_LIGHTSOURCE;
4665                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4666                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4667                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4668                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4669                 if (diffusescale > 0)
4670                         permutation |= SHADERPERMUTATION_DIFFUSE;
4671                 if (specularscale > 0)
4672                 {
4673                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4674                         if (r_shadow_glossexact.integer)
4675                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4676                 }
4677                 if (r_refdef.fogenabled)
4678                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4679                 if (rsurface.texture->colormapping)
4680                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4681                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4682                 {
4683                         if (r_shadow_usingshadowmaprect)
4684                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4685                         if (r_shadow_usingshadowmap2d)
4686                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4687                         if (r_shadow_usingshadowmapcube)
4688                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4689                         else if(r_shadow_shadowmapvsdct)
4690                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4691
4692                         if (r_shadow_shadowmapsampler)
4693                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4694                         if (r_shadow_shadowmappcf > 1)
4695                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4696                         else if (r_shadow_shadowmappcf)
4697                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4698                 }
4699                 if (rsurface.texture->reflectmasktexture)
4700                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4701                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4702                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4703                 {
4704                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4705                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4706                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4707                 }
4708                 else
4709                 {
4710                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4711                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4712                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4713                 }
4714                 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4715                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4716                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4717                 else
4718                         R_Mesh_ColorPointer(NULL, 0, 0);
4719                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4720                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4721         }
4722         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4723         {
4724                 if (r_glsl_offsetmapping.integer)
4725                 {
4726                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4727                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4728                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4729                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4730                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4731                         {
4732                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4733                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4734                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4735                         }
4736                 }
4737                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4738                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4739                 // unshaded geometry (fullbright or ambient model lighting)
4740                 mode = SHADERMODE_FLATCOLOR;
4741                 ambientscale = diffusescale = specularscale = 0;
4742                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4743                         permutation |= SHADERPERMUTATION_GLOW;
4744                 if (r_refdef.fogenabled)
4745                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4746                 if (rsurface.texture->colormapping)
4747                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4748                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4749                 {
4750                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4751                         if (r_shadow_usingshadowmaprect)
4752                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4753                         if (r_shadow_usingshadowmap2d)
4754                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4755
4756                         if (r_shadow_shadowmapsampler)
4757                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4758                         if (r_shadow_shadowmappcf > 1)
4759                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4760                         else if (r_shadow_shadowmappcf)
4761                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4762                 }
4763                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4764                         permutation |= SHADERPERMUTATION_REFLECTION;
4765                 if (rsurface.texture->reflectmasktexture)
4766                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4767                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4768                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4769                 {
4770                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4771                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4772                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4773                 }
4774                 else
4775                 {
4776                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4777                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4778                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4779                 }
4780                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4781                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4782                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4783                 else
4784                         R_Mesh_ColorPointer(NULL, 0, 0);
4785                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4786                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4787         }
4788         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4789         {
4790                 if (r_glsl_offsetmapping.integer)
4791                 {
4792                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4793                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4794                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4795                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4796                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4797                         {
4798                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4799                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4800                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4801                         }
4802                 }
4803                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4804                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4805                 // directional model lighting
4806                 mode = SHADERMODE_LIGHTDIRECTION;
4807                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4808                         permutation |= SHADERPERMUTATION_GLOW;
4809                 permutation |= SHADERPERMUTATION_DIFFUSE;
4810                 if (specularscale > 0)
4811                 {
4812                         permutation |= SHADERPERMUTATION_SPECULAR;
4813                         if (r_shadow_glossexact.integer)
4814                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4815                 }
4816                 if (r_refdef.fogenabled)
4817                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4818                 if (rsurface.texture->colormapping)
4819                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4820                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4821                 {
4822                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4823                         if (r_shadow_usingshadowmaprect)
4824                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4825                         if (r_shadow_usingshadowmap2d)
4826                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4827
4828                         if (r_shadow_shadowmapsampler)
4829                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4830                         if (r_shadow_shadowmappcf > 1)
4831                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4832                         else if (r_shadow_shadowmappcf)
4833                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4834                 }
4835                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4836                         permutation |= SHADERPERMUTATION_REFLECTION;
4837                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4838                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4839                 if (rsurface.texture->reflectmasktexture)
4840                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4841                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4842                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4843                 {
4844                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4845                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4846                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4847                 }
4848                 else
4849                 {
4850                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4851                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4852                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4853                 }
4854                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4855                 R_Mesh_ColorPointer(NULL, 0, 0);
4856                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4857                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4858         }
4859         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4860         {
4861                 if (r_glsl_offsetmapping.integer)
4862                 {
4863                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4864                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4865                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4866                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4867                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4868                         {
4869                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4870                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4871                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4872                         }
4873                 }
4874                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4875                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4876                 // ambient model lighting
4877                 mode = SHADERMODE_LIGHTDIRECTION;
4878                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4879                         permutation |= SHADERPERMUTATION_GLOW;
4880                 if (r_refdef.fogenabled)
4881                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4882                 if (rsurface.texture->colormapping)
4883                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4884                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4885                 {
4886                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4887                         if (r_shadow_usingshadowmaprect)
4888                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4889                         if (r_shadow_usingshadowmap2d)
4890                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4891
4892                         if (r_shadow_shadowmapsampler)
4893                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4894                         if (r_shadow_shadowmappcf > 1)
4895                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4896                         else if (r_shadow_shadowmappcf)
4897                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4898                 }
4899                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4900                         permutation |= SHADERPERMUTATION_REFLECTION;
4901                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4902                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4903                 if (rsurface.texture->reflectmasktexture)
4904                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4905                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4906                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4907                 {
4908                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4909                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4910                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4911                 }
4912                 else
4913                 {
4914                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4915                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4916                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4917                 }
4918                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4919                 R_Mesh_ColorPointer(NULL, 0, 0);
4920                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4921                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4922         }
4923         else
4924         {
4925                 if (r_glsl_offsetmapping.integer)
4926                 {
4927                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4928                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4929                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4930                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4931                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4932                         {
4933                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4934                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4935                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4936                         }
4937                 }
4938                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4939                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4940                 // lightmapped wall
4941                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4942                         permutation |= SHADERPERMUTATION_GLOW;
4943                 if (r_refdef.fogenabled)
4944                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4945                 if (rsurface.texture->colormapping)
4946                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4947                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4948                 {
4949                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4950                         if (r_shadow_usingshadowmaprect)
4951                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4952                         if (r_shadow_usingshadowmap2d)
4953                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4954
4955                         if (r_shadow_shadowmapsampler)
4956                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4957                         if (r_shadow_shadowmappcf > 1)
4958                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4959                         else if (r_shadow_shadowmappcf)
4960                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4961                 }
4962                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4963                         permutation |= SHADERPERMUTATION_REFLECTION;
4964                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4965                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4966                 if (rsurface.texture->reflectmasktexture)
4967                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4968                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4969                 {
4970                         // deluxemapping (light direction texture)
4971                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4972                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4973                         else
4974                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4975                         permutation |= SHADERPERMUTATION_DIFFUSE;
4976                         if (specularscale > 0)
4977                         {
4978                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4979                                 if (r_shadow_glossexact.integer)
4980                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4981                         }
4982                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4983                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4984                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4985                         else
4986                                 R_Mesh_ColorPointer(NULL, 0, 0);
4987                 }
4988                 else if (r_glsl_deluxemapping.integer >= 2)
4989                 {
4990                         // fake deluxemapping (uniform light direction in tangentspace)
4991                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4992                         permutation |= SHADERPERMUTATION_DIFFUSE;
4993                         if (specularscale > 0)
4994                         {
4995                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4996                                 if (r_shadow_glossexact.integer)
4997                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4998                         }
4999                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5000                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5001                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5002                         else
5003                                 R_Mesh_ColorPointer(NULL, 0, 0);
5004                 }
5005                 else if (rsurface.uselightmaptexture)
5006                 {
5007                         // ordinary lightmapping (q1bsp, q3bsp)
5008                         mode = SHADERMODE_LIGHTMAP;
5009                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5010                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5011                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5012                         else
5013                                 R_Mesh_ColorPointer(NULL, 0, 0);
5014                 }
5015                 else
5016                 {
5017                         // ordinary vertex coloring (q3bsp)
5018                         mode = SHADERMODE_VERTEXCOLOR;
5019                         R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5020                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5021                 }
5022                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5023                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5024                 {
5025                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5026                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5027                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5028                 }
5029                 else
5030                 {
5031                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5032                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5033                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5034                 }
5035                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5036                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5037         }
5038         switch(vid.renderpath)
5039         {
5040         case RENDERPATH_GL20:
5041                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5042                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5043                 if (mode == SHADERMODE_LIGHTSOURCE)
5044                 {
5045                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5046                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5047                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5048                         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);
5049                         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);
5050                         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);
5051         
5052                         // additive passes are only darkened by fog, not tinted
5053                         if (r_glsl_permutation->loc_FogColor >= 0)
5054                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5055                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5056                 }
5057                 else
5058                 {
5059                         if (mode == SHADERMODE_FLATCOLOR)
5060                         {
5061                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
5062                         }
5063                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5064                         {
5065                                 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]);
5066                                 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]);
5067                                 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);
5068                                 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);
5069                                 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);
5070                                 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]);
5071                                 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]);
5072                         }
5073                         else
5074                         {
5075                                 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]);
5076                                 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]);
5077                                 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);
5078                                 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);
5079                                 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);
5080                         }
5081                         // additive passes are only darkened by fog, not tinted
5082                         if (r_glsl_permutation->loc_FogColor >= 0)
5083                         {
5084                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5085                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5086                                 else
5087                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5088                         }
5089                         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);
5090                         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]);
5091                         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]);
5092                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5093                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5094                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5095                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5096                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5097                 }
5098                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5099                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5100                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5101                 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]);
5102                 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]);
5103
5104                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5105                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5106                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5107                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5108                 {
5109                         if (rsurface.texture->pantstexture)
5110                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5111                         else
5112                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5113                 }
5114                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5115                 {
5116                         if (rsurface.texture->shirttexture)
5117                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5118                         else
5119                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5120                 }
5121                 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]);
5122                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5123                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5124                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5125                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5126                 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]);
5127                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5128
5129         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5130         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5131         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5132                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5133                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5134                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5135                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5136                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5137                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5138                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5139                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5140                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5141                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5142                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5143                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5144                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5145                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5146                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
5147                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , r_texture_blanknormalmap                            );
5148                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5149                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
5150                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
5151                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5152                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5153                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5154                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5155                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5156                 {
5157                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5158                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5159                         if (rsurface.rtlight)
5160                         {
5161                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5162                                 if (r_shadow_usingshadowmapcube)
5163                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5164                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5165                         }
5166                 }
5167                 CHECKGLERROR
5168                 break;
5169         case RENDERPATH_CGGL:
5170 #ifdef SUPPORTCG
5171                 R_SetupShader_SetPermutationCG(mode, permutation);
5172                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5173                 if (mode == SHADERMODE_LIGHTSOURCE)
5174                 {
5175                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5176                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5177                 }
5178                 else
5179                 {
5180                         if (mode == SHADERMODE_LIGHTDIRECTION)
5181                         {
5182                                 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
5183                         }
5184                 }
5185                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5186                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5187                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5188                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5189                 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
5190                 CHECKGLERROR
5191
5192                 if (mode == SHADERMODE_LIGHTSOURCE)
5193                 {
5194                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5195                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5196                         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
5197                         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
5198                         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
5199
5200                         // additive passes are only darkened by fog, not tinted
5201                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5202                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5203                 }
5204                 else
5205                 {
5206                         if (mode == SHADERMODE_FLATCOLOR)
5207                         {
5208                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5209                         }
5210                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5211                         {
5212                                 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
5213                                 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
5214                                 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
5215                                 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
5216                                 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
5217                                 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
5218                                 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
5219                         }
5220                         else
5221                         {
5222                                 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
5223                                 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
5224                                 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
5225                                 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
5226                                 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
5227                         }
5228                         // additive passes are only darkened by fog, not tinted
5229                         if (r_cg_permutation->fp_FogColor)
5230                         {
5231                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5232                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5233                                 else
5234                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5235                                 CHECKCGERROR
5236                         }
5237                         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
5238                         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
5239                         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
5240                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5241                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5242                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5243                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5244                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5245                 }
5246                 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
5247                 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
5248                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5249                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5250                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5251                 if (r_cg_permutation->fp_Color_Pants)
5252                 {
5253                         if (rsurface.texture->pantstexture)
5254                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5255                         else
5256                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5257                         CHECKCGERROR
5258                 }
5259                 if (r_cg_permutation->fp_Color_Shirt)
5260                 {
5261                         if (rsurface.texture->shirttexture)
5262                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5263                         else
5264                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5265                         CHECKCGERROR
5266                 }
5267                 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
5268                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5269                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5270                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5271                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5272                 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
5273                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5274
5275         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5276         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5277         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5278                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5279                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5280                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5281                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5282                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5283                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5284                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5285                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5286                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5287                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5288                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5289                 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
5290                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
5291                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5292                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5293                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5294                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5295                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5296                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5297                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5298                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5299                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5300                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5301                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5302                 {
5303                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5304                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5305                         if (rsurface.rtlight)
5306                         {
5307                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5308                                 if (r_shadow_usingshadowmapcube)
5309                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5310                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5311                         }
5312                 }
5313
5314                 CHECKGLERROR
5315 #endif
5316                 break;
5317         case RENDERPATH_GL13:
5318         case RENDERPATH_GL11:
5319                 break;
5320         }
5321 }
5322
5323 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5324 {
5325         // select a permutation of the lighting shader appropriate to this
5326         // combination of texture, entity, light source, and fogging, only use the
5327         // minimum features necessary to avoid wasting rendering time in the
5328         // fragment shader on features that are not being used
5329         unsigned int permutation = 0;
5330         unsigned int mode = 0;
5331         const float *lightcolorbase = rtlight->currentcolor;
5332         float ambientscale = rtlight->ambientscale;
5333         float diffusescale = rtlight->diffusescale;
5334         float specularscale = rtlight->specularscale;
5335         // this is the location of the light in view space
5336         vec3_t viewlightorigin;
5337         // this transforms from view space (camera) to light space (cubemap)
5338         matrix4x4_t viewtolight;
5339         matrix4x4_t lighttoview;
5340         float viewtolight16f[16];
5341         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5342         // light source
5343         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5344         if (rtlight->currentcubemap != r_texture_whitecube)
5345                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5346         if (diffusescale > 0)
5347                 permutation |= SHADERPERMUTATION_DIFFUSE;
5348         if (specularscale > 0)
5349         {
5350                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5351                 if (r_shadow_glossexact.integer)
5352                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5353         }
5354         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5355         {
5356                 if (r_shadow_usingshadowmaprect)
5357                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5358                 if (r_shadow_usingshadowmap2d)
5359                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5360                 if (r_shadow_usingshadowmapcube)
5361                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5362                 else if(r_shadow_shadowmapvsdct)
5363                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5364
5365                 if (r_shadow_shadowmapsampler)
5366                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5367                 if (r_shadow_shadowmappcf > 1)
5368                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5369                 else if (r_shadow_shadowmappcf)
5370                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5371         }
5372         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5373         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5374         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5375         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5376         switch(vid.renderpath)
5377         {
5378         case RENDERPATH_GL20:
5379                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5380                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5381                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5382                 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);
5383                 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);
5384                 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);
5385                 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]);
5386                 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]);
5387                 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));
5388                 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]);
5389                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5390
5391                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5392                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5393                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5394                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5395                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5396                 if (r_shadow_usingshadowmapcube)
5397                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5398                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5399                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5400                 break;
5401         case RENDERPATH_CGGL:
5402 #ifdef SUPPORTCG
5403                 R_SetupShader_SetPermutationCG(mode, permutation);
5404                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5405                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5406                 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
5407                 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
5408                 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
5409                 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
5410                 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
5411                 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
5412                 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
5413                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5414
5415                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5416                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5417                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5418                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5419                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5420                 if (r_shadow_usingshadowmapcube)
5421                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5422                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5423                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5424 #endif
5425                 break;
5426         case RENDERPATH_GL13:
5427         case RENDERPATH_GL11:
5428                 break;
5429         }
5430 }
5431
5432 #define SKINFRAME_HASH 1024
5433
5434 typedef struct
5435 {
5436         int loadsequence; // incremented each level change
5437         memexpandablearray_t array;
5438         skinframe_t *hash[SKINFRAME_HASH];
5439 }
5440 r_skinframe_t;
5441 r_skinframe_t r_skinframe;
5442
5443 void R_SkinFrame_PrepareForPurge(void)
5444 {
5445         r_skinframe.loadsequence++;
5446         // wrap it without hitting zero
5447         if (r_skinframe.loadsequence >= 200)
5448                 r_skinframe.loadsequence = 1;
5449 }
5450
5451 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5452 {
5453         if (!skinframe)
5454                 return;
5455         // mark the skinframe as used for the purging code
5456         skinframe->loadsequence = r_skinframe.loadsequence;
5457 }
5458
5459 void R_SkinFrame_Purge(void)
5460 {
5461         int i;
5462         skinframe_t *s;
5463         for (i = 0;i < SKINFRAME_HASH;i++)
5464         {
5465                 for (s = r_skinframe.hash[i];s;s = s->next)
5466                 {
5467                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5468                         {
5469                                 if (s->merged == s->base)
5470                                         s->merged = NULL;
5471                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5472                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5473                                 R_PurgeTexture(s->merged);s->merged = NULL;
5474                                 R_PurgeTexture(s->base  );s->base   = NULL;
5475                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5476                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5477                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5478                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5479                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5480                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5481                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5482                                 s->loadsequence = 0;
5483                         }
5484                 }
5485         }
5486 }
5487
5488 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5489         skinframe_t *item;
5490         char basename[MAX_QPATH];
5491
5492         Image_StripImageExtension(name, basename, sizeof(basename));
5493
5494         if( last == NULL ) {
5495                 int hashindex;
5496                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5497                 item = r_skinframe.hash[hashindex];
5498         } else {
5499                 item = last->next;
5500         }
5501
5502         // linearly search through the hash bucket
5503         for( ; item ; item = item->next ) {
5504                 if( !strcmp( item->basename, basename ) ) {
5505                         return item;
5506                 }
5507         }
5508         return NULL;
5509 }
5510
5511 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5512 {
5513         skinframe_t *item;
5514         int hashindex;
5515         char basename[MAX_QPATH];
5516
5517         Image_StripImageExtension(name, basename, sizeof(basename));
5518
5519         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5520         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5521                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5522                         break;
5523
5524         if (!item) {
5525                 rtexture_t *dyntexture;
5526                 // check whether its a dynamic texture
5527                 dyntexture = CL_GetDynTexture( basename );
5528                 if (!add && !dyntexture)
5529                         return NULL;
5530                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5531                 memset(item, 0, sizeof(*item));
5532                 strlcpy(item->basename, basename, sizeof(item->basename));
5533                 item->base = dyntexture; // either NULL or dyntexture handle
5534                 item->textureflags = textureflags;
5535                 item->comparewidth = comparewidth;
5536                 item->compareheight = compareheight;
5537                 item->comparecrc = comparecrc;
5538                 item->next = r_skinframe.hash[hashindex];
5539                 r_skinframe.hash[hashindex] = item;
5540         }
5541         else if( item->base == NULL )
5542         {
5543                 rtexture_t *dyntexture;
5544                 // check whether its a dynamic texture
5545                 // 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]
5546                 dyntexture = CL_GetDynTexture( basename );
5547                 item->base = dyntexture; // either NULL or dyntexture handle
5548         }
5549
5550         R_SkinFrame_MarkUsed(item);
5551         return item;
5552 }
5553
5554 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5555         { \
5556                 unsigned long long avgcolor[5], wsum; \
5557                 int pix, comp, w; \
5558                 avgcolor[0] = 0; \
5559                 avgcolor[1] = 0; \
5560                 avgcolor[2] = 0; \
5561                 avgcolor[3] = 0; \
5562                 avgcolor[4] = 0; \
5563                 wsum = 0; \
5564                 for(pix = 0; pix < cnt; ++pix) \
5565                 { \
5566                         w = 0; \
5567                         for(comp = 0; comp < 3; ++comp) \
5568                                 w += getpixel; \
5569                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5570                         { \
5571                                 ++wsum; \
5572                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5573                                 w = getpixel; \
5574                                 for(comp = 0; comp < 3; ++comp) \
5575                                         avgcolor[comp] += getpixel * w; \
5576                                 avgcolor[3] += w; \
5577                         } \
5578                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5579                         avgcolor[4] += getpixel; \
5580                 } \
5581                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5582                         avgcolor[3] = 1; \
5583                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5584                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5585                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5586                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5587         }
5588
5589 extern cvar_t gl_picmip;
5590 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5591 {
5592         int j;
5593         unsigned char *pixels;
5594         unsigned char *bumppixels;
5595         unsigned char *basepixels = NULL;
5596         int basepixels_width = 0;
5597         int basepixels_height = 0;
5598         skinframe_t *skinframe;
5599         rtexture_t *ddsbase = NULL;
5600         qboolean ddshasalpha = false;
5601         float ddsavgcolor[4];
5602         char basename[MAX_QPATH];
5603         int miplevel = R_PicmipForFlags(textureflags);
5604         int savemiplevel = miplevel;
5605         int mymiplevel;
5606
5607         if (cls.state == ca_dedicated)
5608                 return NULL;
5609
5610         // return an existing skinframe if already loaded
5611         // if loading of the first image fails, don't make a new skinframe as it
5612         // would cause all future lookups of this to be missing
5613         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5614         if (skinframe && skinframe->base)
5615                 return skinframe;
5616
5617         Image_StripImageExtension(name, basename, sizeof(basename));
5618
5619         // check for DDS texture file first
5620         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
5621         {
5622                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer, &miplevel);
5623                 if (basepixels == NULL)
5624                         return NULL;
5625         }
5626
5627         // FIXME handle miplevel
5628
5629         if (developer_loading.integer)
5630                 Con_Printf("loading skin \"%s\"\n", name);
5631
5632         // we've got some pixels to store, so really allocate this new texture now
5633         if (!skinframe)
5634                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5635         skinframe->stain = NULL;
5636         skinframe->merged = NULL;
5637         skinframe->base = NULL;
5638         skinframe->pants = NULL;
5639         skinframe->shirt = NULL;
5640         skinframe->nmap = NULL;
5641         skinframe->gloss = NULL;
5642         skinframe->glow = NULL;
5643         skinframe->fog = NULL;
5644         skinframe->reflect = NULL;
5645         skinframe->hasalpha = false;
5646
5647         if (ddsbase)
5648         {
5649                 skinframe->base = ddsbase;
5650                 skinframe->hasalpha = ddshasalpha;
5651                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5652                 if (r_loadfog && skinframe->hasalpha)
5653                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
5654                 //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]);
5655         }
5656         else
5657         {
5658                 basepixels_width = image_width;
5659                 basepixels_height = image_height;
5660                 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), miplevel, NULL);
5661                 if (textureflags & TEXF_ALPHA)
5662                 {
5663                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5664                         {
5665                                 if (basepixels[j] < 255)
5666                                 {
5667                                         skinframe->hasalpha = true;
5668                                         break;
5669                                 }
5670                         }
5671                         if (r_loadfog && skinframe->hasalpha)
5672                         {
5673                                 // has transparent pixels
5674                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5675                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5676                                 {
5677                                         pixels[j+0] = 255;
5678                                         pixels[j+1] = 255;
5679                                         pixels[j+2] = 255;
5680                                         pixels[j+3] = basepixels[j+3];
5681                                 }
5682                                 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), miplevel, NULL);
5683                                 Mem_Free(pixels);
5684                         }
5685                 }
5686                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5687                 //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]);
5688                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5689                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5690                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5691                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5692         }
5693
5694         if (r_loaddds)
5695         {
5696                 mymiplevel = savemiplevel;
5697                 if (r_loadnormalmap)
5698                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, mymiplevel);
5699                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5700                 if (r_loadgloss)
5701                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5702                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5703                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5704                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5705         }
5706
5707         // _norm is the name used by tenebrae and has been adopted as standard
5708         if (r_loadnormalmap && skinframe->nmap == NULL)
5709         {
5710                 mymiplevel = savemiplevel;
5711                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5712                 {
5713                         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), mymiplevel, NULL);
5714                         Mem_Free(pixels);
5715                         pixels = NULL;
5716                 }
5717                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5718                 {
5719                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5720                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5721                         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), mymiplevel, NULL);
5722                         Mem_Free(pixels);
5723                         Mem_Free(bumppixels);
5724                 }
5725                 else if (r_shadow_bumpscale_basetexture.value > 0)
5726                 {
5727                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5728                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5729                         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), mymiplevel, NULL);
5730                         Mem_Free(pixels);
5731                 }
5732                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5733                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5734         }
5735
5736         // _luma is supported only for tenebrae compatibility
5737         // _glow is the preferred name
5738         mymiplevel = savemiplevel;
5739         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel))))
5740         {
5741                 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), mymiplevel, NULL);
5742                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5743                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5744                 Mem_Free(pixels);pixels = NULL;
5745         }
5746
5747         mymiplevel = savemiplevel;
5748         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5749         {
5750                 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), mymiplevel, NULL);
5751                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5752                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5753                 Mem_Free(pixels);
5754                 pixels = NULL;
5755         }
5756
5757         mymiplevel = savemiplevel;
5758         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5759         {
5760                 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), mymiplevel, NULL);
5761                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5762                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5763                 Mem_Free(pixels);
5764                 pixels = NULL;
5765         }
5766
5767         mymiplevel = savemiplevel;
5768         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5769         {
5770                 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), mymiplevel, NULL);
5771                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5772                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5773                 Mem_Free(pixels);
5774                 pixels = NULL;
5775         }
5776
5777         mymiplevel = savemiplevel;
5778         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5779         {
5780                 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), mymiplevel, NULL);
5781                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5782                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5783                 Mem_Free(pixels);
5784                 pixels = NULL;
5785         }
5786
5787         if (basepixels)
5788                 Mem_Free(basepixels);
5789
5790         return skinframe;
5791 }
5792
5793 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5794 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5795 {
5796         int i;
5797         unsigned char *temp1, *temp2;
5798         skinframe_t *skinframe;
5799
5800         if (cls.state == ca_dedicated)
5801                 return NULL;
5802
5803         // if already loaded just return it, otherwise make a new skinframe
5804         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5805         if (skinframe && skinframe->base)
5806                 return skinframe;
5807
5808         skinframe->stain = NULL;
5809         skinframe->merged = NULL;
5810         skinframe->base = NULL;
5811         skinframe->pants = NULL;
5812         skinframe->shirt = NULL;
5813         skinframe->nmap = NULL;
5814         skinframe->gloss = NULL;
5815         skinframe->glow = NULL;
5816         skinframe->fog = NULL;
5817         skinframe->reflect = NULL;
5818         skinframe->hasalpha = false;
5819
5820         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5821         if (!skindata)
5822                 return NULL;
5823
5824         if (developer_loading.integer)
5825                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5826
5827         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5828         {
5829                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5830                 temp2 = temp1 + width * height * 4;
5831                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5832                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
5833                 Mem_Free(temp1);
5834         }
5835         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
5836         if (textureflags & TEXF_ALPHA)
5837         {
5838                 for (i = 3;i < width * height * 4;i += 4)
5839                 {
5840                         if (skindata[i] < 255)
5841                         {
5842                                 skinframe->hasalpha = true;
5843                                 break;
5844                         }
5845                 }
5846                 if (r_loadfog && skinframe->hasalpha)
5847                 {
5848                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5849                         memcpy(fogpixels, skindata, width * height * 4);
5850                         for (i = 0;i < width * height * 4;i += 4)
5851                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5852                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, -1, NULL);
5853                         Mem_Free(fogpixels);
5854                 }
5855         }
5856
5857         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5858         //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]);
5859
5860         return skinframe;
5861 }
5862
5863 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5864 {
5865         int i;
5866         int featuresmask;
5867         skinframe_t *skinframe;
5868
5869         if (cls.state == ca_dedicated)
5870                 return NULL;
5871
5872         // if already loaded just return it, otherwise make a new skinframe
5873         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5874         if (skinframe && skinframe->base)
5875                 return skinframe;
5876
5877         skinframe->stain = NULL;
5878         skinframe->merged = NULL;
5879         skinframe->base = NULL;
5880         skinframe->pants = NULL;
5881         skinframe->shirt = NULL;
5882         skinframe->nmap = NULL;
5883         skinframe->gloss = NULL;
5884         skinframe->glow = NULL;
5885         skinframe->fog = NULL;
5886         skinframe->reflect = NULL;
5887         skinframe->hasalpha = false;
5888
5889         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5890         if (!skindata)
5891                 return NULL;
5892
5893         if (developer_loading.integer)
5894                 Con_Printf("loading quake skin \"%s\"\n", name);
5895
5896         // 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)
5897         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5898         memcpy(skinframe->qpixels, skindata, width*height);
5899         skinframe->qwidth = width;
5900         skinframe->qheight = height;
5901
5902         featuresmask = 0;
5903         for (i = 0;i < width * height;i++)
5904                 featuresmask |= palette_featureflags[skindata[i]];
5905
5906         skinframe->hasalpha = false;
5907         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5908         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5909         skinframe->qgeneratemerged = true;
5910         skinframe->qgeneratebase = skinframe->qhascolormapping;
5911         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5912
5913         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5914         //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]);
5915
5916         return skinframe;
5917 }
5918
5919 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5920 {
5921         int width;
5922         int height;
5923         unsigned char *skindata;
5924
5925         if (!skinframe->qpixels)
5926                 return;
5927
5928         if (!skinframe->qhascolormapping)
5929                 colormapped = false;
5930
5931         if (colormapped)
5932         {
5933                 if (!skinframe->qgeneratebase)
5934                         return;
5935         }
5936         else
5937         {
5938                 if (!skinframe->qgeneratemerged)
5939                         return;
5940         }
5941
5942         width = skinframe->qwidth;
5943         height = skinframe->qheight;
5944         skindata = skinframe->qpixels;
5945
5946         if (skinframe->qgeneratenmap)
5947         {
5948                 unsigned char *temp1, *temp2;
5949                 skinframe->qgeneratenmap = false;
5950                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5951                 temp2 = temp1 + width * height * 4;
5952                 // use either a custom palette or the quake palette
5953                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5954                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5955                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, -1, NULL);
5956                 Mem_Free(temp1);
5957         }
5958
5959         if (skinframe->qgenerateglow)
5960         {
5961                 skinframe->qgenerateglow = false;
5962                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
5963         }
5964
5965         if (colormapped)
5966         {
5967                 skinframe->qgeneratebase = false;
5968                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5969                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
5970                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
5971         }
5972         else
5973         {
5974                 skinframe->qgeneratemerged = false;
5975                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5976         }
5977
5978         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5979         {
5980                 Mem_Free(skinframe->qpixels);
5981                 skinframe->qpixels = NULL;
5982         }
5983 }
5984
5985 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)
5986 {
5987         int i;
5988         skinframe_t *skinframe;
5989
5990         if (cls.state == ca_dedicated)
5991                 return NULL;
5992
5993         // if already loaded just return it, otherwise make a new skinframe
5994         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5995         if (skinframe && skinframe->base)
5996                 return skinframe;
5997
5998         skinframe->stain = NULL;
5999         skinframe->merged = NULL;
6000         skinframe->base = NULL;
6001         skinframe->pants = NULL;
6002         skinframe->shirt = NULL;
6003         skinframe->nmap = NULL;
6004         skinframe->gloss = NULL;
6005         skinframe->glow = NULL;
6006         skinframe->fog = NULL;
6007         skinframe->reflect = NULL;
6008         skinframe->hasalpha = false;
6009
6010         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6011         if (!skindata)
6012                 return NULL;
6013
6014         if (developer_loading.integer)
6015                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6016
6017         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette);
6018         if (textureflags & TEXF_ALPHA)
6019         {
6020                 for (i = 0;i < width * height;i++)
6021                 {
6022                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6023                         {
6024                                 skinframe->hasalpha = true;
6025                                 break;
6026                         }
6027                 }
6028                 if (r_loadfog && skinframe->hasalpha)
6029                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, alphapalette);
6030         }
6031
6032         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6033         //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]);
6034
6035         return skinframe;
6036 }
6037
6038 skinframe_t *R_SkinFrame_LoadMissing(void)
6039 {
6040         skinframe_t *skinframe;
6041
6042         if (cls.state == ca_dedicated)
6043                 return NULL;
6044
6045         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6046         skinframe->stain = NULL;
6047         skinframe->merged = NULL;
6048         skinframe->base = NULL;
6049         skinframe->pants = NULL;
6050         skinframe->shirt = NULL;
6051         skinframe->nmap = NULL;
6052         skinframe->gloss = NULL;
6053         skinframe->glow = NULL;
6054         skinframe->fog = NULL;
6055         skinframe->reflect = NULL;
6056         skinframe->hasalpha = false;
6057
6058         skinframe->avgcolor[0] = rand() / RAND_MAX;
6059         skinframe->avgcolor[1] = rand() / RAND_MAX;
6060         skinframe->avgcolor[2] = rand() / RAND_MAX;
6061         skinframe->avgcolor[3] = 1;
6062
6063         return skinframe;
6064 }
6065
6066 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6067 typedef struct suffixinfo_s
6068 {
6069         char *suffix;
6070         qboolean flipx, flipy, flipdiagonal;
6071 }
6072 suffixinfo_t;
6073 static suffixinfo_t suffix[3][6] =
6074 {
6075         {
6076                 {"px",   false, false, false},
6077                 {"nx",   false, false, false},
6078                 {"py",   false, false, false},
6079                 {"ny",   false, false, false},
6080                 {"pz",   false, false, false},
6081                 {"nz",   false, false, false}
6082         },
6083         {
6084                 {"posx", false, false, false},
6085                 {"negx", false, false, false},
6086                 {"posy", false, false, false},
6087                 {"negy", false, false, false},
6088                 {"posz", false, false, false},
6089                 {"negz", false, false, false}
6090         },
6091         {
6092                 {"rt",    true, false,  true},
6093                 {"lf",   false,  true,  true},
6094                 {"ft",    true,  true, false},
6095                 {"bk",   false, false, false},
6096                 {"up",    true, false,  true},
6097                 {"dn",    true, false,  true}
6098         }
6099 };
6100
6101 static int componentorder[4] = {0, 1, 2, 3};
6102
6103 rtexture_t *R_LoadCubemap(const char *basename)
6104 {
6105         int i, j, cubemapsize;
6106         unsigned char *cubemappixels, *image_buffer;
6107         rtexture_t *cubemaptexture;
6108         char name[256];
6109         // must start 0 so the first loadimagepixels has no requested width/height
6110         cubemapsize = 0;
6111         cubemappixels = NULL;
6112         cubemaptexture = NULL;
6113         // keep trying different suffix groups (posx, px, rt) until one loads
6114         for (j = 0;j < 3 && !cubemappixels;j++)
6115         {
6116                 // load the 6 images in the suffix group
6117                 for (i = 0;i < 6;i++)
6118                 {
6119                         // generate an image name based on the base and and suffix
6120                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6121                         // load it
6122                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer, NULL)))
6123                         {
6124                                 // an image loaded, make sure width and height are equal
6125                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6126                                 {
6127                                         // if this is the first image to load successfully, allocate the cubemap memory
6128                                         if (!cubemappixels && image_width >= 1)
6129                                         {
6130                                                 cubemapsize = image_width;
6131                                                 // note this clears to black, so unavailable sides are black
6132                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6133                                         }
6134                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6135                                         if (cubemappixels)
6136                                                 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);
6137                                 }
6138                                 else
6139                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6140                                 // free the image
6141                                 Mem_Free(image_buffer);
6142                         }
6143                 }
6144         }
6145         // if a cubemap loaded, upload it
6146         if (cubemappixels)
6147         {
6148                 if (developer_loading.integer)
6149                         Con_Printf("loading cubemap \"%s\"\n", basename);
6150
6151                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, -1, NULL);
6152                 Mem_Free(cubemappixels);
6153         }
6154         else
6155         {
6156                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6157                 if (developer_loading.integer)
6158                 {
6159                         Con_Printf("(tried tried images ");
6160                         for (j = 0;j < 3;j++)
6161                                 for (i = 0;i < 6;i++)
6162                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6163                         Con_Print(" and was unable to find any of them).\n");
6164                 }
6165         }
6166         return cubemaptexture;
6167 }
6168
6169 rtexture_t *R_GetCubemap(const char *basename)
6170 {
6171         int i;
6172         for (i = 0;i < r_texture_numcubemaps;i++)
6173                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6174                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6175         if (i >= MAX_CUBEMAPS)
6176                 return r_texture_whitecube;
6177         r_texture_numcubemaps++;
6178         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6179         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6180         return r_texture_cubemaps[i].texture;
6181 }
6182
6183 void R_FreeCubemaps(void)
6184 {
6185         int i;
6186         for (i = 0;i < r_texture_numcubemaps;i++)
6187         {
6188                 if (developer_loading.integer)
6189                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6190                 if (r_texture_cubemaps[i].texture)
6191                         R_FreeTexture(r_texture_cubemaps[i].texture);
6192         }
6193         r_texture_numcubemaps = 0;
6194 }
6195
6196 void R_Main_FreeViewCache(void)
6197 {
6198         if (r_refdef.viewcache.entityvisible)
6199                 Mem_Free(r_refdef.viewcache.entityvisible);
6200         if (r_refdef.viewcache.world_pvsbits)
6201                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6202         if (r_refdef.viewcache.world_leafvisible)
6203                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6204         if (r_refdef.viewcache.world_surfacevisible)
6205                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6206         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6207 }
6208
6209 void R_Main_ResizeViewCache(void)
6210 {
6211         int numentities = r_refdef.scene.numentities;
6212         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6213         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6214         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6215         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6216         if (r_refdef.viewcache.maxentities < numentities)
6217         {
6218                 r_refdef.viewcache.maxentities = numentities;
6219                 if (r_refdef.viewcache.entityvisible)
6220                         Mem_Free(r_refdef.viewcache.entityvisible);
6221                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6222         }
6223         if (r_refdef.viewcache.world_numclusters != numclusters)
6224         {
6225                 r_refdef.viewcache.world_numclusters = numclusters;
6226                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6227                 if (r_refdef.viewcache.world_pvsbits)
6228                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6229                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6230         }
6231         if (r_refdef.viewcache.world_numleafs != numleafs)
6232         {
6233                 r_refdef.viewcache.world_numleafs = numleafs;
6234                 if (r_refdef.viewcache.world_leafvisible)
6235                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6236                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6237         }
6238         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6239         {
6240                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6241                 if (r_refdef.viewcache.world_surfacevisible)
6242                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6243                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6244         }
6245 }
6246
6247 extern rtexture_t *loadingscreentexture;
6248 void gl_main_start(void)
6249 {
6250         loadingscreentexture = NULL;
6251         r_texture_blanknormalmap = NULL;
6252         r_texture_white = NULL;
6253         r_texture_grey128 = NULL;
6254         r_texture_black = NULL;
6255         r_texture_whitecube = NULL;
6256         r_texture_normalizationcube = NULL;
6257         r_texture_fogattenuation = NULL;
6258         r_texture_fogheighttexture = NULL;
6259         r_texture_gammaramps = NULL;
6260         r_texture_numcubemaps = 0;
6261
6262         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6263         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6264
6265         switch(vid.renderpath)
6266         {
6267         case RENDERPATH_GL20:
6268         case RENDERPATH_CGGL:
6269                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6270                 Cvar_SetValueQuick(&gl_combine, 1);
6271                 Cvar_SetValueQuick(&r_glsl, 1);
6272                 r_loadnormalmap = true;
6273                 r_loadgloss = true;
6274                 r_loadfog = false;
6275                 break;
6276         case RENDERPATH_GL13:
6277                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6278                 Cvar_SetValueQuick(&gl_combine, 1);
6279                 Cvar_SetValueQuick(&r_glsl, 0);
6280                 r_loadnormalmap = false;
6281                 r_loadgloss = false;
6282                 r_loadfog = true;
6283                 break;
6284         case RENDERPATH_GL11:
6285                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6286                 Cvar_SetValueQuick(&gl_combine, 0);
6287                 Cvar_SetValueQuick(&r_glsl, 0);
6288                 r_loadnormalmap = false;
6289                 r_loadgloss = false;
6290                 r_loadfog = true;
6291                 break;
6292         }
6293
6294         R_AnimCache_Free();
6295         R_FrameData_Reset();
6296
6297         r_numqueries = 0;
6298         r_maxqueries = 0;
6299         memset(r_queries, 0, sizeof(r_queries));
6300
6301         r_qwskincache = NULL;
6302         r_qwskincache_size = 0;
6303
6304         // set up r_skinframe loading system for textures
6305         memset(&r_skinframe, 0, sizeof(r_skinframe));
6306         r_skinframe.loadsequence = 1;
6307         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6308
6309         r_main_texturepool = R_AllocTexturePool();
6310         R_BuildBlankTextures();
6311         R_BuildNoTexture();
6312         if (vid.support.arb_texture_cube_map)
6313         {
6314                 R_BuildWhiteCube();
6315                 R_BuildNormalizationCube();
6316         }
6317         r_texture_fogattenuation = NULL;
6318         r_texture_fogheighttexture = NULL;
6319         r_texture_gammaramps = NULL;
6320         //r_texture_fogintensity = NULL;
6321         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6322         memset(&r_waterstate, 0, sizeof(r_waterstate));
6323         r_glsl_permutation = NULL;
6324         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6325         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6326         glslshaderstring = NULL;
6327 #ifdef SUPPORTCG
6328         r_cg_permutation = NULL;
6329         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6330         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6331         cgshaderstring = NULL;
6332 #endif
6333         memset(&r_svbsp, 0, sizeof (r_svbsp));
6334
6335         r_refdef.fogmasktable_density = 0;
6336 }
6337
6338 void gl_main_shutdown(void)
6339 {
6340         R_AnimCache_Free();
6341         R_FrameData_Reset();
6342
6343         R_Main_FreeViewCache();
6344
6345         if (r_maxqueries)
6346                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6347
6348         r_numqueries = 0;
6349         r_maxqueries = 0;
6350         memset(r_queries, 0, sizeof(r_queries));
6351
6352         r_qwskincache = NULL;
6353         r_qwskincache_size = 0;
6354
6355         // clear out the r_skinframe state
6356         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6357         memset(&r_skinframe, 0, sizeof(r_skinframe));
6358
6359         if (r_svbsp.nodes)
6360                 Mem_Free(r_svbsp.nodes);
6361         memset(&r_svbsp, 0, sizeof (r_svbsp));
6362         R_FreeTexturePool(&r_main_texturepool);
6363         loadingscreentexture = NULL;
6364         r_texture_blanknormalmap = NULL;
6365         r_texture_white = NULL;
6366         r_texture_grey128 = NULL;
6367         r_texture_black = NULL;
6368         r_texture_whitecube = NULL;
6369         r_texture_normalizationcube = NULL;
6370         r_texture_fogattenuation = NULL;
6371         r_texture_fogheighttexture = NULL;
6372         r_texture_gammaramps = NULL;
6373         r_texture_numcubemaps = 0;
6374         //r_texture_fogintensity = NULL;
6375         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6376         memset(&r_waterstate, 0, sizeof(r_waterstate));
6377         r_glsl_permutation = NULL;
6378         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6379         glslshaderstring = NULL;
6380 #ifdef SUPPORTCG
6381         r_cg_permutation = NULL;
6382         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6383         cgshaderstring = NULL;
6384 #endif
6385         R_GLSL_Restart_f();
6386 }
6387
6388 extern void CL_ParseEntityLump(char *entitystring);
6389 void gl_main_newmap(void)
6390 {
6391         // FIXME: move this code to client
6392         char *entities, entname[MAX_QPATH];
6393         if (r_qwskincache)
6394                 Mem_Free(r_qwskincache);
6395         r_qwskincache = NULL;
6396         r_qwskincache_size = 0;
6397         if (cl.worldmodel)
6398         {
6399                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6400                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6401                 {
6402                         CL_ParseEntityLump(entities);
6403                         Mem_Free(entities);
6404                         return;
6405                 }
6406                 if (cl.worldmodel->brush.entities)
6407                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6408         }
6409         R_Main_FreeViewCache();
6410
6411         R_FrameData_Reset();
6412 }
6413
6414 void GL_Main_Init(void)
6415 {
6416         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6417
6418         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6419         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6420         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6421         if (gamemode == GAME_NEHAHRA)
6422         {
6423                 Cvar_RegisterVariable (&gl_fogenable);
6424                 Cvar_RegisterVariable (&gl_fogdensity);
6425                 Cvar_RegisterVariable (&gl_fogred);
6426                 Cvar_RegisterVariable (&gl_foggreen);
6427                 Cvar_RegisterVariable (&gl_fogblue);
6428                 Cvar_RegisterVariable (&gl_fogstart);
6429                 Cvar_RegisterVariable (&gl_fogend);
6430                 Cvar_RegisterVariable (&gl_skyclip);
6431         }
6432         Cvar_RegisterVariable(&r_motionblur);
6433         Cvar_RegisterVariable(&r_motionblur_maxblur);
6434         Cvar_RegisterVariable(&r_motionblur_bmin);
6435         Cvar_RegisterVariable(&r_motionblur_vmin);
6436         Cvar_RegisterVariable(&r_motionblur_vmax);
6437         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6438         Cvar_RegisterVariable(&r_motionblur_randomize);
6439         Cvar_RegisterVariable(&r_damageblur);
6440         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6441         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6442         Cvar_RegisterVariable(&r_equalize_entities_by);
6443         Cvar_RegisterVariable(&r_equalize_entities_to);
6444         Cvar_RegisterVariable(&r_depthfirst);
6445         Cvar_RegisterVariable(&r_useinfinitefarclip);
6446         Cvar_RegisterVariable(&r_farclip_base);
6447         Cvar_RegisterVariable(&r_farclip_world);
6448         Cvar_RegisterVariable(&r_nearclip);
6449         Cvar_RegisterVariable(&r_showbboxes);
6450         Cvar_RegisterVariable(&r_showsurfaces);
6451         Cvar_RegisterVariable(&r_showtris);
6452         Cvar_RegisterVariable(&r_shownormals);
6453         Cvar_RegisterVariable(&r_showlighting);
6454         Cvar_RegisterVariable(&r_showshadowvolumes);
6455         Cvar_RegisterVariable(&r_showcollisionbrushes);
6456         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6457         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6458         Cvar_RegisterVariable(&r_showdisabledepthtest);
6459         Cvar_RegisterVariable(&r_drawportals);
6460         Cvar_RegisterVariable(&r_drawentities);
6461         Cvar_RegisterVariable(&r_drawworld);
6462         Cvar_RegisterVariable(&r_cullentities_trace);
6463         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6464         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6465         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6466         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6467         Cvar_RegisterVariable(&r_drawviewmodel);
6468         Cvar_RegisterVariable(&r_drawexteriormodel);
6469         Cvar_RegisterVariable(&r_speeds);
6470         Cvar_RegisterVariable(&r_fullbrights);
6471         Cvar_RegisterVariable(&r_wateralpha);
6472         Cvar_RegisterVariable(&r_dynamic);
6473         Cvar_RegisterVariable(&r_fullbright);
6474         Cvar_RegisterVariable(&r_shadows);
6475         Cvar_RegisterVariable(&r_shadows_darken);
6476         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6477         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6478         Cvar_RegisterVariable(&r_shadows_throwdistance);
6479         Cvar_RegisterVariable(&r_shadows_throwdirection);
6480         Cvar_RegisterVariable(&r_shadows_focus);
6481         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6482         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6483         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6484         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6485         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6486         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6487         Cvar_RegisterVariable(&r_fog_exp2);
6488         Cvar_RegisterVariable(&r_drawfog);
6489         Cvar_RegisterVariable(&r_transparentdepthmasking);
6490         Cvar_RegisterVariable(&r_texture_dds_load);
6491         Cvar_RegisterVariable(&r_texture_dds_save);
6492         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6493         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6494         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6495         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6496         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6497         Cvar_RegisterVariable(&r_textureunits);
6498         Cvar_RegisterVariable(&gl_combine);
6499         Cvar_RegisterVariable(&r_glsl);
6500         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6501         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6502         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6503         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6504         Cvar_RegisterVariable(&r_glsl_postprocess);
6505         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6506         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6507         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6508         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6509         Cvar_RegisterVariable(&r_water);
6510         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6511         Cvar_RegisterVariable(&r_water_clippingplanebias);
6512         Cvar_RegisterVariable(&r_water_refractdistort);
6513         Cvar_RegisterVariable(&r_water_reflectdistort);
6514         Cvar_RegisterVariable(&r_lerpsprites);
6515         Cvar_RegisterVariable(&r_lerpmodels);
6516         Cvar_RegisterVariable(&r_lerplightstyles);
6517         Cvar_RegisterVariable(&r_waterscroll);
6518         Cvar_RegisterVariable(&r_bloom);
6519         Cvar_RegisterVariable(&r_bloom_colorscale);
6520         Cvar_RegisterVariable(&r_bloom_brighten);
6521         Cvar_RegisterVariable(&r_bloom_blur);
6522         Cvar_RegisterVariable(&r_bloom_resolution);
6523         Cvar_RegisterVariable(&r_bloom_colorexponent);
6524         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6525         Cvar_RegisterVariable(&r_hdr);
6526         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6527         Cvar_RegisterVariable(&r_hdr_glowintensity);
6528         Cvar_RegisterVariable(&r_hdr_range);
6529         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6530         Cvar_RegisterVariable(&developer_texturelogging);
6531         Cvar_RegisterVariable(&gl_lightmaps);
6532         Cvar_RegisterVariable(&r_test);
6533         Cvar_RegisterVariable(&r_batchmode);
6534         Cvar_RegisterVariable(&r_glsl_saturation);
6535         Cvar_RegisterVariable(&r_framedatasize);
6536         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6537                 Cvar_SetValue("r_fullbrights", 0);
6538         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6539
6540         Cvar_RegisterVariable(&r_track_sprites);
6541         Cvar_RegisterVariable(&r_track_sprites_flags);
6542         Cvar_RegisterVariable(&r_track_sprites_scalew);
6543         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6544         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6545         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6546 }
6547
6548 extern void R_Textures_Init(void);
6549 extern void GL_Draw_Init(void);
6550 extern void GL_Main_Init(void);
6551 extern void R_Shadow_Init(void);
6552 extern void R_Sky_Init(void);
6553 extern void GL_Surf_Init(void);
6554 extern void R_Particles_Init(void);
6555 extern void R_Explosion_Init(void);
6556 extern void gl_backend_init(void);
6557 extern void Sbar_Init(void);
6558 extern void R_LightningBeams_Init(void);
6559 extern void Mod_RenderInit(void);
6560 extern void Font_Init(void);
6561
6562 void Render_Init(void)
6563 {
6564         gl_backend_init();
6565         R_Textures_Init();
6566         GL_Main_Init();
6567         Font_Init();
6568         GL_Draw_Init();
6569         R_Shadow_Init();
6570         R_Sky_Init();
6571         GL_Surf_Init();
6572         Sbar_Init();
6573         R_Particles_Init();
6574         R_Explosion_Init();
6575         R_LightningBeams_Init();
6576         Mod_RenderInit();
6577 }
6578
6579 /*
6580 ===============
6581 GL_Init
6582 ===============
6583 */
6584 extern char *ENGINE_EXTENSIONS;
6585 void GL_Init (void)
6586 {
6587         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6588         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6589         gl_version = (const char *)qglGetString(GL_VERSION);
6590         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6591
6592         if (!gl_extensions)
6593                 gl_extensions = "";
6594         if (!gl_platformextensions)
6595                 gl_platformextensions = "";
6596
6597         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6598         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6599         Con_Printf("GL_VERSION: %s\n", gl_version);
6600         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6601         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6602
6603         VID_CheckExtensions();
6604
6605         // LordHavoc: report supported extensions
6606         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6607
6608         // clear to black (loading plaque will be seen over this)
6609         CHECKGLERROR
6610         qglClearColor(0,0,0,1);CHECKGLERROR
6611         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6612 }
6613
6614 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6615 {
6616         int i;
6617         mplane_t *p;
6618         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6619         {
6620                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6621                 if (i == 4)
6622                         continue;
6623                 p = r_refdef.view.frustum + i;
6624                 switch(p->signbits)
6625                 {
6626                 default:
6627                 case 0:
6628                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6629                                 return true;
6630                         break;
6631                 case 1:
6632                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6633                                 return true;
6634                         break;
6635                 case 2:
6636                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6637                                 return true;
6638                         break;
6639                 case 3:
6640                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6641                                 return true;
6642                         break;
6643                 case 4:
6644                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6645                                 return true;
6646                         break;
6647                 case 5:
6648                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6649                                 return true;
6650                         break;
6651                 case 6:
6652                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6653                                 return true;
6654                         break;
6655                 case 7:
6656                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6657                                 return true;
6658                         break;
6659                 }
6660         }
6661         return false;
6662 }
6663
6664 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6665 {
6666         int i;
6667         const mplane_t *p;
6668         for (i = 0;i < numplanes;i++)
6669         {
6670                 p = planes + i;
6671                 switch(p->signbits)
6672                 {
6673                 default:
6674                 case 0:
6675                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6676                                 return true;
6677                         break;
6678                 case 1:
6679                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6680                                 return true;
6681                         break;
6682                 case 2:
6683                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6684                                 return true;
6685                         break;
6686                 case 3:
6687                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6688                                 return true;
6689                         break;
6690                 case 4:
6691                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6692                                 return true;
6693                         break;
6694                 case 5:
6695                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6696                                 return true;
6697                         break;
6698                 case 6:
6699                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6700                                 return true;
6701                         break;
6702                 case 7:
6703                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6704                                 return true;
6705                         break;
6706                 }
6707         }
6708         return false;
6709 }
6710
6711 //==================================================================================
6712
6713 // LordHavoc: this stores temporary data used within the same frame
6714
6715 qboolean r_framedata_failed;
6716 static size_t r_framedata_size;
6717 static size_t r_framedata_current;
6718 static void *r_framedata_base;
6719
6720 void R_FrameData_Reset(void)
6721 {
6722         if (r_framedata_base)
6723                 Mem_Free(r_framedata_base);
6724         r_framedata_base = NULL;
6725         r_framedata_size = 0;
6726         r_framedata_current = 0;
6727         r_framedata_failed = false;
6728 }
6729
6730 void R_FrameData_NewFrame(void)
6731 {
6732         size_t wantedsize;
6733         if (r_framedata_failed)
6734                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6735         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6736         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6737         if (r_framedata_size != wantedsize)
6738         {
6739                 r_framedata_size = wantedsize;
6740                 if (r_framedata_base)
6741                         Mem_Free(r_framedata_base);
6742                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6743         }
6744         r_framedata_current = 0;
6745         r_framedata_failed = false;
6746 }
6747
6748 void *R_FrameData_Alloc(size_t size)
6749 {
6750         void *data;
6751
6752         // align to 16 byte boundary
6753         size = (size + 15) & ~15;
6754         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6755         r_framedata_current += size;
6756
6757         // check overflow
6758         if (r_framedata_current > r_framedata_size)
6759                 r_framedata_failed = true;
6760
6761         // return NULL on everything after a failure
6762         if (r_framedata_failed)
6763                 return NULL;
6764
6765         return data;
6766 }
6767
6768 void *R_FrameData_Store(size_t size, void *data)
6769 {
6770         void *d = R_FrameData_Alloc(size);
6771         if (d)
6772                 memcpy(d, data, size);
6773         return d;
6774 }
6775
6776 //==================================================================================
6777
6778 // LordHavoc: animcache originally written by Echon, rewritten since then
6779
6780 /**
6781  * Animation cache prevents re-generating mesh data for an animated model
6782  * multiple times in one frame for lighting, shadowing, reflections, etc.
6783  */
6784
6785 void R_AnimCache_Free(void)
6786 {
6787 }
6788
6789 void R_AnimCache_ClearCache(void)
6790 {
6791         int i;
6792         entity_render_t *ent;
6793
6794         for (i = 0;i < r_refdef.scene.numentities;i++)
6795         {
6796                 ent = r_refdef.scene.entities[i];
6797                 ent->animcache_vertex3f = NULL;
6798                 ent->animcache_normal3f = NULL;
6799                 ent->animcache_svector3f = NULL;
6800                 ent->animcache_tvector3f = NULL;
6801         }
6802 }
6803
6804 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6805 {
6806         dp_model_t *model = ent->model;
6807         int numvertices;
6808         // see if it's already cached this frame
6809         if (ent->animcache_vertex3f)
6810         {
6811                 // add normals/tangents if needed
6812                 if (wantnormals || wanttangents)
6813                 {
6814                         if (ent->animcache_normal3f)
6815                                 wantnormals = false;
6816                         if (ent->animcache_svector3f)
6817                                 wanttangents = false;
6818                         if (wantnormals || wanttangents)
6819                         {
6820                                 numvertices = model->surfmesh.num_vertices;
6821                                 if (wantnormals)
6822                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6823                                 if (wanttangents)
6824                                 {
6825                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6826                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6827                                 }
6828                                 if (!r_framedata_failed)
6829                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6830                         }
6831                 }
6832         }
6833         else
6834         {
6835                 // see if this ent is worth caching
6836                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6837                         return false;
6838                 // get some memory for this entity and generate mesh data
6839                 numvertices = model->surfmesh.num_vertices;
6840                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6841                 if (wantnormals)
6842                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6843                 if (wanttangents)
6844                 {
6845                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6846                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6847                 }
6848                 if (!r_framedata_failed)
6849                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6850         }
6851         return !r_framedata_failed;
6852 }
6853
6854 void R_AnimCache_CacheVisibleEntities(void)
6855 {
6856         int i;
6857         qboolean wantnormals = !r_showsurfaces.integer;
6858         qboolean wanttangents = !r_showsurfaces.integer;
6859
6860         switch(vid.renderpath)
6861         {
6862         case RENDERPATH_GL20:
6863         case RENDERPATH_CGGL:
6864                 break;
6865         case RENDERPATH_GL13:
6866         case RENDERPATH_GL11:
6867                 wanttangents = false;
6868                 break;
6869         }
6870
6871         // TODO: thread this
6872         // NOTE: R_PrepareRTLights() also caches entities
6873
6874         for (i = 0;i < r_refdef.scene.numentities;i++)
6875                 if (r_refdef.viewcache.entityvisible[i])
6876                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6877 }
6878
6879 //==================================================================================
6880
6881 static void R_View_UpdateEntityLighting (void)
6882 {
6883         int i;
6884         entity_render_t *ent;
6885         vec3_t tempdiffusenormal, avg;
6886         vec_t f, fa, fd, fdd;
6887         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6888
6889         for (i = 0;i < r_refdef.scene.numentities;i++)
6890         {
6891                 ent = r_refdef.scene.entities[i];
6892
6893                 // skip unseen models
6894                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6895                         continue;
6896
6897                 // skip bsp models
6898                 if (ent->model && ent->model->brush.num_leafs)
6899                 {
6900                         // TODO: use modellight for r_ambient settings on world?
6901                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6902                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6903                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6904                         continue;
6905                 }
6906
6907                 // fetch the lighting from the worldmodel data
6908                 VectorClear(ent->modellight_ambient);
6909                 VectorClear(ent->modellight_diffuse);
6910                 VectorClear(tempdiffusenormal);
6911                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6912                 {
6913                         vec3_t org;
6914                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6915                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6916                         if(ent->flags & RENDER_EQUALIZE)
6917                         {
6918                                 // first fix up ambient lighting...
6919                                 if(r_equalize_entities_minambient.value > 0)
6920                                 {
6921                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6922                                         if(fd > 0)
6923                                         {
6924                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6925                                                 if(fa < r_equalize_entities_minambient.value * fd)
6926                                                 {
6927                                                         // solve:
6928                                                         //   fa'/fd' = minambient
6929                                                         //   fa'+0.25*fd' = fa+0.25*fd
6930                                                         //   ...
6931                                                         //   fa' = fd' * minambient
6932                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6933                                                         //   ...
6934                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6935                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6936                                                         //   ...
6937                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6938                                                         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
6939                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6940                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6941                                                 }
6942                                         }
6943                                 }
6944
6945                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6946                                 {
6947                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6948                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6949                                         if(f > 0)
6950                                         {
6951                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6952                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6953                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6954                                         }
6955                                 }
6956                         }
6957                 }
6958                 else // highly rare
6959                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6960
6961                 // move the light direction into modelspace coordinates for lighting code
6962                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6963                 if(VectorLength2(ent->modellight_lightdir) == 0)
6964                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6965                 VectorNormalize(ent->modellight_lightdir);
6966         }
6967 }
6968
6969 #define MAX_LINEOFSIGHTTRACES 64
6970
6971 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6972 {
6973         int i;
6974         vec3_t boxmins, boxmaxs;
6975         vec3_t start;
6976         vec3_t end;
6977         dp_model_t *model = r_refdef.scene.worldmodel;
6978
6979         if (!model || !model->brush.TraceLineOfSight)
6980                 return true;
6981
6982         // expand the box a little
6983         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6984         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6985         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6986         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6987         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6988         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6989
6990         // return true if eye is inside enlarged box
6991         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6992                 return true;
6993
6994         // try center
6995         VectorCopy(eye, start);
6996         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6997         if (model->brush.TraceLineOfSight(model, start, end))
6998                 return true;
6999
7000         // try various random positions
7001         for (i = 0;i < numsamples;i++)
7002         {
7003                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7004                 if (model->brush.TraceLineOfSight(model, start, end))
7005                         return true;
7006         }
7007
7008         return false;
7009 }
7010
7011
7012 static void R_View_UpdateEntityVisible (void)
7013 {
7014         int i;
7015         int renderimask;
7016         int samples;
7017         entity_render_t *ent;
7018
7019         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7020                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7021                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
7022                 :                                                          RENDER_EXTERIORMODEL;
7023         if (!r_drawviewmodel.integer)
7024                 renderimask |= RENDER_VIEWMODEL;
7025         if (!r_drawexteriormodel.integer)
7026                 renderimask |= RENDER_EXTERIORMODEL;
7027         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7028         {
7029                 // worldmodel can check visibility
7030                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7031                 for (i = 0;i < r_refdef.scene.numentities;i++)
7032                 {
7033                         ent = r_refdef.scene.entities[i];
7034                         if (!(ent->flags & renderimask))
7035                         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)))
7036                         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))
7037                                 r_refdef.viewcache.entityvisible[i] = true;
7038                 }
7039                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7040                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7041                 {
7042                         for (i = 0;i < r_refdef.scene.numentities;i++)
7043                         {
7044                                 ent = r_refdef.scene.entities[i];
7045                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7046                                 {
7047                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7048                                         if (samples < 0)
7049                                                 continue; // temp entities do pvs only
7050                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7051                                                 ent->last_trace_visibility = realtime;
7052                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7053                                                 r_refdef.viewcache.entityvisible[i] = 0;
7054                                 }
7055                         }
7056                 }
7057         }
7058         else
7059         {
7060                 // no worldmodel or it can't check visibility
7061                 for (i = 0;i < r_refdef.scene.numentities;i++)
7062                 {
7063                         ent = r_refdef.scene.entities[i];
7064                         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));
7065                 }
7066         }
7067 }
7068
7069 /// only used if skyrendermasked, and normally returns false
7070 int R_DrawBrushModelsSky (void)
7071 {
7072         int i, sky;
7073         entity_render_t *ent;
7074
7075         sky = false;
7076         for (i = 0;i < r_refdef.scene.numentities;i++)
7077         {
7078                 if (!r_refdef.viewcache.entityvisible[i])
7079                         continue;
7080                 ent = r_refdef.scene.entities[i];
7081                 if (!ent->model || !ent->model->DrawSky)
7082                         continue;
7083                 ent->model->DrawSky(ent);
7084                 sky = true;
7085         }
7086         return sky;
7087 }
7088
7089 static void R_DrawNoModel(entity_render_t *ent);
7090 static void R_DrawModels(void)
7091 {
7092         int i;
7093         entity_render_t *ent;
7094
7095         for (i = 0;i < r_refdef.scene.numentities;i++)
7096         {
7097                 if (!r_refdef.viewcache.entityvisible[i])
7098                         continue;
7099                 ent = r_refdef.scene.entities[i];
7100                 r_refdef.stats.entities++;
7101                 if (ent->model && ent->model->Draw != NULL)
7102                         ent->model->Draw(ent);
7103                 else
7104                         R_DrawNoModel(ent);
7105         }
7106 }
7107
7108 static void R_DrawModelsDepth(void)
7109 {
7110         int i;
7111         entity_render_t *ent;
7112
7113         for (i = 0;i < r_refdef.scene.numentities;i++)
7114         {
7115                 if (!r_refdef.viewcache.entityvisible[i])
7116                         continue;
7117                 ent = r_refdef.scene.entities[i];
7118                 if (ent->model && ent->model->DrawDepth != NULL)
7119                         ent->model->DrawDepth(ent);
7120         }
7121 }
7122
7123 static void R_DrawModelsDebug(void)
7124 {
7125         int i;
7126         entity_render_t *ent;
7127
7128         for (i = 0;i < r_refdef.scene.numentities;i++)
7129         {
7130                 if (!r_refdef.viewcache.entityvisible[i])
7131                         continue;
7132                 ent = r_refdef.scene.entities[i];
7133                 if (ent->model && ent->model->DrawDebug != NULL)
7134                         ent->model->DrawDebug(ent);
7135         }
7136 }
7137
7138 static void R_DrawModelsAddWaterPlanes(void)
7139 {
7140         int i;
7141         entity_render_t *ent;
7142
7143         for (i = 0;i < r_refdef.scene.numentities;i++)
7144         {
7145                 if (!r_refdef.viewcache.entityvisible[i])
7146                         continue;
7147                 ent = r_refdef.scene.entities[i];
7148                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7149                         ent->model->DrawAddWaterPlanes(ent);
7150         }
7151 }
7152
7153 static void R_View_SetFrustum(void)
7154 {
7155         int i;
7156         double slopex, slopey;
7157         vec3_t forward, left, up, origin;
7158
7159         // we can't trust r_refdef.view.forward and friends in reflected scenes
7160         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7161
7162 #if 0
7163         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7164         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7165         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7166         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7167         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7168         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7169         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7170         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7171         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7172         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7173         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7174         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7175 #endif
7176
7177 #if 0
7178         zNear = r_refdef.nearclip;
7179         nudge = 1.0 - 1.0 / (1<<23);
7180         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7181         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7182         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7183         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7184         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7185         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7186         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7187         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7188 #endif
7189
7190
7191
7192 #if 0
7193         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7194         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7195         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7196         r_refdef.view.frustum[0].dist = m[15] - m[12];
7197
7198         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7199         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7200         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7201         r_refdef.view.frustum[1].dist = m[15] + m[12];
7202
7203         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7204         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7205         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7206         r_refdef.view.frustum[2].dist = m[15] - m[13];
7207
7208         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7209         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7210         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7211         r_refdef.view.frustum[3].dist = m[15] + m[13];
7212
7213         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7214         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7215         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7216         r_refdef.view.frustum[4].dist = m[15] - m[14];
7217
7218         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7219         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7220         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7221         r_refdef.view.frustum[5].dist = m[15] + m[14];
7222 #endif
7223
7224         if (r_refdef.view.useperspective)
7225         {
7226                 slopex = 1.0 / r_refdef.view.frustum_x;
7227                 slopey = 1.0 / r_refdef.view.frustum_y;
7228                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7229                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7230                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7231                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7232                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7233
7234                 // Leaving those out was a mistake, those were in the old code, and they
7235                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7236                 // I couldn't reproduce it after adding those normalizations. --blub
7237                 VectorNormalize(r_refdef.view.frustum[0].normal);
7238                 VectorNormalize(r_refdef.view.frustum[1].normal);
7239                 VectorNormalize(r_refdef.view.frustum[2].normal);
7240                 VectorNormalize(r_refdef.view.frustum[3].normal);
7241
7242                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
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[0]);
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[1]);
7245                 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]);
7246                 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]);
7247
7248                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7249                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7250                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7251                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7252                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7253         }
7254         else
7255         {
7256                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7257                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7258                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7259                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7260                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7261                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7262                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7263                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7264                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7265                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7266         }
7267         r_refdef.view.numfrustumplanes = 5;
7268
7269         if (r_refdef.view.useclipplane)
7270         {
7271                 r_refdef.view.numfrustumplanes = 6;
7272                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7273         }
7274
7275         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7276                 PlaneClassify(r_refdef.view.frustum + i);
7277
7278         // LordHavoc: note to all quake engine coders, Quake had a special case
7279         // for 90 degrees which assumed a square view (wrong), so I removed it,
7280         // Quake2 has it disabled as well.
7281
7282         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7283         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7284         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7285         //PlaneClassify(&frustum[0]);
7286
7287         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7288         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7289         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7290         //PlaneClassify(&frustum[1]);
7291
7292         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7293         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7294         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7295         //PlaneClassify(&frustum[2]);
7296
7297         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7298         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7299         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7300         //PlaneClassify(&frustum[3]);
7301
7302         // nearclip plane
7303         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7304         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7305         //PlaneClassify(&frustum[4]);
7306 }
7307
7308 void R_View_Update(void)
7309 {
7310         R_Main_ResizeViewCache();
7311         R_View_SetFrustum();
7312         R_View_WorldVisibility(r_refdef.view.useclipplane);
7313         R_View_UpdateEntityVisible();
7314         R_View_UpdateEntityLighting();
7315 }
7316
7317 void R_SetupView(qboolean allowwaterclippingplane)
7318 {
7319         const float *customclipplane = NULL;
7320         float plane[4];
7321         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7322         {
7323                 // LordHavoc: couldn't figure out how to make this approach the
7324                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7325                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7326                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7327                         dist = r_refdef.view.clipplane.dist;
7328                 plane[0] = r_refdef.view.clipplane.normal[0];
7329                 plane[1] = r_refdef.view.clipplane.normal[1];
7330                 plane[2] = r_refdef.view.clipplane.normal[2];
7331                 plane[3] = dist;
7332                 customclipplane = plane;
7333         }
7334
7335         if (!r_refdef.view.useperspective)
7336                 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);
7337         else if (vid.stencil && r_useinfinitefarclip.integer)
7338                 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);
7339         else
7340                 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);
7341         R_SetViewport(&r_refdef.view.viewport);
7342 }
7343
7344 void R_EntityMatrix(const matrix4x4_t *matrix)
7345 {
7346         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7347         {
7348                 gl_modelmatrixchanged = false;
7349                 gl_modelmatrix = *matrix;
7350                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7351                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7352                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7353                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7354                 CHECKGLERROR
7355                 switch(vid.renderpath)
7356                 {
7357                 case RENDERPATH_GL20:
7358                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7359                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7360                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7361                         break;
7362                 case RENDERPATH_CGGL:
7363 #ifdef SUPPORTCG
7364                         CHECKCGERROR
7365                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7366                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7367                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7368 #endif
7369                         break;
7370                 case RENDERPATH_GL13:
7371                 case RENDERPATH_GL11:
7372                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7373                         break;
7374                 }
7375         }
7376 }
7377
7378 void R_ResetViewRendering2D(void)
7379 {
7380         r_viewport_t viewport;
7381         DrawQ_Finish();
7382
7383         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7384         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);
7385         R_SetViewport(&viewport);
7386         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7387         GL_Color(1, 1, 1, 1);
7388         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7389         GL_BlendFunc(GL_ONE, GL_ZERO);
7390         GL_AlphaTest(false);
7391         GL_ScissorTest(false);
7392         GL_DepthMask(false);
7393         GL_DepthRange(0, 1);
7394         GL_DepthTest(false);
7395         R_EntityMatrix(&identitymatrix);
7396         R_Mesh_ResetTextureState();
7397         GL_PolygonOffset(0, 0);
7398         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7399         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7400         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7401         qglStencilMask(~0);CHECKGLERROR
7402         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7403         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7404         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7405 }
7406
7407 void R_ResetViewRendering3D(void)
7408 {
7409         DrawQ_Finish();
7410
7411         R_SetupView(true);
7412         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7413         GL_Color(1, 1, 1, 1);
7414         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7415         GL_BlendFunc(GL_ONE, GL_ZERO);
7416         GL_AlphaTest(false);
7417         GL_ScissorTest(true);
7418         GL_DepthMask(true);
7419         GL_DepthRange(0, 1);
7420         GL_DepthTest(true);
7421         R_EntityMatrix(&identitymatrix);
7422         R_Mesh_ResetTextureState();
7423         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7424         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7425         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7426         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7427         qglStencilMask(~0);CHECKGLERROR
7428         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7429         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7430         GL_CullFace(r_refdef.view.cullface_back);
7431 }
7432
7433 /*
7434 ================
7435 R_RenderView_UpdateViewVectors
7436 ================
7437 */
7438 static void R_RenderView_UpdateViewVectors(void)
7439 {
7440         // break apart the view matrix into vectors for various purposes
7441         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7442         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7443         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7444         VectorNegate(r_refdef.view.left, r_refdef.view.right);
7445         // make an inverted copy of the view matrix for tracking sprites
7446         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7447 }
7448
7449 void R_RenderScene(void);
7450 void R_RenderWaterPlanes(void);
7451
7452 static void R_Water_StartFrame(void)
7453 {
7454         int i;
7455         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7456         r_waterstate_waterplane_t *p;
7457
7458         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7459                 return;
7460
7461         switch(vid.renderpath)
7462         {
7463         case RENDERPATH_GL20:
7464         case RENDERPATH_CGGL:
7465                 break;
7466         case RENDERPATH_GL13:
7467         case RENDERPATH_GL11:
7468                 return;
7469         }
7470
7471         // set waterwidth and waterheight to the water resolution that will be
7472         // used (often less than the screen resolution for faster rendering)
7473         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7474         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7475
7476         // calculate desired texture sizes
7477         // can't use water if the card does not support the texture size
7478         if (!r_water.integer || r_showsurfaces.integer)
7479                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7480         else if (vid.support.arb_texture_non_power_of_two)
7481         {
7482                 texturewidth = waterwidth;
7483                 textureheight = waterheight;
7484                 camerawidth = waterwidth;
7485                 cameraheight = waterheight;
7486         }
7487         else
7488         {
7489                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7490                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7491                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
7492                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
7493         }
7494
7495         // allocate textures as needed
7496         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7497         {
7498                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7499                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7500                 {
7501                         if (p->texture_refraction)
7502                                 R_FreeTexture(p->texture_refraction);
7503                         p->texture_refraction = NULL;
7504                         if (p->texture_reflection)
7505                                 R_FreeTexture(p->texture_reflection);
7506                         p->texture_reflection = NULL;
7507                         if (p->texture_camera)
7508                                 R_FreeTexture(p->texture_camera);
7509                         p->texture_camera = NULL;
7510                 }
7511                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7512                 r_waterstate.texturewidth = texturewidth;
7513                 r_waterstate.textureheight = textureheight;
7514                 r_waterstate.camerawidth = camerawidth;
7515                 r_waterstate.cameraheight = cameraheight;
7516         }
7517
7518         if (r_waterstate.texturewidth)
7519         {
7520                 r_waterstate.enabled = true;
7521
7522                 // when doing a reduced render (HDR) we want to use a smaller area
7523                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7524                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7525
7526                 // set up variables that will be used in shader setup
7527                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7528                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7529                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7530                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7531         }
7532
7533         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7534         r_waterstate.numwaterplanes = 0;
7535 }
7536
7537 void R_Water_AddWaterPlane(msurface_t *surface)
7538 {
7539         int triangleindex, planeindex;
7540         const int *e;
7541         vec3_t vert[3];
7542         vec3_t normal;
7543         vec3_t center;
7544         mplane_t plane;
7545         int cam_ent;
7546         r_waterstate_waterplane_t *p;
7547         texture_t *t = R_GetCurrentTexture(surface->texture);
7548         cam_ent = t->camera_entity;
7549         if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7550                 cam_ent = 0;
7551
7552         // just use the first triangle with a valid normal for any decisions
7553         VectorClear(normal);
7554         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7555         {
7556                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7557                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7558                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7559                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7560                 if (VectorLength2(normal) >= 0.001)
7561                         break;
7562         }
7563
7564         VectorCopy(normal, plane.normal);
7565         VectorNormalize(plane.normal);
7566         plane.dist = DotProduct(vert[0], plane.normal);
7567         PlaneClassify(&plane);
7568         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7569         {
7570                 // skip backfaces (except if nocullface is set)
7571                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7572                         return;
7573                 VectorNegate(plane.normal, plane.normal);
7574                 plane.dist *= -1;
7575                 PlaneClassify(&plane);
7576         }
7577
7578
7579         // find a matching plane if there is one
7580         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7581                 if(p->camera_entity == t->camera_entity)
7582                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7583                                 break;
7584         if (planeindex >= r_waterstate.maxwaterplanes)
7585                 return; // nothing we can do, out of planes
7586
7587         // if this triangle does not fit any known plane rendered this frame, add one
7588         if (planeindex >= r_waterstate.numwaterplanes)
7589         {
7590                 // store the new plane
7591                 r_waterstate.numwaterplanes++;
7592                 p->plane = plane;
7593                 // clear materialflags and pvs
7594                 p->materialflags = 0;
7595                 p->pvsvalid = false;
7596                 p->camera_entity = t->camera_entity;
7597         }
7598         // merge this surface's materialflags into the waterplane
7599         p->materialflags |= t->currentmaterialflags;
7600         if(!(p->materialflags & MATERIALFLAG_CAMERA))
7601         {
7602                 // merge this surface's PVS into the waterplane
7603                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7604                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7605                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7606                 {
7607                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7608                         p->pvsvalid = true;
7609                 }
7610         }
7611 }
7612
7613 static void R_Water_ProcessPlanes(void)
7614 {
7615         r_refdef_view_t originalview;
7616         r_refdef_view_t myview;
7617         int planeindex;
7618         r_waterstate_waterplane_t *p;
7619         vec3_t visorigin;
7620
7621         originalview = r_refdef.view;
7622
7623         // make sure enough textures are allocated
7624         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7625         {
7626                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7627                 {
7628                         if (!p->texture_refraction)
7629                                 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, -1, NULL);
7630                         if (!p->texture_refraction)
7631                                 goto error;
7632                 }
7633                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7634                 {
7635                         if (!p->texture_camera)
7636                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, -1, NULL);
7637                         if (!p->texture_camera)
7638                                 goto error;
7639                 }
7640
7641                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7642                 {
7643                         if (!p->texture_reflection)
7644                                 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, -1, NULL);
7645                         if (!p->texture_reflection)
7646                                 goto error;
7647                 }
7648         }
7649
7650         // render views
7651         r_refdef.view = originalview;
7652         r_refdef.view.showdebug = false;
7653         r_refdef.view.width = r_waterstate.waterwidth;
7654         r_refdef.view.height = r_waterstate.waterheight;
7655         r_refdef.view.useclipplane = true;
7656         myview = r_refdef.view;
7657         r_waterstate.renderingscene = true;
7658         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7659         {
7660                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7661                 {
7662                         r_refdef.view = myview;
7663                         // render reflected scene and copy into texture
7664                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7665                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7666                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7667                         r_refdef.view.clipplane = p->plane;
7668                         // reverse the cullface settings for this render
7669                         r_refdef.view.cullface_front = GL_FRONT;
7670                         r_refdef.view.cullface_back = GL_BACK;
7671                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7672                         {
7673                                 r_refdef.view.usecustompvs = true;
7674                                 if (p->pvsvalid)
7675                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7676                                 else
7677                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7678                         }
7679
7680                         R_ResetViewRendering3D();
7681                         R_ClearScreen(r_refdef.fogenabled);
7682                         R_View_Update();
7683                         R_RenderScene();
7684
7685                         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);
7686                 }
7687
7688                 // render the normal view scene and copy into texture
7689                 // (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)
7690                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7691                 {
7692                         r_waterstate.renderingrefraction = true;
7693                         r_refdef.view = myview;
7694
7695                         r_refdef.view.clipplane = p->plane;
7696                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7697                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7698
7699                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7700                         {
7701                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7702                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7703                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7704                                 R_RenderView_UpdateViewVectors();
7705                                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
7706                         }
7707
7708                         PlaneClassify(&r_refdef.view.clipplane);
7709
7710                         R_ResetViewRendering3D();
7711                         R_ClearScreen(r_refdef.fogenabled);
7712                         R_View_Update();
7713                         R_RenderScene();
7714
7715                         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);
7716                         r_waterstate.renderingrefraction = false;
7717                 }
7718                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7719                 {
7720                         r_refdef.view = myview;
7721
7722                         r_refdef.view.clipplane = p->plane;
7723                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7724                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7725
7726                         r_refdef.view.width = r_waterstate.camerawidth;
7727                         r_refdef.view.height = r_waterstate.cameraheight;
7728                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7729                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7730
7731                         if(p->camera_entity)
7732                         {
7733                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7734                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7735                         }
7736
7737                         // reverse the cullface settings for this render
7738                         r_refdef.view.cullface_front = GL_FRONT;
7739                         r_refdef.view.cullface_back = GL_BACK;
7740                         // also reverse the view matrix
7741                         Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
7742                         R_RenderView_UpdateViewVectors();
7743                         if(p->camera_entity)
7744                                 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);
7745                         
7746                         // camera needs no clipplane
7747                         r_refdef.view.useclipplane = false;
7748
7749                         PlaneClassify(&r_refdef.view.clipplane);
7750
7751                         R_ResetViewRendering3D();
7752                         R_ClearScreen(r_refdef.fogenabled);
7753                         R_View_Update();
7754                         R_RenderScene();
7755
7756                         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);
7757                         r_waterstate.renderingrefraction = false;
7758                 }
7759
7760         }
7761         r_waterstate.renderingscene = false;
7762         r_refdef.view = originalview;
7763         R_ResetViewRendering3D();
7764         R_ClearScreen(r_refdef.fogenabled);
7765         R_View_Update();
7766         return;
7767 error:
7768         r_refdef.view = originalview;
7769         r_waterstate.renderingscene = false;
7770         Cvar_SetValueQuick(&r_water, 0);
7771         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7772         return;
7773 }
7774
7775 void R_Bloom_StartFrame(void)
7776 {
7777         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7778
7779         switch(vid.renderpath)
7780         {
7781         case RENDERPATH_GL20:
7782         case RENDERPATH_CGGL:
7783                 break;
7784         case RENDERPATH_GL13:
7785         case RENDERPATH_GL11:
7786                 return;
7787         }
7788
7789         // set bloomwidth and bloomheight to the bloom resolution that will be
7790         // used (often less than the screen resolution for faster rendering)
7791         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7792         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7793         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7794         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7795         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7796
7797         // calculate desired texture sizes
7798         if (vid.support.arb_texture_non_power_of_two)
7799         {
7800                 screentexturewidth = r_refdef.view.width;
7801                 screentextureheight = r_refdef.view.height;
7802                 bloomtexturewidth = r_bloomstate.bloomwidth;
7803                 bloomtextureheight = r_bloomstate.bloomheight;
7804         }
7805         else
7806         {
7807                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7808                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7809                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7810                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7811         }
7812
7813         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))
7814         {
7815                 Cvar_SetValueQuick(&r_hdr, 0);
7816                 Cvar_SetValueQuick(&r_bloom, 0);
7817                 Cvar_SetValueQuick(&r_motionblur, 0);
7818                 Cvar_SetValueQuick(&r_damageblur, 0);
7819         }
7820
7821         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)))
7822                 screentexturewidth = screentextureheight = 0;
7823         if (!r_hdr.integer && !r_bloom.integer)
7824                 bloomtexturewidth = bloomtextureheight = 0;
7825
7826         // allocate textures as needed
7827         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7828         {
7829                 if (r_bloomstate.texture_screen)
7830                         R_FreeTexture(r_bloomstate.texture_screen);
7831                 r_bloomstate.texture_screen = NULL;
7832                 r_bloomstate.screentexturewidth = screentexturewidth;
7833                 r_bloomstate.screentextureheight = screentextureheight;
7834                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7835                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
7836         }
7837         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7838         {
7839                 if (r_bloomstate.texture_bloom)
7840                         R_FreeTexture(r_bloomstate.texture_bloom);
7841                 r_bloomstate.texture_bloom = NULL;
7842                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7843                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7844                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7845                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7846         }
7847
7848         // when doing a reduced render (HDR) we want to use a smaller area
7849         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7850         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7851         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7852         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7853         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7854
7855         // set up a texcoord array for the full resolution screen image
7856         // (we have to keep this around to copy back during final render)
7857         r_bloomstate.screentexcoord2f[0] = 0;
7858         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7859         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7860         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7861         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7862         r_bloomstate.screentexcoord2f[5] = 0;
7863         r_bloomstate.screentexcoord2f[6] = 0;
7864         r_bloomstate.screentexcoord2f[7] = 0;
7865
7866         // set up a texcoord array for the reduced resolution bloom image
7867         // (which will be additive blended over the screen image)
7868         r_bloomstate.bloomtexcoord2f[0] = 0;
7869         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7870         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7871         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7872         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7873         r_bloomstate.bloomtexcoord2f[5] = 0;
7874         r_bloomstate.bloomtexcoord2f[6] = 0;
7875         r_bloomstate.bloomtexcoord2f[7] = 0;
7876
7877         if (r_hdr.integer || r_bloom.integer)
7878         {
7879                 r_bloomstate.enabled = true;
7880                 r_bloomstate.hdr = r_hdr.integer != 0;
7881         }
7882
7883         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);
7884 }
7885
7886 void R_Bloom_CopyBloomTexture(float colorscale)
7887 {
7888         r_refdef.stats.bloom++;
7889
7890         // scale down screen texture to the bloom texture size
7891         CHECKGLERROR
7892         R_SetViewport(&r_bloomstate.viewport);
7893         GL_BlendFunc(GL_ONE, GL_ZERO);
7894         GL_Color(colorscale, colorscale, colorscale, 1);
7895         // TODO: optimize with multitexture or GLSL
7896         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7897         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7898         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7899         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7900
7901         // we now have a bloom image in the framebuffer
7902         // copy it into the bloom image texture for later processing
7903         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);
7904         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7905 }
7906
7907 void R_Bloom_CopyHDRTexture(void)
7908 {
7909         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);
7910         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7911 }
7912
7913 void R_Bloom_MakeTexture(void)
7914 {
7915         int x, range, dir;
7916         float xoffset, yoffset, r, brighten;
7917
7918         r_refdef.stats.bloom++;
7919
7920         R_ResetViewRendering2D();
7921         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7922         R_Mesh_ColorPointer(NULL, 0, 0);
7923
7924         // we have a bloom image in the framebuffer
7925         CHECKGLERROR
7926         R_SetViewport(&r_bloomstate.viewport);
7927
7928         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7929         {
7930                 x *= 2;
7931                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7932                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7933                 GL_Color(r, r, r, 1);
7934                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7935                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7936                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7937                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7938
7939                 // copy the vertically blurred bloom view to a texture
7940                 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);
7941                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7942         }
7943
7944         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7945         brighten = r_bloom_brighten.value;
7946         if (r_hdr.integer)
7947                 brighten *= r_hdr_range.value;
7948         brighten = sqrt(brighten);
7949         if(range >= 1)
7950                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7951         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7952         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7953
7954         for (dir = 0;dir < 2;dir++)
7955         {
7956                 // blend on at multiple vertical offsets to achieve a vertical blur
7957                 // TODO: do offset blends using GLSL
7958                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7959                 GL_BlendFunc(GL_ONE, GL_ZERO);
7960                 for (x = -range;x <= range;x++)
7961                 {
7962                         if (!dir){xoffset = 0;yoffset = x;}
7963                         else {xoffset = x;yoffset = 0;}
7964                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7965                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7966                         // compute a texcoord array with the specified x and y offset
7967                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7968                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7969                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7970                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7971                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7972                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7973                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7974                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7975                         // this r value looks like a 'dot' particle, fading sharply to
7976                         // black at the edges
7977                         // (probably not realistic but looks good enough)
7978                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7979                         //r = brighten/(range*2+1);
7980                         r = brighten / (range * 2 + 1);
7981                         if(range >= 1)
7982                                 r *= (1 - x*x/(float)(range*range));
7983                         GL_Color(r, r, r, 1);
7984                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7985                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7986                         GL_BlendFunc(GL_ONE, GL_ONE);
7987                 }
7988
7989                 // copy the vertically blurred bloom view to a texture
7990                 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);
7991                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7992         }
7993
7994         // apply subtract last
7995         // (just like it would be in a GLSL shader)
7996         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7997         {
7998                 GL_BlendFunc(GL_ONE, GL_ZERO);
7999                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8000                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8001                 GL_Color(1, 1, 1, 1);
8002                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8003                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8004
8005                 GL_BlendFunc(GL_ONE, GL_ONE);
8006                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
8007                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8008                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8009                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
8010                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8011                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8012                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8013
8014                 // copy the darkened bloom view to a texture
8015                 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);
8016                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8017         }
8018 }
8019
8020 void R_HDR_RenderBloomTexture(void)
8021 {
8022         int oldwidth, oldheight;
8023         float oldcolorscale;
8024
8025         oldcolorscale = r_refdef.view.colorscale;
8026         oldwidth = r_refdef.view.width;
8027         oldheight = r_refdef.view.height;
8028         r_refdef.view.width = r_bloomstate.bloomwidth;
8029         r_refdef.view.height = r_bloomstate.bloomheight;
8030
8031         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
8032         // TODO: add exposure compensation features
8033         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8034
8035         r_refdef.view.showdebug = false;
8036         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8037
8038         R_ResetViewRendering3D();
8039
8040         R_ClearScreen(r_refdef.fogenabled);
8041         if (r_timereport_active)
8042                 R_TimeReport("HDRclear");
8043
8044         R_View_Update();
8045         if (r_timereport_active)
8046                 R_TimeReport("visibility");
8047
8048         // only do secondary renders with HDR if r_hdr is 2 or higher
8049         r_waterstate.numwaterplanes = 0;
8050         if (r_waterstate.enabled && r_hdr.integer >= 2)
8051                 R_RenderWaterPlanes();
8052
8053         r_refdef.view.showdebug = true;
8054         R_RenderScene();
8055         r_waterstate.numwaterplanes = 0;
8056
8057         R_ResetViewRendering2D();
8058
8059         R_Bloom_CopyHDRTexture();
8060         R_Bloom_MakeTexture();
8061
8062         // restore the view settings
8063         r_refdef.view.width = oldwidth;
8064         r_refdef.view.height = oldheight;
8065         r_refdef.view.colorscale = oldcolorscale;
8066
8067         R_ResetViewRendering3D();
8068
8069         R_ClearScreen(r_refdef.fogenabled);
8070         if (r_timereport_active)
8071                 R_TimeReport("viewclear");
8072 }
8073
8074 static void R_BlendView(void)
8075 {
8076         unsigned int permutation;
8077         float uservecs[4][4];
8078
8079         switch (vid.renderpath)
8080         {
8081         case RENDERPATH_GL20:
8082         case RENDERPATH_CGGL:
8083                 permutation =
8084                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8085                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8086                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8087                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8088                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8089
8090                 if (r_bloomstate.texture_screen)
8091                 {
8092                         // make sure the buffer is available
8093                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8094
8095                         R_ResetViewRendering2D();
8096                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8097                         R_Mesh_ColorPointer(NULL, 0, 0);
8098
8099                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8100                         {
8101                                 // declare variables
8102                                 float speed;
8103                                 static float avgspeed;
8104
8105                                 speed = VectorLength(cl.movement_velocity);
8106
8107                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8108                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8109
8110                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8111                                 speed = bound(0, speed, 1);
8112                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8113
8114                                 // calculate values into a standard alpha
8115                                 cl.motionbluralpha = 1 - exp(-
8116                                                 (
8117                                                  (r_motionblur.value * speed / 80)
8118                                                  +
8119                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8120                                                 )
8121                                                 /
8122                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
8123                                            );
8124
8125                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8126                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8127                                 // apply the blur
8128                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8129                                 {
8130                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8131                                         GL_Color(1, 1, 1, cl.motionbluralpha);
8132                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8133                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8134                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8135                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8136                                 }
8137                         }
8138
8139                         // copy view into the screen texture
8140                         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);
8141                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8142                 }
8143                 else if (!r_bloomstate.texture_bloom)
8144                 {
8145                         // we may still have to do view tint...
8146                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8147                         {
8148                                 // apply a color tint to the whole view
8149                                 R_ResetViewRendering2D();
8150                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8151                                 R_Mesh_ColorPointer(NULL, 0, 0);
8152                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8153                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8154                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8155                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8156                         }
8157                         break; // no screen processing, no bloom, skip it
8158                 }
8159
8160                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8161                 {
8162                         // render simple bloom effect
8163                         // copy the screen and shrink it and darken it for the bloom process
8164                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8165                         // make the bloom texture
8166                         R_Bloom_MakeTexture();
8167                 }
8168
8169 #if _MSC_VER >= 1400
8170 #define sscanf sscanf_s
8171 #endif
8172                 memset(uservecs, 0, sizeof(uservecs));
8173                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8174                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8175                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8176                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8177
8178                 R_ResetViewRendering2D();
8179                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8180                 R_Mesh_ColorPointer(NULL, 0, 0);
8181                 GL_Color(1, 1, 1, 1);
8182                 GL_BlendFunc(GL_ONE, GL_ZERO);
8183                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8184                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8185
8186                 switch(vid.renderpath)
8187                 {
8188                 case RENDERPATH_GL20:
8189                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8190                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
8191                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
8192                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
8193                         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]);
8194                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8195                         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]);
8196                         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]);
8197                         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]);
8198                         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]);
8199                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
8200                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8201                         break;
8202                 case RENDERPATH_CGGL:
8203 #ifdef SUPPORTCG
8204                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8205                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
8206                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
8207                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
8208                         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
8209                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8210                         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
8211                         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
8212                         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
8213                         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
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, -1, 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 qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9173 {
9174         if(parms[0] == 0 && parms[1] == 0)
9175                 return false;
9176         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9177                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9178                         return false;
9179         return true;
9180 }
9181
9182 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9183 {
9184         double index, f;
9185         index = parms[2] + r_refdef.scene.time * parms[3];
9186         index -= floor(index);
9187         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9188         {
9189         default:
9190         case Q3WAVEFUNC_NONE:
9191         case Q3WAVEFUNC_NOISE:
9192         case Q3WAVEFUNC_COUNT:
9193                 f = 0;
9194                 break;
9195         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9196         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9197         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9198         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9199         case Q3WAVEFUNC_TRIANGLE:
9200                 index *= 4;
9201                 f = index - floor(index);
9202                 if (index < 1)
9203                         f = f;
9204                 else if (index < 2)
9205                         f = 1 - f;
9206                 else if (index < 3)
9207                         f = -f;
9208                 else
9209                         f = -(1 - f);
9210                 break;
9211         }
9212         f = parms[0] + parms[1] * f;
9213         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9214                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9215         return (float) f;
9216 }
9217
9218 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9219 {
9220         int w, h, idx;
9221         float f;
9222         float tcmat[12];
9223         matrix4x4_t matrix, temp;
9224         switch(tcmod->tcmod)
9225         {
9226                 case Q3TCMOD_COUNT:
9227                 case Q3TCMOD_NONE:
9228                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9229                                 matrix = r_waterscrollmatrix;
9230                         else
9231                                 matrix = identitymatrix;
9232                         break;
9233                 case Q3TCMOD_ENTITYTRANSLATE:
9234                         // this is used in Q3 to allow the gamecode to control texcoord
9235                         // scrolling on the entity, which is not supported in darkplaces yet.
9236                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9237                         break;
9238                 case Q3TCMOD_ROTATE:
9239                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9240                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9241                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9242                         break;
9243                 case Q3TCMOD_SCALE:
9244                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9245                         break;
9246                 case Q3TCMOD_SCROLL:
9247                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9248                         break;
9249                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9250                         w = (int) tcmod->parms[0];
9251                         h = (int) tcmod->parms[1];
9252                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9253                         f = f - floor(f);
9254                         idx = (int) floor(f * w * h);
9255                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9256                         break;
9257                 case Q3TCMOD_STRETCH:
9258                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9259                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9260                         break;
9261                 case Q3TCMOD_TRANSFORM:
9262                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
9263                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
9264                         VectorSet(tcmat +  6, 0                   , 0                , 1);
9265                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
9266                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9267                         break;
9268                 case Q3TCMOD_TURBULENT:
9269                         // this is handled in the RSurf_PrepareVertices function
9270                         matrix = identitymatrix;
9271                         break;
9272         }
9273         temp = *texmatrix;
9274         Matrix4x4_Concat(texmatrix, &matrix, &temp);
9275 }
9276
9277 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9278 {
9279         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9280         char name[MAX_QPATH];
9281         skinframe_t *skinframe;
9282         unsigned char pixels[296*194];
9283         strlcpy(cache->name, skinname, sizeof(cache->name));
9284         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9285         if (developer_loading.integer)
9286                 Con_Printf("loading %s\n", name);
9287         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9288         if (!skinframe || !skinframe->base)
9289         {
9290                 unsigned char *f;
9291                 fs_offset_t filesize;
9292                 skinframe = NULL;
9293                 f = FS_LoadFile(name, tempmempool, true, &filesize);
9294                 if (f)
9295                 {
9296                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9297                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9298                         Mem_Free(f);
9299                 }
9300         }
9301         cache->skinframe = skinframe;
9302 }
9303
9304 texture_t *R_GetCurrentTexture(texture_t *t)
9305 {
9306         int i;
9307         const entity_render_t *ent = rsurface.entity;
9308         dp_model_t *model = ent->model;
9309         q3shaderinfo_layer_tcmod_t *tcmod;
9310
9311         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9312                 return t->currentframe;
9313         t->update_lastrenderframe = r_textureframe;
9314         t->update_lastrenderentity = (void *)ent;
9315
9316         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9317                 t->camera_entity = ent->entitynumber;
9318         else
9319                 t->camera_entity = 0;
9320
9321         // switch to an alternate material if this is a q1bsp animated material
9322         {
9323                 texture_t *texture = t;
9324                 int s = rsurface.ent_skinnum;
9325                 if ((unsigned int)s >= (unsigned int)model->numskins)
9326                         s = 0;
9327                 if (model->skinscenes)
9328                 {
9329                         if (model->skinscenes[s].framecount > 1)
9330                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9331                         else
9332                                 s = model->skinscenes[s].firstframe;
9333                 }
9334                 if (s > 0)
9335                         t = t + s * model->num_surfaces;
9336                 if (t->animated)
9337                 {
9338                         // use an alternate animation if the entity's frame is not 0,
9339                         // and only if the texture has an alternate animation
9340                         if (rsurface.ent_alttextures && t->anim_total[1])
9341                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9342                         else
9343                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9344                 }
9345                 texture->currentframe = t;
9346         }
9347
9348         // update currentskinframe to be a qw skin or animation frame
9349         if (rsurface.ent_qwskin >= 0)
9350         {
9351                 i = rsurface.ent_qwskin;
9352                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9353                 {
9354                         r_qwskincache_size = cl.maxclients;
9355                         if (r_qwskincache)
9356                                 Mem_Free(r_qwskincache);
9357                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9358                 }
9359                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9360                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9361                 t->currentskinframe = r_qwskincache[i].skinframe;
9362                 if (t->currentskinframe == NULL)
9363                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9364         }
9365         else if (t->numskinframes >= 2)
9366                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9367         if (t->backgroundnumskinframes >= 2)
9368                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9369
9370         t->currentmaterialflags = t->basematerialflags;
9371         t->currentalpha = rsurface.colormod[3];
9372         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9373                 t->currentalpha *= r_wateralpha.value;
9374         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9375                 t->currentalpha *= t->r_water_wateralpha;
9376         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9377                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9378         if (!(rsurface.ent_flags & RENDER_LIGHT))
9379                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9380         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9381         {
9382                 // pick a model lighting mode
9383                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9384                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9385                 else
9386                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9387         }
9388         if (rsurface.ent_flags & RENDER_ADDITIVE)
9389                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9390         else if (t->currentalpha < 1)
9391                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9392         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9393                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9394         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9395                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9396         if (t->backgroundnumskinframes)
9397                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9398         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9399         {
9400                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9401                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9402         }
9403         else
9404                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9405         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9406                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9407
9408         // there is no tcmod
9409         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9410         {
9411                 t->currenttexmatrix = r_waterscrollmatrix;
9412                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9413         }
9414         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9415         {
9416                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9417                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9418         }
9419
9420         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9421                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9422         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9423                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9424
9425         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9426         if (t->currentskinframe->qpixels)
9427                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9428         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9429         if (!t->basetexture)
9430                 t->basetexture = r_texture_notexture;
9431         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9432         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9433         t->nmaptexture = t->currentskinframe->nmap;
9434         if (!t->nmaptexture)
9435                 t->nmaptexture = r_texture_blanknormalmap;
9436         t->glosstexture = r_texture_black;
9437         t->glowtexture = t->currentskinframe->glow;
9438         t->fogtexture = t->currentskinframe->fog;
9439         t->reflectmasktexture = t->currentskinframe->reflect;
9440         if (t->backgroundnumskinframes)
9441         {
9442                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9443                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9444                 t->backgroundglosstexture = r_texture_black;
9445                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9446                 if (!t->backgroundnmaptexture)
9447                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9448         }
9449         else
9450         {
9451                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9452                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9453                 t->backgroundglosstexture = r_texture_black;
9454                 t->backgroundglowtexture = NULL;
9455         }
9456         t->specularpower = r_shadow_glossexponent.value;
9457         // TODO: store reference values for these in the texture?
9458         t->specularscale = 0;
9459         if (r_shadow_gloss.integer > 0)
9460         {
9461                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9462                 {
9463                         if (r_shadow_glossintensity.value > 0)
9464                         {
9465                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9466                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9467                                 t->specularscale = r_shadow_glossintensity.value;
9468                         }
9469                 }
9470                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9471                 {
9472                         t->glosstexture = r_texture_white;
9473                         t->backgroundglosstexture = r_texture_white;
9474                         t->specularscale = r_shadow_gloss2intensity.value;
9475                         t->specularpower = r_shadow_gloss2exponent.value;
9476                 }
9477         }
9478         t->specularscale *= t->specularscalemod;
9479         t->specularpower *= t->specularpowermod;
9480
9481         // lightmaps mode looks bad with dlights using actual texturing, so turn
9482         // off the colormap and glossmap, but leave the normalmap on as it still
9483         // accurately represents the shading involved
9484         if (gl_lightmaps.integer)
9485         {
9486                 t->basetexture = r_texture_grey128;
9487                 t->pantstexture = r_texture_black;
9488                 t->shirttexture = r_texture_black;
9489                 t->nmaptexture = r_texture_blanknormalmap;
9490                 t->glosstexture = r_texture_black;
9491                 t->glowtexture = NULL;
9492                 t->fogtexture = NULL;
9493                 t->reflectmasktexture = NULL;
9494                 t->backgroundbasetexture = NULL;
9495                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9496                 t->backgroundglosstexture = r_texture_black;
9497                 t->backgroundglowtexture = NULL;
9498                 t->specularscale = 0;
9499                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9500         }
9501
9502         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9503         VectorClear(t->dlightcolor);
9504         t->currentnumlayers = 0;
9505         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9506         {
9507                 int blendfunc1, blendfunc2;
9508                 qboolean depthmask;
9509                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9510                 {
9511                         blendfunc1 = GL_SRC_ALPHA;
9512                         blendfunc2 = GL_ONE;
9513                 }
9514                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9515                 {
9516                         blendfunc1 = GL_SRC_ALPHA;
9517                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9518                 }
9519                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9520                 {
9521                         blendfunc1 = t->customblendfunc[0];
9522                         blendfunc2 = t->customblendfunc[1];
9523                 }
9524                 else
9525                 {
9526                         blendfunc1 = GL_ONE;
9527                         blendfunc2 = GL_ZERO;
9528                 }
9529                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9530                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9531                 {
9532                         // fullbright is not affected by r_refdef.lightmapintensity
9533                         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]);
9534                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9535                                 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]);
9536                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9537                                 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]);
9538                 }
9539                 else
9540                 {
9541                         vec3_t ambientcolor;
9542                         float colorscale;
9543                         // set the color tint used for lights affecting this surface
9544                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9545                         colorscale = 2;
9546                         // q3bsp has no lightmap updates, so the lightstylevalue that
9547                         // would normally be baked into the lightmap must be
9548                         // applied to the color
9549                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9550                         if (model->type == mod_brushq3)
9551                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9552                         colorscale *= r_refdef.lightmapintensity;
9553                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9554                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9555                         // basic lit geometry
9556                         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]);
9557                         // add pants/shirt if needed
9558                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9559                                 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]);
9560                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9561                                 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]);
9562                         // now add ambient passes if needed
9563                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9564                         {
9565                                 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]);
9566                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9567                                         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]);
9568                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9569                                         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]);
9570                         }
9571                 }
9572                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9573                         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]);
9574                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9575                 {
9576                         // if this is opaque use alpha blend which will darken the earlier
9577                         // passes cheaply.
9578                         //
9579                         // if this is an alpha blended material, all the earlier passes
9580                         // were darkened by fog already, so we only need to add the fog
9581                         // color ontop through the fog mask texture
9582                         //
9583                         // if this is an additive blended material, all the earlier passes
9584                         // were darkened by fog already, and we should not add fog color
9585                         // (because the background was not darkened, there is no fog color
9586                         // that was lost behind it).
9587                         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]);
9588                 }
9589         }
9590
9591         return t->currentframe;
9592 }
9593
9594 rsurfacestate_t rsurface;
9595
9596 void R_Mesh_ResizeArrays(int newvertices)
9597 {
9598         float *base;
9599         if (rsurface.array_size >= newvertices)
9600                 return;
9601         if (rsurface.array_modelvertex3f)
9602                 Mem_Free(rsurface.array_modelvertex3f);
9603         rsurface.array_size = (newvertices + 1023) & ~1023;
9604         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9605         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9606         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9607         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9608         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9609         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9610         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9611         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9612         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9613         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9614         rsurface.array_color4f           = base + rsurface.array_size * 27;
9615         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9616 }
9617
9618 void RSurf_ActiveWorldEntity(void)
9619 {
9620         dp_model_t *model = r_refdef.scene.worldmodel;
9621         //if (rsurface.entity == r_refdef.scene.worldentity)
9622         //      return;
9623         rsurface.entity = r_refdef.scene.worldentity;
9624         rsurface.skeleton = NULL;
9625         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9626         rsurface.ent_skinnum = 0;
9627         rsurface.ent_qwskin = -1;
9628         rsurface.ent_shadertime = 0;
9629         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9630         if (rsurface.array_size < model->surfmesh.num_vertices)
9631                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9632         rsurface.matrix = identitymatrix;
9633         rsurface.inversematrix = identitymatrix;
9634         rsurface.matrixscale = 1;
9635         rsurface.inversematrixscale = 1;
9636         R_EntityMatrix(&identitymatrix);
9637         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9638         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9639         rsurface.fograngerecip = r_refdef.fograngerecip;
9640         rsurface.fogheightfade = r_refdef.fogheightfade;
9641         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9642         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9643         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9644         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9645         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9646         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9647         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9648         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9649         rsurface.colormod[3] = 1;
9650         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);
9651         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9652         rsurface.frameblend[0].lerp = 1;
9653         rsurface.ent_alttextures = false;
9654         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9655         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9656         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9657         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9658         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9659         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9660         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9661         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9662         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9663         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9664         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9665         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9666         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9667         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9668         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9669         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9670         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9671         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9672         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9673         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9674         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9675         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9676         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9677         rsurface.modelelement3i = model->surfmesh.data_element3i;
9678         rsurface.modelelement3s = model->surfmesh.data_element3s;
9679         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9680         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9681         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9682         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9683         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9684         rsurface.modelsurfaces = model->data_surfaces;
9685         rsurface.generatedvertex = false;
9686         rsurface.vertex3f  = rsurface.modelvertex3f;
9687         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9688         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9689         rsurface.svector3f = rsurface.modelsvector3f;
9690         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9691         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9692         rsurface.tvector3f = rsurface.modeltvector3f;
9693         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9694         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9695         rsurface.normal3f  = rsurface.modelnormal3f;
9696         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9697         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9698         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9699 }
9700
9701 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9702 {
9703         dp_model_t *model = ent->model;
9704         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9705         //      return;
9706         rsurface.entity = (entity_render_t *)ent;
9707         rsurface.skeleton = ent->skeleton;
9708         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
9709         rsurface.ent_skinnum = ent->skinnum;
9710         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;
9711         rsurface.ent_shadertime = ent->shadertime;
9712         rsurface.ent_flags = ent->flags;
9713         if (rsurface.array_size < model->surfmesh.num_vertices)
9714                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9715         rsurface.matrix = ent->matrix;
9716         rsurface.inversematrix = ent->inversematrix;
9717         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9718         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9719         R_EntityMatrix(&rsurface.matrix);
9720         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9721         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9722         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9723         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9724         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9725         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9726         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9727         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9728         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9729         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9730         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9731         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9732         rsurface.colormod[3] = ent->alpha;
9733         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9734         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9735         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9736         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9737         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9738         if (ent->model->brush.submodel && !prepass)
9739         {
9740                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9741                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9742         }
9743         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9744         {
9745                 if (ent->animcache_vertex3f && !r_framedata_failed)
9746                 {
9747                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9748                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9749                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9750                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9751                 }
9752                 else if (wanttangents)
9753                 {
9754                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9755                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9756                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9757                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9758                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9759                 }
9760                 else if (wantnormals)
9761                 {
9762                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9763                         rsurface.modelsvector3f = NULL;
9764                         rsurface.modeltvector3f = NULL;
9765                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9766                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9767                 }
9768                 else
9769                 {
9770                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9771                         rsurface.modelsvector3f = NULL;
9772                         rsurface.modeltvector3f = NULL;
9773                         rsurface.modelnormal3f = NULL;
9774                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9775                 }
9776                 rsurface.modelvertex3f_bufferobject = 0;
9777                 rsurface.modelvertex3f_bufferoffset = 0;
9778                 rsurface.modelsvector3f_bufferobject = 0;
9779                 rsurface.modelsvector3f_bufferoffset = 0;
9780                 rsurface.modeltvector3f_bufferobject = 0;
9781                 rsurface.modeltvector3f_bufferoffset = 0;
9782                 rsurface.modelnormal3f_bufferobject = 0;
9783                 rsurface.modelnormal3f_bufferoffset = 0;
9784                 rsurface.generatedvertex = true;
9785         }
9786         else
9787         {
9788                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9789                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9790                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9791                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9792                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9793                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9794                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9795                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9796                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9797                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9798                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9799                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9800                 rsurface.generatedvertex = false;
9801         }
9802         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9803         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9804         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9805         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9806         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9807         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9808         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9809         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9810         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9811         rsurface.modelelement3i = model->surfmesh.data_element3i;
9812         rsurface.modelelement3s = model->surfmesh.data_element3s;
9813         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9814         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9815         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9816         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9817         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9818         rsurface.modelsurfaces = model->data_surfaces;
9819         rsurface.vertex3f  = rsurface.modelvertex3f;
9820         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9821         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9822         rsurface.svector3f = rsurface.modelsvector3f;
9823         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9824         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9825         rsurface.tvector3f = rsurface.modeltvector3f;
9826         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9827         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9828         rsurface.normal3f  = rsurface.modelnormal3f;
9829         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9830         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9831         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9832 }
9833
9834 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)
9835 {
9836         rsurface.entity = r_refdef.scene.worldentity;
9837         rsurface.skeleton = NULL;
9838         rsurface.ent_skinnum = 0;
9839         rsurface.ent_qwskin = -1;
9840         rsurface.ent_shadertime = shadertime;
9841         rsurface.ent_flags = entflags;
9842         rsurface.modelnum_vertices = numvertices;
9843         rsurface.modelnum_triangles = numtriangles;
9844         if (rsurface.array_size < rsurface.modelnum_vertices)
9845                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9846         rsurface.matrix = *matrix;
9847         rsurface.inversematrix = *inversematrix;
9848         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9849         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9850         R_EntityMatrix(&rsurface.matrix);
9851         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9852         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9853         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9854         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9855         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9856         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9857         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9858         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9859         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9860         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9861         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9862         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9863         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);
9864         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9865         rsurface.frameblend[0].lerp = 1;
9866         rsurface.ent_alttextures = false;
9867         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9868         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9869         if (wanttangents)
9870         {
9871                 rsurface.modelvertex3f = vertex3f;
9872                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9873                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9874                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9875         }
9876         else if (wantnormals)
9877         {
9878                 rsurface.modelvertex3f = vertex3f;
9879                 rsurface.modelsvector3f = NULL;
9880                 rsurface.modeltvector3f = NULL;
9881                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9882         }
9883         else
9884         {
9885                 rsurface.modelvertex3f = vertex3f;
9886                 rsurface.modelsvector3f = NULL;
9887                 rsurface.modeltvector3f = NULL;
9888                 rsurface.modelnormal3f = NULL;
9889         }
9890         rsurface.modelvertex3f_bufferobject = 0;
9891         rsurface.modelvertex3f_bufferoffset = 0;
9892         rsurface.modelsvector3f_bufferobject = 0;
9893         rsurface.modelsvector3f_bufferoffset = 0;
9894         rsurface.modeltvector3f_bufferobject = 0;
9895         rsurface.modeltvector3f_bufferoffset = 0;
9896         rsurface.modelnormal3f_bufferobject = 0;
9897         rsurface.modelnormal3f_bufferoffset = 0;
9898         rsurface.generatedvertex = true;
9899         rsurface.modellightmapcolor4f  = color4f;
9900         rsurface.modellightmapcolor4f_bufferobject = 0;
9901         rsurface.modellightmapcolor4f_bufferoffset = 0;
9902         rsurface.modeltexcoordtexture2f  = texcoord2f;
9903         rsurface.modeltexcoordtexture2f_bufferobject = 0;
9904         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9905         rsurface.modeltexcoordlightmap2f  = NULL;
9906         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9907         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9908         rsurface.modelelement3i = element3i;
9909         rsurface.modelelement3s = element3s;
9910         rsurface.modelelement3i_bufferobject = 0;
9911         rsurface.modelelement3s_bufferobject = 0;
9912         rsurface.modellightmapoffsets = NULL;
9913         rsurface.modelsurfaces = NULL;
9914         rsurface.vertex3f  = rsurface.modelvertex3f;
9915         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9916         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9917         rsurface.svector3f = rsurface.modelsvector3f;
9918         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9919         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9920         rsurface.tvector3f = rsurface.modeltvector3f;
9921         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9922         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9923         rsurface.normal3f  = rsurface.modelnormal3f;
9924         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9925         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9926         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9927
9928         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9929         {
9930                 if ((wantnormals || wanttangents) && !normal3f)
9931                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9932                 if (wanttangents && !svector3f)
9933                         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);
9934         }
9935 }
9936
9937 float RSurf_FogPoint(const float *v)
9938 {
9939         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9940         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9941         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9942         float FogHeightFade = r_refdef.fogheightfade;
9943         float fogfrac;
9944         unsigned int fogmasktableindex;
9945         if (r_refdef.fogplaneviewabove)
9946                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9947         else
9948                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9949         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9950         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9951 }
9952
9953 float RSurf_FogVertex(const float *v)
9954 {
9955         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9956         float FogPlaneViewDist = rsurface.fogplaneviewdist;
9957         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9958         float FogHeightFade = rsurface.fogheightfade;
9959         float fogfrac;
9960         unsigned int fogmasktableindex;
9961         if (r_refdef.fogplaneviewabove)
9962                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9963         else
9964                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9965         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9966         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9967 }
9968
9969 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9970 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9971 {
9972         int deformindex;
9973         int texturesurfaceindex;
9974         int i, j;
9975         float amplitude;
9976         float animpos;
9977         float scale;
9978         const float *v1, *in_tc;
9979         float *out_tc;
9980         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9981         float waveparms[4];
9982         q3shaderinfo_deform_t *deform;
9983         // 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
9984         if (rsurface.generatedvertex)
9985         {
9986                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9987                         generatenormals = true;
9988                 for (i = 0;i < Q3MAXDEFORMS;i++)
9989                 {
9990                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9991                         {
9992                                 generatetangents = true;
9993                                 generatenormals = true;
9994                         }
9995                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9996                                 generatenormals = true;
9997                 }
9998                 if (generatenormals && !rsurface.modelnormal3f)
9999                 {
10000                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10001                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
10002                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
10003                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10004                 }
10005                 if (generatetangents && !rsurface.modelsvector3f)
10006                 {
10007                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10008                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
10009                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
10010                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10011                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
10012                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
10013                         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);
10014                 }
10015         }
10016         rsurface.vertex3f  = rsurface.modelvertex3f;
10017         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10018         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10019         rsurface.svector3f = rsurface.modelsvector3f;
10020         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10021         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10022         rsurface.tvector3f = rsurface.modeltvector3f;
10023         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10024         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10025         rsurface.normal3f  = rsurface.modelnormal3f;
10026         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10027         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10028         // if vertices are deformed (sprite flares and things in maps, possibly
10029         // water waves, bulges and other deformations), generate them into
10030         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
10031         // (may be static model data or generated data for an animated model, or
10032         //  the previous deform pass)
10033         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10034         {
10035                 switch (deform->deform)
10036                 {
10037                 default:
10038                 case Q3DEFORM_PROJECTIONSHADOW:
10039                 case Q3DEFORM_TEXT0:
10040                 case Q3DEFORM_TEXT1:
10041                 case Q3DEFORM_TEXT2:
10042                 case Q3DEFORM_TEXT3:
10043                 case Q3DEFORM_TEXT4:
10044                 case Q3DEFORM_TEXT5:
10045                 case Q3DEFORM_TEXT6:
10046                 case Q3DEFORM_TEXT7:
10047                 case Q3DEFORM_NONE:
10048                         break;
10049                 case Q3DEFORM_AUTOSPRITE:
10050                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10051                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10052                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10053                         VectorNormalize(newforward);
10054                         VectorNormalize(newright);
10055                         VectorNormalize(newup);
10056                         // make deformed versions of only the model vertices used by the specified surfaces
10057                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10058                         {
10059                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10060                                 // a single autosprite surface can contain multiple sprites...
10061                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
10062                                 {
10063                                         VectorClear(center);
10064                                         for (i = 0;i < 4;i++)
10065                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10066                                         VectorScale(center, 0.25f, center);
10067                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
10068                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10069                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10070                                         for (i = 0;i < 4;i++)
10071                                         {
10072                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10073                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10074                                         }
10075                                 }
10076                                 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);
10077                                 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);
10078                         }
10079                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10080                         rsurface.vertex3f_bufferobject = 0;
10081                         rsurface.vertex3f_bufferoffset = 0;
10082                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10083                         rsurface.svector3f_bufferobject = 0;
10084                         rsurface.svector3f_bufferoffset = 0;
10085                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10086                         rsurface.tvector3f_bufferobject = 0;
10087                         rsurface.tvector3f_bufferoffset = 0;
10088                         rsurface.normal3f = rsurface.array_deformednormal3f;
10089                         rsurface.normal3f_bufferobject = 0;
10090                         rsurface.normal3f_bufferoffset = 0;
10091                         break;
10092                 case Q3DEFORM_AUTOSPRITE2:
10093                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10094                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10095                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10096                         VectorNormalize(newforward);
10097                         VectorNormalize(newright);
10098                         VectorNormalize(newup);
10099                         // make deformed versions of only the model vertices used by the specified surfaces
10100                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10101                         {
10102                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10103                                 const float *v1, *v2;
10104                                 vec3_t start, end;
10105                                 float f, l;
10106                                 struct
10107                                 {
10108                                         float length2;
10109                                         const float *v1;
10110                                         const float *v2;
10111                                 }
10112                                 shortest[2];
10113                                 memset(shortest, 0, sizeof(shortest));
10114                                 // a single autosprite surface can contain multiple sprites...
10115                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
10116                                 {
10117                                         VectorClear(center);
10118                                         for (i = 0;i < 4;i++)
10119                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10120                                         VectorScale(center, 0.25f, center);
10121                                         // find the two shortest edges, then use them to define the
10122                                         // axis vectors for rotating around the central axis
10123                                         for (i = 0;i < 6;i++)
10124                                         {
10125                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10126                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10127 #if 0
10128                                                 Debug_PolygonBegin(NULL, 0);
10129                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10130                                                 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);
10131                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10132                                                 Debug_PolygonEnd();
10133 #endif
10134                                                 l = VectorDistance2(v1, v2);
10135                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10136                                                 if (v1[2] != v2[2])
10137                                                         l += (1.0f / 1024.0f);
10138                                                 if (shortest[0].length2 > l || i == 0)
10139                                                 {
10140                                                         shortest[1] = shortest[0];
10141                                                         shortest[0].length2 = l;
10142                                                         shortest[0].v1 = v1;
10143                                                         shortest[0].v2 = v2;
10144                                                 }
10145                                                 else if (shortest[1].length2 > l || i == 1)
10146                                                 {
10147                                                         shortest[1].length2 = l;
10148                                                         shortest[1].v1 = v1;
10149                                                         shortest[1].v2 = v2;
10150                                                 }
10151                                         }
10152                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10153                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10154 #if 0
10155                                         Debug_PolygonBegin(NULL, 0);
10156                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10157                                         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);
10158                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10159                                         Debug_PolygonEnd();
10160 #endif
10161                                         // this calculates the right vector from the shortest edge
10162                                         // and the up vector from the edge midpoints
10163                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10164                                         VectorNormalize(right);
10165                                         VectorSubtract(end, start, up);
10166                                         VectorNormalize(up);
10167                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10168                                         VectorSubtract(rsurface.localvieworigin, center, forward);
10169                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10170                                         VectorNegate(forward, forward);
10171                                         VectorReflect(forward, 0, up, forward);
10172                                         VectorNormalize(forward);
10173                                         CrossProduct(up, forward, newright);
10174                                         VectorNormalize(newright);
10175 #if 0
10176                                         Debug_PolygonBegin(NULL, 0);
10177                                         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);
10178                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10179                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
10180                                         Debug_PolygonEnd();
10181 #endif
10182 #if 0
10183                                         Debug_PolygonBegin(NULL, 0);
10184                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10185                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10186                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
10187                                         Debug_PolygonEnd();
10188 #endif
10189                                         // rotate the quad around the up axis vector, this is made
10190                                         // especially easy by the fact we know the quad is flat,
10191                                         // so we only have to subtract the center position and
10192                                         // measure distance along the right vector, and then
10193                                         // multiply that by the newright vector and add back the
10194                                         // center position
10195                                         // we also need to subtract the old position to undo the
10196                                         // displacement from the center, which we do with a
10197                                         // DotProduct, the subtraction/addition of center is also
10198                                         // optimized into DotProducts here
10199                                         l = DotProduct(right, center);
10200                                         for (i = 0;i < 4;i++)
10201                                         {
10202                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10203                                                 f = DotProduct(right, v1) - l;
10204                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10205                                         }
10206                                 }
10207                                 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);
10208                                 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);
10209                         }
10210                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10211                         rsurface.vertex3f_bufferobject = 0;
10212                         rsurface.vertex3f_bufferoffset = 0;
10213                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10214                         rsurface.svector3f_bufferobject = 0;
10215                         rsurface.svector3f_bufferoffset = 0;
10216                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10217                         rsurface.tvector3f_bufferobject = 0;
10218                         rsurface.tvector3f_bufferoffset = 0;
10219                         rsurface.normal3f = rsurface.array_deformednormal3f;
10220                         rsurface.normal3f_bufferobject = 0;
10221                         rsurface.normal3f_bufferoffset = 0;
10222                         break;
10223                 case Q3DEFORM_NORMAL:
10224                         // deform the normals to make reflections wavey
10225                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10226                         {
10227                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10228                                 for (j = 0;j < surface->num_vertices;j++)
10229                                 {
10230                                         float vertex[3];
10231                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
10232                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10233                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
10234                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10235                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10236                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10237                                         VectorNormalize(normal);
10238                                 }
10239                                 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);
10240                         }
10241                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10242                         rsurface.svector3f_bufferobject = 0;
10243                         rsurface.svector3f_bufferoffset = 0;
10244                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10245                         rsurface.tvector3f_bufferobject = 0;
10246                         rsurface.tvector3f_bufferoffset = 0;
10247                         rsurface.normal3f = rsurface.array_deformednormal3f;
10248                         rsurface.normal3f_bufferobject = 0;
10249                         rsurface.normal3f_bufferoffset = 0;
10250                         break;
10251                 case Q3DEFORM_WAVE:
10252                         // deform vertex array to make wavey water and flags and such
10253                         waveparms[0] = deform->waveparms[0];
10254                         waveparms[1] = deform->waveparms[1];
10255                         waveparms[2] = deform->waveparms[2];
10256                         waveparms[3] = deform->waveparms[3];
10257                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10258                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10259                         // this is how a divisor of vertex influence on deformation
10260                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10261                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10262                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10263                         {
10264                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10265                                 for (j = 0;j < surface->num_vertices;j++)
10266                                 {
10267                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
10268                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
10269                                         // if the wavefunc depends on time, evaluate it per-vertex
10270                                         if (waveparms[3])
10271                                         {
10272                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10273                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10274                                         }
10275                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
10276                                 }
10277                         }
10278                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10279                         rsurface.vertex3f_bufferobject = 0;
10280                         rsurface.vertex3f_bufferoffset = 0;
10281                         break;
10282                 case Q3DEFORM_BULGE:
10283                         // deform vertex array to make the surface have moving bulges
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                                 {
10289                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10290                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10291                                 }
10292                         }
10293                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10294                         rsurface.vertex3f_bufferobject = 0;
10295                         rsurface.vertex3f_bufferoffset = 0;
10296                         break;
10297                 case Q3DEFORM_MOVE:
10298                         // deform vertex array
10299                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10300                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10301                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10302                         VectorScale(deform->parms, scale, waveparms);
10303                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10304                         {
10305                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10306                                 for (j = 0;j < surface->num_vertices;j++)
10307                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10308                         }
10309                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10310                         rsurface.vertex3f_bufferobject = 0;
10311                         rsurface.vertex3f_bufferoffset = 0;
10312                         break;
10313                 }
10314         }
10315         // generate texcoords based on the chosen texcoord source
10316         switch(rsurface.texture->tcgen.tcgen)
10317         {
10318         default:
10319         case Q3TCGEN_TEXTURE:
10320                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
10321                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
10322                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
10323                 break;
10324         case Q3TCGEN_LIGHTMAP:
10325                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
10326                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
10327                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
10328                 break;
10329         case Q3TCGEN_VECTOR:
10330                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10331                 {
10332                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10333                         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)
10334                         {
10335                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10336                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10337                         }
10338                 }
10339                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10340                 rsurface.texcoordtexture2f_bufferobject  = 0;
10341                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10342                 break;
10343         case Q3TCGEN_ENVIRONMENT:
10344                 // make environment reflections using a spheremap
10345                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10346                 {
10347                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10348                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10349                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10350                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10351                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10352                         {
10353                                 // identical to Q3A's method, but executed in worldspace so
10354                                 // carried models can be shiny too
10355
10356                                 float viewer[3], d, reflected[3], worldreflected[3];
10357
10358                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10359                                 // VectorNormalize(viewer);
10360
10361                                 d = DotProduct(normal, viewer);
10362
10363                                 reflected[0] = normal[0]*2*d - viewer[0];
10364                                 reflected[1] = normal[1]*2*d - viewer[1];
10365                                 reflected[2] = normal[2]*2*d - viewer[2];
10366                                 // note: this is proportinal to viewer, so we can normalize later
10367
10368                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10369                                 VectorNormalize(worldreflected);
10370
10371                                 // note: this sphere map only uses world x and z!
10372                                 // so positive and negative y will LOOK THE SAME.
10373                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10374                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10375                         }
10376                 }
10377                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10378                 rsurface.texcoordtexture2f_bufferobject  = 0;
10379                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10380                 break;
10381         }
10382         // the only tcmod that needs software vertex processing is turbulent, so
10383         // check for it here and apply the changes if needed
10384         // and we only support that as the first one
10385         // (handling a mixture of turbulent and other tcmods would be problematic
10386         //  without punting it entirely to a software path)
10387         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10388         {
10389                 amplitude = rsurface.texture->tcmods[0].parms[1];
10390                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10391                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10392                 {
10393                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10394                         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)
10395                         {
10396                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10397                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10398                         }
10399                 }
10400                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10401                 rsurface.texcoordtexture2f_bufferobject  = 0;
10402                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10403         }
10404         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
10405         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10406         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10407         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10408 }
10409
10410 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10411 {
10412         int i, j;
10413         const msurface_t *surface = texturesurfacelist[0];
10414         const msurface_t *surface2;
10415         int firstvertex;
10416         int endvertex;
10417         int numvertices;
10418         int numtriangles;
10419         // TODO: lock all array ranges before render, rather than on each surface
10420         if (texturenumsurfaces == 1)
10421                 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);
10422         else if (r_batchmode.integer == 2)
10423         {
10424                 #define MAXBATCHTRIANGLES 65536
10425                 int batchtriangles = 0;
10426                 static int batchelements[MAXBATCHTRIANGLES*3];
10427                 for (i = 0;i < texturenumsurfaces;i = j)
10428                 {
10429                         surface = texturesurfacelist[i];
10430                         j = i + 1;
10431                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10432                         {
10433                                 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);
10434                                 continue;
10435                         }
10436                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10437                         batchtriangles = surface->num_triangles;
10438                         firstvertex = surface->num_firstvertex;
10439                         endvertex = surface->num_firstvertex + surface->num_vertices;
10440                         for (;j < texturenumsurfaces;j++)
10441                         {
10442                                 surface2 = texturesurfacelist[j];
10443                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10444                                         break;
10445                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10446                                 batchtriangles += surface2->num_triangles;
10447                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10448                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10449                         }
10450                         surface2 = texturesurfacelist[j-1];
10451                         numvertices = endvertex - firstvertex;
10452                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10453                 }
10454         }
10455         else if (r_batchmode.integer == 1)
10456         {
10457                 for (i = 0;i < texturenumsurfaces;i = j)
10458                 {
10459                         surface = texturesurfacelist[i];
10460                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10461                                 if (texturesurfacelist[j] != surface2)
10462                                         break;
10463                         surface2 = texturesurfacelist[j-1];
10464                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10465                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10466                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10467                 }
10468         }
10469         else
10470         {
10471                 for (i = 0;i < texturenumsurfaces;i++)
10472                 {
10473                         surface = texturesurfacelist[i];
10474                         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);
10475                 }
10476         }
10477 }
10478
10479 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10480 {
10481         switch(vid.renderpath)
10482         {
10483         case RENDERPATH_CGGL:
10484 #ifdef SUPPORTCG
10485                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10486                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10487 #endif
10488                 break;
10489         case RENDERPATH_GL20:
10490                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10491                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10492                 break;
10493         case RENDERPATH_GL13:
10494         case RENDERPATH_GL11:
10495                 R_Mesh_TexBind(0, surface->lightmaptexture);
10496                 break;
10497         }
10498 }
10499
10500 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10501 {
10502         // pick the closest matching water plane and bind textures
10503         int planeindex, vertexindex;
10504         float d, bestd;
10505         vec3_t vert;
10506         const float *v;
10507         r_waterstate_waterplane_t *p, *bestp;
10508         bestd = 0;
10509         bestp = NULL;
10510         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10511         {
10512                 if(p->camera_entity != rsurface.texture->camera_entity)
10513                         continue;
10514                 d = 0;
10515                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10516                 {
10517                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10518                         d += fabs(PlaneDiff(vert, &p->plane));
10519                 }
10520                 if (bestd > d || !bestp)
10521                 {
10522                         bestd = d;
10523                         bestp = p;
10524                 }
10525         }
10526         switch(vid.renderpath)
10527         {
10528         case RENDERPATH_CGGL:
10529 #ifdef SUPPORTCG
10530                 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10531                 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10532                 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10533 #endif
10534                 break;
10535         case RENDERPATH_GL20:
10536                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10537                 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10538                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10539                 break;
10540         case RENDERPATH_GL13:
10541         case RENDERPATH_GL11:
10542                 break;
10543         }
10544 }
10545
10546 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10547 {
10548         int i;
10549         const msurface_t *surface;
10550         if (r_waterstate.renderingscene)
10551                 return;
10552         for (i = 0;i < texturenumsurfaces;i++)
10553         {
10554                 surface = texturesurfacelist[i];
10555                 RSurf_BindLightmapForSurface(surface);
10556                 RSurf_BindReflectionForSurface(surface);
10557                 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);
10558         }
10559 }
10560
10561 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10562 {
10563         int i;
10564         int j;
10565         const msurface_t *surface = texturesurfacelist[0];
10566         const msurface_t *surface2;
10567         int firstvertex;
10568         int endvertex;
10569         int numvertices;
10570         int numtriangles;
10571         if (texturenumsurfaces == 1)
10572         {
10573                 RSurf_BindLightmapForSurface(surface);
10574                 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);
10575         }
10576         else if (r_batchmode.integer == 2)
10577         {
10578                 int batchtriangles = 0;
10579                 static int batchelements[MAXBATCHTRIANGLES*3];
10580                 for (i = 0;i < texturenumsurfaces;i = j)
10581                 {
10582                         surface = texturesurfacelist[i];
10583                         RSurf_BindLightmapForSurface(surface);
10584                         j = i + 1;
10585                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10586                         {
10587                                 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);
10588                                 continue;
10589                         }
10590                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10591                         batchtriangles = surface->num_triangles;
10592                         firstvertex = surface->num_firstvertex;
10593                         endvertex = surface->num_firstvertex + surface->num_vertices;
10594                         for (;j < texturenumsurfaces;j++)
10595                         {
10596                                 surface2 = texturesurfacelist[j];
10597                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10598                                         break;
10599                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10600                                 batchtriangles += surface2->num_triangles;
10601                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10602                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10603                         }
10604                         surface2 = texturesurfacelist[j-1];
10605                         numvertices = endvertex - firstvertex;
10606                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10607                 }
10608         }
10609         else if (r_batchmode.integer == 1)
10610         {
10611 #if 0
10612                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10613                 for (i = 0;i < texturenumsurfaces;i = j)
10614                 {
10615                         surface = texturesurfacelist[i];
10616                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10617                                 if (texturesurfacelist[j] != surface2)
10618                                         break;
10619                         Con_Printf(" %i", j - i);
10620                 }
10621                 Con_Printf("\n");
10622                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10623 #endif
10624                 for (i = 0;i < texturenumsurfaces;i = j)
10625                 {
10626                         surface = texturesurfacelist[i];
10627                         RSurf_BindLightmapForSurface(surface);
10628                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10629                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10630                                         break;
10631 #if 0
10632                         Con_Printf(" %i", j - i);
10633 #endif
10634                         surface2 = texturesurfacelist[j-1];
10635                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10636                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10637                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10638                 }
10639 #if 0
10640                 Con_Printf("\n");
10641 #endif
10642         }
10643         else
10644         {
10645                 for (i = 0;i < texturenumsurfaces;i++)
10646                 {
10647                         surface = texturesurfacelist[i];
10648                         RSurf_BindLightmapForSurface(surface);
10649                         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);
10650                 }
10651         }
10652 }
10653
10654 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10655 {
10656         int j;
10657         int texturesurfaceindex;
10658         if (r_showsurfaces.integer == 2)
10659         {
10660                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10661                 {
10662                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10663                         for (j = 0;j < surface->num_triangles;j++)
10664                         {
10665                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10666                                 GL_Color(f, f, f, 1);
10667                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10668                         }
10669                 }
10670         }
10671         else
10672         {
10673                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10674                 {
10675                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10676                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
10677                         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);
10678                         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);
10679                 }
10680         }
10681 }
10682
10683 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10684 {
10685         int texturesurfaceindex;
10686         int i;
10687         const float *v;
10688         float *c2;
10689         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10690         {
10691                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10692                 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)
10693                 {
10694                         c2[0] = 0.5;
10695                         c2[1] = 0.5;
10696                         c2[2] = 0.5;
10697                         c2[3] = 1;
10698                 }
10699         }
10700         rsurface.lightmapcolor4f = rsurface.array_color4f;
10701         rsurface.lightmapcolor4f_bufferobject = 0;
10702         rsurface.lightmapcolor4f_bufferoffset = 0;
10703 }
10704
10705 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10706 {
10707         int texturesurfaceindex;
10708         int i;
10709         float f;
10710         const float *v;
10711         const float *c;
10712         float *c2;
10713         if (rsurface.lightmapcolor4f)
10714         {
10715                 // generate color arrays for the surfaces in this list
10716                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10717                 {
10718                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10719                         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)
10720                         {
10721                                 f = RSurf_FogVertex(v);
10722                                 c2[0] = c[0] * f;
10723                                 c2[1] = c[1] * f;
10724                                 c2[2] = c[2] * f;
10725                                 c2[3] = c[3];
10726                         }
10727                 }
10728         }
10729         else
10730         {
10731                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10732                 {
10733                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10734                         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)
10735                         {
10736                                 f = RSurf_FogVertex(v);
10737                                 c2[0] = f;
10738                                 c2[1] = f;
10739                                 c2[2] = f;
10740                                 c2[3] = 1;
10741                         }
10742                 }
10743         }
10744         rsurface.lightmapcolor4f = rsurface.array_color4f;
10745         rsurface.lightmapcolor4f_bufferobject = 0;
10746         rsurface.lightmapcolor4f_bufferoffset = 0;
10747 }
10748
10749 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10750 {
10751         int texturesurfaceindex;
10752         int i;
10753         float f;
10754         const float *v;
10755         const float *c;
10756         float *c2;
10757         if (!rsurface.lightmapcolor4f)
10758                 return;
10759         // generate color arrays for the surfaces in this list
10760         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10761         {
10762                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10763                 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)
10764                 {
10765                         f = RSurf_FogVertex(v);
10766                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10767                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10768                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10769                         c2[3] = c[3];
10770                 }
10771         }
10772         rsurface.lightmapcolor4f = rsurface.array_color4f;
10773         rsurface.lightmapcolor4f_bufferobject = 0;
10774         rsurface.lightmapcolor4f_bufferoffset = 0;
10775 }
10776
10777 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10778 {
10779         int texturesurfaceindex;
10780         int i;
10781         const float *c;
10782         float *c2;
10783         if (!rsurface.lightmapcolor4f)
10784                 return;
10785         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10786         {
10787                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10788                 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)
10789                 {
10790                         c2[0] = c[0] * r;
10791                         c2[1] = c[1] * g;
10792                         c2[2] = c[2] * b;
10793                         c2[3] = c[3] * a;
10794                 }
10795         }
10796         rsurface.lightmapcolor4f = rsurface.array_color4f;
10797         rsurface.lightmapcolor4f_bufferobject = 0;
10798         rsurface.lightmapcolor4f_bufferoffset = 0;
10799 }
10800
10801 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10802 {
10803         int texturesurfaceindex;
10804         int i;
10805         const float *c;
10806         float *c2;
10807         if (!rsurface.lightmapcolor4f)
10808                 return;
10809         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10810         {
10811                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10812                 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)
10813                 {
10814                         c2[0] = c[0] + r_refdef.scene.ambient;
10815                         c2[1] = c[1] + r_refdef.scene.ambient;
10816                         c2[2] = c[2] + r_refdef.scene.ambient;
10817                         c2[3] = c[3];
10818                 }
10819         }
10820         rsurface.lightmapcolor4f = rsurface.array_color4f;
10821         rsurface.lightmapcolor4f_bufferobject = 0;
10822         rsurface.lightmapcolor4f_bufferoffset = 0;
10823 }
10824
10825 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10826 {
10827         // TODO: optimize
10828         rsurface.lightmapcolor4f = NULL;
10829         rsurface.lightmapcolor4f_bufferobject = 0;
10830         rsurface.lightmapcolor4f_bufferoffset = 0;
10831         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10832         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10833         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10834         GL_Color(r, g, b, a);
10835         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10836 }
10837
10838 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10839 {
10840         // TODO: optimize applyfog && applycolor case
10841         // just apply fog if necessary, and tint the fog color array if necessary
10842         rsurface.lightmapcolor4f = NULL;
10843         rsurface.lightmapcolor4f_bufferobject = 0;
10844         rsurface.lightmapcolor4f_bufferoffset = 0;
10845         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10846         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10847         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10848         GL_Color(r, g, b, a);
10849         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10850 }
10851
10852 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10853 {
10854         int texturesurfaceindex;
10855         int i;
10856         float *c;
10857         // TODO: optimize
10858         if (texturesurfacelist[0]->lightmapinfo)
10859         {
10860                 // generate color arrays for the surfaces in this list
10861                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10862                 {
10863                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10864                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10865                         {
10866                                 if (surface->lightmapinfo->samples)
10867                                 {
10868                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10869                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10870                                         VectorScale(lm, scale, c);
10871                                         if (surface->lightmapinfo->styles[1] != 255)
10872                                         {
10873                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10874                                                 lm += size3;
10875                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10876                                                 VectorMA(c, scale, lm, c);
10877                                                 if (surface->lightmapinfo->styles[2] != 255)
10878                                                 {
10879                                                         lm += size3;
10880                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10881                                                         VectorMA(c, scale, lm, c);
10882                                                         if (surface->lightmapinfo->styles[3] != 255)
10883                                                         {
10884                                                                 lm += size3;
10885                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10886                                                                 VectorMA(c, scale, lm, c);
10887                                                         }
10888                                                 }
10889                                         }
10890                                 }
10891                                 else
10892                                         VectorClear(c);
10893                                 c[3] = 1;
10894                         }
10895                 }
10896                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10897                 rsurface.lightmapcolor4f_bufferobject = 0;
10898                 rsurface.lightmapcolor4f_bufferoffset = 0;
10899         }
10900         else
10901         {
10902                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10903                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10904                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10905         }
10906         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10907         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10908         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10909         GL_Color(r, g, b, a);
10910         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10911 }
10912
10913 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10914 {
10915         int texturesurfaceindex;
10916         int i;
10917         float f;
10918         float alpha;
10919         const float *v;
10920         const float *n;
10921         float *c;
10922         vec3_t ambientcolor;
10923         vec3_t diffusecolor;
10924         vec3_t lightdir;
10925         // TODO: optimize
10926         // model lighting
10927         VectorCopy(rsurface.modellight_lightdir, lightdir);
10928         f = 0.5f * r_refdef.lightmapintensity;
10929         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10930         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10931         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10932         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10933         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10934         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10935         alpha = *a;
10936         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10937         {
10938                 // generate color arrays for the surfaces in this list
10939                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10940                 {
10941                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10942                         int numverts = surface->num_vertices;
10943                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10944                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
10945                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10946                         // q3-style directional shading
10947                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10948                         {
10949                                 if ((f = DotProduct(n, lightdir)) > 0)
10950                                         VectorMA(ambientcolor, f, diffusecolor, c);
10951                                 else
10952                                         VectorCopy(ambientcolor, c);
10953                                 c[3] = alpha;
10954                         }
10955                 }
10956                 *r = 1;
10957                 *g = 1;
10958                 *b = 1;
10959                 *a = 1;
10960                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10961                 rsurface.lightmapcolor4f_bufferobject = 0;
10962                 rsurface.lightmapcolor4f_bufferoffset = 0;
10963                 *applycolor = false;
10964         }
10965         else
10966         {
10967                 *r = ambientcolor[0];
10968                 *g = ambientcolor[1];
10969                 *b = ambientcolor[2];
10970                 rsurface.lightmapcolor4f = NULL;
10971                 rsurface.lightmapcolor4f_bufferobject = 0;
10972                 rsurface.lightmapcolor4f_bufferoffset = 0;
10973         }
10974 }
10975
10976 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10977 {
10978         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10979         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10980         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10981         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10982         GL_Color(r, g, b, a);
10983         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10984 }
10985
10986 void RSurf_SetupDepthAndCulling(void)
10987 {
10988         // submodels are biased to avoid z-fighting with world surfaces that they
10989         // may be exactly overlapping (avoids z-fighting artifacts on certain
10990         // doors and things in Quake maps)
10991         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10992         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10993         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10994         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10995 }
10996
10997 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10998 {
10999         // transparent sky would be ridiculous
11000         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11001                 return;
11002         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11003         skyrenderlater = true;
11004         RSurf_SetupDepthAndCulling();
11005         GL_DepthMask(true);
11006         // LordHavoc: HalfLife maps have freaky skypolys so don't use
11007         // skymasking on them, and Quake3 never did sky masking (unlike
11008         // software Quake and software Quake2), so disable the sky masking
11009         // in Quake3 maps as it causes problems with q3map2 sky tricks,
11010         // and skymasking also looks very bad when noclipping outside the
11011         // level, so don't use it then either.
11012         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11013         {
11014                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11015                 R_Mesh_ColorPointer(NULL, 0, 0);
11016                 R_Mesh_ResetTextureState();
11017                 if (skyrendermasked)
11018                 {
11019                         R_SetupShader_DepthOrShadow();
11020                         // depth-only (masking)
11021                         GL_ColorMask(0,0,0,0);
11022                         // just to make sure that braindead drivers don't draw
11023                         // anything despite that colormask...
11024                         GL_BlendFunc(GL_ZERO, GL_ONE);
11025                 }
11026                 else
11027                 {
11028                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11029                         // fog sky
11030                         GL_BlendFunc(GL_ONE, GL_ZERO);
11031                 }
11032                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11033                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11034                 if (skyrendermasked)
11035                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11036         }
11037         R_Mesh_ResetTextureState();
11038         GL_Color(1, 1, 1, 1);
11039 }
11040
11041 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11042 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11043 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11044 {
11045         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11046                 return;
11047         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
11048         if (prepass)
11049         {
11050                 // render screenspace normalmap to texture
11051                 GL_DepthMask(true);
11052                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
11053                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11054         }
11055         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11056         {
11057                 // render water or distortion background, then blend surface on top
11058                 GL_DepthMask(true);
11059                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11060                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11061                 GL_DepthMask(false);
11062                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11063                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11064                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11065                 else
11066                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11067         }
11068         else
11069         {
11070                 // render surface normally
11071                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11072                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11073                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11074                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11075                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11076                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11077                 else
11078                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11079         }
11080 }
11081
11082 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11083 {
11084         // OpenGL 1.3 path - anything not completely ancient
11085         int texturesurfaceindex;
11086         qboolean applycolor;
11087         qboolean applyfog;
11088         int layerindex;
11089         const texturelayer_t *layer;
11090         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11091
11092         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11093         {
11094                 vec4_t layercolor;
11095                 int layertexrgbscale;
11096                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11097                 {
11098                         if (layerindex == 0)
11099                                 GL_AlphaTest(true);
11100                         else
11101                         {
11102                                 GL_AlphaTest(false);
11103                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11104                         }
11105                 }
11106                 GL_DepthMask(layer->depthmask && writedepth);
11107                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11108                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11109                 {
11110                         layertexrgbscale = 4;
11111                         VectorScale(layer->color, 0.25f, layercolor);
11112                 }
11113                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11114                 {
11115                         layertexrgbscale = 2;
11116                         VectorScale(layer->color, 0.5f, layercolor);
11117                 }
11118                 else
11119                 {
11120                         layertexrgbscale = 1;
11121                         VectorScale(layer->color, 1.0f, layercolor);
11122                 }
11123                 layercolor[3] = layer->color[3];
11124                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11125                 R_Mesh_ColorPointer(NULL, 0, 0);
11126                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11127                 switch (layer->type)
11128                 {
11129                 case TEXTURELAYERTYPE_LITTEXTURE:
11130                         // single-pass lightmapped texture with 2x rgbscale
11131                         R_Mesh_TexBind(0, r_texture_white);
11132                         R_Mesh_TexMatrix(0, NULL);
11133                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11134                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11135                         R_Mesh_TexBind(1, layer->texture);
11136                         R_Mesh_TexMatrix(1, &layer->texmatrix);
11137                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11138                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11139                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11140                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11141                         else if (rsurface.uselightmaptexture)
11142                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11143                         else
11144                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11145                         break;
11146                 case TEXTURELAYERTYPE_TEXTURE:
11147                         // singletexture unlit texture with transparency support
11148                         R_Mesh_TexBind(0, layer->texture);
11149                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11150                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11151                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11152                         R_Mesh_TexBind(1, 0);
11153                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11154                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11155                         break;
11156                 case TEXTURELAYERTYPE_FOG:
11157                         // singletexture fogging
11158                         if (layer->texture)
11159                         {
11160                                 R_Mesh_TexBind(0, layer->texture);
11161                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11162                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11163                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11164                         }
11165                         else
11166                         {
11167                                 R_Mesh_TexBind(0, 0);
11168                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11169                         }
11170                         R_Mesh_TexBind(1, 0);
11171                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11172                         // generate a color array for the fog pass
11173                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11174                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11175                         {
11176                                 int i;
11177                                 float f;
11178                                 const float *v;
11179                                 float *c;
11180                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11181                                 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)
11182                                 {
11183                                         f = 1 - RSurf_FogVertex(v);
11184                                         c[0] = layercolor[0];
11185                                         c[1] = layercolor[1];
11186                                         c[2] = layercolor[2];
11187                                         c[3] = f * layercolor[3];
11188                                 }
11189                         }
11190                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11191                         break;
11192                 default:
11193                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11194                 }
11195         }
11196         CHECKGLERROR
11197         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11198         {
11199                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11200                 GL_AlphaTest(false);
11201         }
11202 }
11203
11204 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11205 {
11206         // OpenGL 1.1 - crusty old voodoo path
11207         int texturesurfaceindex;
11208         qboolean applyfog;
11209         int layerindex;
11210         const texturelayer_t *layer;
11211         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11212
11213         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11214         {
11215                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11216                 {
11217                         if (layerindex == 0)
11218                                 GL_AlphaTest(true);
11219                         else
11220                         {
11221                                 GL_AlphaTest(false);
11222                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11223                         }
11224                 }
11225                 GL_DepthMask(layer->depthmask && writedepth);
11226                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11227                 R_Mesh_ColorPointer(NULL, 0, 0);
11228                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11229                 switch (layer->type)
11230                 {
11231                 case TEXTURELAYERTYPE_LITTEXTURE:
11232                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11233                         {
11234                                 // two-pass lit texture with 2x rgbscale
11235                                 // first the lightmap pass
11236                                 R_Mesh_TexBind(0, r_texture_white);
11237                                 R_Mesh_TexMatrix(0, NULL);
11238                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11239                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11240                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11241                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11242                                 else if (rsurface.uselightmaptexture)
11243                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11244                                 else
11245                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11246                                 // then apply the texture to it
11247                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11248                                 R_Mesh_TexBind(0, layer->texture);
11249                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11250                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11251                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11252                                 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);
11253                         }
11254                         else
11255                         {
11256                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11257                                 R_Mesh_TexBind(0, layer->texture);
11258                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11259                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11260                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11261                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11262                                         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);
11263                                 else
11264                                         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);
11265                         }
11266                         break;
11267                 case TEXTURELAYERTYPE_TEXTURE:
11268                         // singletexture unlit texture with transparency support
11269                         R_Mesh_TexBind(0, layer->texture);
11270                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11271                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11272                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11273                         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);
11274                         break;
11275                 case TEXTURELAYERTYPE_FOG:
11276                         // singletexture fogging
11277                         if (layer->texture)
11278                         {
11279                                 R_Mesh_TexBind(0, layer->texture);
11280                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11281                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11282                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11283                         }
11284                         else
11285                         {
11286                                 R_Mesh_TexBind(0, 0);
11287                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11288                         }
11289                         // generate a color array for the fog pass
11290                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11291                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11292                         {
11293                                 int i;
11294                                 float f;
11295                                 const float *v;
11296                                 float *c;
11297                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11298                                 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)
11299                                 {
11300                                         f = 1 - RSurf_FogVertex(v);
11301                                         c[0] = layer->color[0];
11302                                         c[1] = layer->color[1];
11303                                         c[2] = layer->color[2];
11304                                         c[3] = f * layer->color[3];
11305                                 }
11306                         }
11307                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11308                         break;
11309                 default:
11310                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11311                 }
11312         }
11313         CHECKGLERROR
11314         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11315         {
11316                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11317                 GL_AlphaTest(false);
11318         }
11319 }
11320
11321 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11322 {
11323         float c[4];
11324
11325         GL_AlphaTest(false);
11326         R_Mesh_ColorPointer(NULL, 0, 0);
11327         R_Mesh_ResetTextureState();
11328         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11329
11330         if(rsurface.texture && rsurface.texture->currentskinframe)
11331         {
11332                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11333                 c[3] *= rsurface.texture->currentalpha;
11334         }
11335         else
11336         {
11337                 c[0] = 1;
11338                 c[1] = 0;
11339                 c[2] = 1;
11340                 c[3] = 1;
11341         }
11342
11343         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11344         {
11345                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11346                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11347                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11348         }
11349
11350         // brighten it up (as texture value 127 means "unlit")
11351         c[0] *= 2 * r_refdef.view.colorscale;
11352         c[1] *= 2 * r_refdef.view.colorscale;
11353         c[2] *= 2 * r_refdef.view.colorscale;
11354
11355         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11356                 c[3] *= r_wateralpha.value;
11357
11358         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11359         {
11360                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11361                 GL_DepthMask(false);
11362         }
11363         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11364         {
11365                 GL_BlendFunc(GL_ONE, GL_ONE);
11366                 GL_DepthMask(false);
11367         }
11368         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11369         {
11370                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11371                 GL_DepthMask(false);
11372         }
11373         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11374         {
11375                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11376                 GL_DepthMask(false);
11377         }
11378         else
11379         {
11380                 GL_BlendFunc(GL_ONE, GL_ZERO);
11381                 GL_DepthMask(writedepth);
11382         }
11383
11384         rsurface.lightmapcolor4f = NULL;
11385
11386         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11387         {
11388                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11389
11390                 rsurface.lightmapcolor4f = NULL;
11391                 rsurface.lightmapcolor4f_bufferobject = 0;
11392                 rsurface.lightmapcolor4f_bufferoffset = 0;
11393         }
11394         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11395         {
11396                 qboolean applycolor = true;
11397                 float one = 1.0;
11398
11399                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11400
11401                 r_refdef.lightmapintensity = 1;
11402                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11403                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11404         }
11405         else
11406         {
11407                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11408
11409                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11410                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11411                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11412         }
11413
11414         if(!rsurface.lightmapcolor4f)
11415                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11416
11417         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11418         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11419         if(r_refdef.fogenabled)
11420                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11421
11422         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11423         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11424 }
11425
11426 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11427 {
11428         CHECKGLERROR
11429         RSurf_SetupDepthAndCulling();
11430         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11431         {
11432                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11433                 return;
11434         }
11435         switch (vid.renderpath)
11436         {
11437         case RENDERPATH_GL20:
11438         case RENDERPATH_CGGL:
11439                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11440                 break;
11441         case RENDERPATH_GL13:
11442                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11443                 break;
11444         case RENDERPATH_GL11:
11445                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11446                 break;
11447         }
11448         CHECKGLERROR
11449 }
11450
11451 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11452 {
11453         CHECKGLERROR
11454         RSurf_SetupDepthAndCulling();
11455         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11456         {
11457                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11458                 return;
11459         }
11460         switch (vid.renderpath)
11461         {
11462         case RENDERPATH_GL20:
11463         case RENDERPATH_CGGL:
11464                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11465                 break;
11466         case RENDERPATH_GL13:
11467                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11468                 break;
11469         case RENDERPATH_GL11:
11470                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11471                 break;
11472         }
11473         CHECKGLERROR
11474 }
11475
11476 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11477 {
11478         int i, j;
11479         int texturenumsurfaces, endsurface;
11480         texture_t *texture;
11481         const msurface_t *surface;
11482 #define MAXBATCH_TRANSPARENTSURFACES 256
11483         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11484
11485         // if the model is static it doesn't matter what value we give for
11486         // wantnormals and wanttangents, so this logic uses only rules applicable
11487         // to a model, knowing that they are meaningless otherwise
11488         if (ent == r_refdef.scene.worldentity)
11489                 RSurf_ActiveWorldEntity();
11490         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11491                 RSurf_ActiveModelEntity(ent, false, false, false);
11492         else
11493         {
11494                 switch (vid.renderpath)
11495                 {
11496                 case RENDERPATH_GL20:
11497                 case RENDERPATH_CGGL:
11498                         RSurf_ActiveModelEntity(ent, true, true, false);
11499                         break;
11500                 case RENDERPATH_GL13:
11501                 case RENDERPATH_GL11:
11502                         RSurf_ActiveModelEntity(ent, true, false, false);
11503                         break;
11504                 }
11505         }
11506
11507         if (r_transparentdepthmasking.integer)
11508         {
11509                 qboolean setup = false;
11510                 for (i = 0;i < numsurfaces;i = j)
11511                 {
11512                         j = i + 1;
11513                         surface = rsurface.modelsurfaces + surfacelist[i];
11514                         texture = surface->texture;
11515                         rsurface.texture = R_GetCurrentTexture(texture);
11516                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11517                         // scan ahead until we find a different texture
11518                         endsurface = min(i + 1024, numsurfaces);
11519                         texturenumsurfaces = 0;
11520                         texturesurfacelist[texturenumsurfaces++] = surface;
11521                         for (;j < endsurface;j++)
11522                         {
11523                                 surface = rsurface.modelsurfaces + surfacelist[j];
11524                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11525                                         break;
11526                                 texturesurfacelist[texturenumsurfaces++] = surface;
11527                         }
11528                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11529                                 continue;
11530                         // render the range of surfaces as depth
11531                         if (!setup)
11532                         {
11533                                 setup = true;
11534                                 GL_ColorMask(0,0,0,0);
11535                                 GL_Color(1,1,1,1);
11536                                 GL_DepthTest(true);
11537                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11538                                 GL_DepthMask(true);
11539                                 GL_AlphaTest(false);
11540                                 R_Mesh_ColorPointer(NULL, 0, 0);
11541                                 R_Mesh_ResetTextureState();
11542                                 R_SetupShader_DepthOrShadow();
11543                         }
11544                         RSurf_SetupDepthAndCulling();
11545                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11546                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11547                 }
11548                 if (setup)
11549                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11550         }
11551
11552         for (i = 0;i < numsurfaces;i = j)
11553         {
11554                 j = i + 1;
11555                 surface = rsurface.modelsurfaces + surfacelist[i];
11556                 texture = surface->texture;
11557                 rsurface.texture = R_GetCurrentTexture(texture);
11558                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11559                 // scan ahead until we find a different texture
11560                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11561                 texturenumsurfaces = 0;
11562                 texturesurfacelist[texturenumsurfaces++] = surface;
11563                 for (;j < endsurface;j++)
11564                 {
11565                         surface = rsurface.modelsurfaces + surfacelist[j];
11566                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11567                                 break;
11568                         texturesurfacelist[texturenumsurfaces++] = surface;
11569                 }
11570                 // render the range of surfaces
11571                 if (ent == r_refdef.scene.worldentity)
11572                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11573                 else
11574                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11575         }
11576         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11577         GL_AlphaTest(false);
11578 }
11579
11580 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11581 {
11582         // transparent surfaces get pushed off into the transparent queue
11583         int surfacelistindex;
11584         const msurface_t *surface;
11585         vec3_t tempcenter, center;
11586         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11587         {
11588                 surface = texturesurfacelist[surfacelistindex];
11589                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11590                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11591                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11592                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11593                 if (queueentity->transparent_offset) // transparent offset
11594                 {
11595                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11596                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11597                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11598                 }
11599                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11600         }
11601 }
11602
11603 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11604 {
11605         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11606         CHECKGLERROR
11607         if (depthonly)
11608         {
11609                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11610                         return;
11611                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11612                         return;
11613                 RSurf_SetupDepthAndCulling();
11614                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11615                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11616         }
11617         else if (prepass)
11618         {
11619                 if (!rsurface.texture->currentnumlayers)
11620                         return;
11621                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11622                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11623                 else
11624                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11625         }
11626         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11627         {
11628                 RSurf_SetupDepthAndCulling();
11629                 GL_AlphaTest(false);
11630                 R_Mesh_ColorPointer(NULL, 0, 0);
11631                 R_Mesh_ResetTextureState();
11632                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11633                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11634                 GL_DepthMask(true);
11635                 GL_BlendFunc(GL_ONE, GL_ZERO);
11636                 GL_Color(0, 0, 0, 1);
11637                 GL_DepthTest(writedepth);
11638                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11639         }
11640         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11641         {
11642                 RSurf_SetupDepthAndCulling();
11643                 GL_AlphaTest(false);
11644                 R_Mesh_ColorPointer(NULL, 0, 0);
11645                 R_Mesh_ResetTextureState();
11646                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11647                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11648                 GL_DepthMask(true);
11649                 GL_BlendFunc(GL_ONE, GL_ZERO);
11650                 GL_DepthTest(true);
11651                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11652         }
11653         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11654                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11655         else if (!rsurface.texture->currentnumlayers)
11656                 return;
11657         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11658         {
11659                 // in the deferred case, transparent surfaces were queued during prepass
11660                 if (!r_shadow_usingdeferredprepass)
11661                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11662         }
11663         else
11664         {
11665                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11666                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11667         }
11668         CHECKGLERROR
11669 }
11670
11671 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11672 {
11673         int i, j;
11674         texture_t *texture;
11675         // break the surface list down into batches by texture and use of lightmapping
11676         for (i = 0;i < numsurfaces;i = j)
11677         {
11678                 j = i + 1;
11679                 // texture is the base texture pointer, rsurface.texture is the
11680                 // current frame/skin the texture is directing us to use (for example
11681                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11682                 // use skin 1 instead)
11683                 texture = surfacelist[i]->texture;
11684                 rsurface.texture = R_GetCurrentTexture(texture);
11685                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11686                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11687                 {
11688                         // if this texture is not the kind we want, skip ahead to the next one
11689                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11690                                 ;
11691                         continue;
11692                 }
11693                 // simply scan ahead until we find a different texture or lightmap state
11694                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11695                         ;
11696                 // render the range of surfaces
11697                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11698         }
11699 }
11700
11701 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11702 {
11703         CHECKGLERROR
11704         if (depthonly)
11705         {
11706                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11707                         return;
11708                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11709                         return;
11710                 RSurf_SetupDepthAndCulling();
11711                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11712                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11713         }
11714         else if (prepass)
11715         {
11716                 if (!rsurface.texture->currentnumlayers)
11717                         return;
11718                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11719                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11720                 else
11721                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11722         }
11723         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11724         {
11725                 RSurf_SetupDepthAndCulling();
11726                 GL_AlphaTest(false);
11727                 R_Mesh_ColorPointer(NULL, 0, 0);
11728                 R_Mesh_ResetTextureState();
11729                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11730                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11731                 GL_DepthMask(true);
11732                 GL_BlendFunc(GL_ONE, GL_ZERO);
11733                 GL_Color(0, 0, 0, 1);
11734                 GL_DepthTest(writedepth);
11735                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11736         }
11737         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11738         {
11739                 RSurf_SetupDepthAndCulling();
11740                 GL_AlphaTest(false);
11741                 R_Mesh_ColorPointer(NULL, 0, 0);
11742                 R_Mesh_ResetTextureState();
11743                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11744                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11745                 GL_DepthMask(true);
11746                 GL_BlendFunc(GL_ONE, GL_ZERO);
11747                 GL_DepthTest(true);
11748                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11749         }
11750         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11751                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11752         else if (!rsurface.texture->currentnumlayers)
11753                 return;
11754         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11755         {
11756                 // in the deferred case, transparent surfaces were queued during prepass
11757                 if (!r_shadow_usingdeferredprepass)
11758                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11759         }
11760         else
11761         {
11762                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11763                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11764         }
11765         CHECKGLERROR
11766 }
11767
11768 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11769 {
11770         int i, j;
11771         texture_t *texture;
11772         // break the surface list down into batches by texture and use of lightmapping
11773         for (i = 0;i < numsurfaces;i = j)
11774         {
11775                 j = i + 1;
11776                 // texture is the base texture pointer, rsurface.texture is the
11777                 // current frame/skin the texture is directing us to use (for example
11778                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11779                 // use skin 1 instead)
11780                 texture = surfacelist[i]->texture;
11781                 rsurface.texture = R_GetCurrentTexture(texture);
11782                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11783                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11784                 {
11785                         // if this texture is not the kind we want, skip ahead to the next one
11786                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11787                                 ;
11788                         continue;
11789                 }
11790                 // simply scan ahead until we find a different texture or lightmap state
11791                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11792                         ;
11793                 // render the range of surfaces
11794                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11795         }
11796 }
11797
11798 float locboxvertex3f[6*4*3] =
11799 {
11800         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11801         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11802         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11803         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11804         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11805         1,0,0, 0,0,0, 0,1,0, 1,1,0
11806 };
11807
11808 unsigned short locboxelements[6*2*3] =
11809 {
11810          0, 1, 2, 0, 2, 3,
11811          4, 5, 6, 4, 6, 7,
11812          8, 9,10, 8,10,11,
11813         12,13,14, 12,14,15,
11814         16,17,18, 16,18,19,
11815         20,21,22, 20,22,23
11816 };
11817
11818 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11819 {
11820         int i, j;
11821         cl_locnode_t *loc = (cl_locnode_t *)ent;
11822         vec3_t mins, size;
11823         float vertex3f[6*4*3];
11824         CHECKGLERROR
11825         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11826         GL_DepthMask(false);
11827         GL_DepthRange(0, 1);
11828         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11829         GL_DepthTest(true);
11830         GL_CullFace(GL_NONE);
11831         R_EntityMatrix(&identitymatrix);
11832
11833         R_Mesh_VertexPointer(vertex3f, 0, 0);
11834         R_Mesh_ColorPointer(NULL, 0, 0);
11835         R_Mesh_ResetTextureState();
11836         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11837
11838         i = surfacelist[0];
11839         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11840                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11841                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11842                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11843
11844         if (VectorCompare(loc->mins, loc->maxs))
11845         {
11846                 VectorSet(size, 2, 2, 2);
11847                 VectorMA(loc->mins, -0.5f, size, mins);
11848         }
11849         else
11850         {
11851                 VectorCopy(loc->mins, mins);
11852                 VectorSubtract(loc->maxs, loc->mins, size);
11853         }
11854
11855         for (i = 0;i < 6*4*3;)
11856                 for (j = 0;j < 3;j++, i++)
11857                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11858
11859         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11860 }
11861
11862 void R_DrawLocs(void)
11863 {
11864         int index;
11865         cl_locnode_t *loc, *nearestloc;
11866         vec3_t center;
11867         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11868         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11869         {
11870                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11871                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11872         }
11873 }
11874
11875 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11876 {
11877         if (decalsystem->decals)
11878                 Mem_Free(decalsystem->decals);
11879         memset(decalsystem, 0, sizeof(*decalsystem));
11880 }
11881
11882 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)
11883 {
11884         tridecal_t *decal;
11885         tridecal_t *decals;
11886         int i;
11887
11888         // expand or initialize the system
11889         if (decalsystem->maxdecals <= decalsystem->numdecals)
11890         {
11891                 decalsystem_t old = *decalsystem;
11892                 qboolean useshortelements;
11893                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11894                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11895                 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)));
11896                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11897                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11898                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11899                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11900                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11901                 if (decalsystem->numdecals)
11902                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11903                 if (old.decals)
11904                         Mem_Free(old.decals);
11905                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11906                         decalsystem->element3i[i] = i;
11907                 if (useshortelements)
11908                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11909                                 decalsystem->element3s[i] = i;
11910         }
11911
11912         // grab a decal and search for another free slot for the next one
11913         decals = decalsystem->decals;
11914         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11915         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11916                 ;
11917         decalsystem->freedecal = i;
11918         if (decalsystem->numdecals <= i)
11919                 decalsystem->numdecals = i + 1;
11920
11921         // initialize the decal
11922         decal->lived = 0;
11923         decal->triangleindex = triangleindex;
11924         decal->surfaceindex = surfaceindex;
11925         decal->decalsequence = decalsequence;
11926         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11927         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11928         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11929         decal->color4ub[0][3] = 255;
11930         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11931         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11932         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11933         decal->color4ub[1][3] = 255;
11934         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11935         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11936         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11937         decal->color4ub[2][3] = 255;
11938         decal->vertex3f[0][0] = v0[0];
11939         decal->vertex3f[0][1] = v0[1];
11940         decal->vertex3f[0][2] = v0[2];
11941         decal->vertex3f[1][0] = v1[0];
11942         decal->vertex3f[1][1] = v1[1];
11943         decal->vertex3f[1][2] = v1[2];
11944         decal->vertex3f[2][0] = v2[0];
11945         decal->vertex3f[2][1] = v2[1];
11946         decal->vertex3f[2][2] = v2[2];
11947         decal->texcoord2f[0][0] = t0[0];
11948         decal->texcoord2f[0][1] = t0[1];
11949         decal->texcoord2f[1][0] = t1[0];
11950         decal->texcoord2f[1][1] = t1[1];
11951         decal->texcoord2f[2][0] = t2[0];
11952         decal->texcoord2f[2][1] = t2[1];
11953 }
11954
11955 extern cvar_t cl_decals_bias;
11956 extern cvar_t cl_decals_models;
11957 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11958 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)
11959 {
11960         matrix4x4_t projection;
11961         decalsystem_t *decalsystem;
11962         qboolean dynamic;
11963         dp_model_t *model;
11964         const float *vertex3f;
11965         const msurface_t *surface;
11966         const msurface_t *surfaces;
11967         const int *surfacelist;
11968         const texture_t *texture;
11969         int numtriangles;
11970         int numsurfacelist;
11971         int surfacelistindex;
11972         int surfaceindex;
11973         int triangleindex;
11974         int cornerindex;
11975         int index;
11976         int numpoints;
11977         const int *e;
11978         float localorigin[3];
11979         float localnormal[3];
11980         float localmins[3];
11981         float localmaxs[3];
11982         float localsize;
11983         float v[9][3];
11984         float tc[9][2];
11985         float c[9][4];
11986         //float normal[3];
11987         float planes[6][4];
11988         float f;
11989         float points[2][9][3];
11990         float angles[3];
11991         float temp[3];
11992
11993         decalsystem = &ent->decalsystem;
11994         model = ent->model;
11995         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11996         {
11997                 R_DecalSystem_Reset(&ent->decalsystem);
11998                 return;
11999         }
12000
12001         if (!model->brush.data_nodes && !cl_decals_models.integer)
12002         {
12003                 if (decalsystem->model)
12004                         R_DecalSystem_Reset(decalsystem);
12005                 return;
12006         }
12007
12008         if (decalsystem->model != model)
12009                 R_DecalSystem_Reset(decalsystem);
12010         decalsystem->model = model;
12011
12012         RSurf_ActiveModelEntity(ent, false, false, false);
12013
12014         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12015         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12016         VectorNormalize(localnormal);
12017         localsize = worldsize*rsurface.inversematrixscale;
12018         localmins[0] = localorigin[0] - localsize;
12019         localmins[1] = localorigin[1] - localsize;
12020         localmins[2] = localorigin[2] - localsize;
12021         localmaxs[0] = localorigin[0] + localsize;
12022         localmaxs[1] = localorigin[1] + localsize;
12023         localmaxs[2] = localorigin[2] + localsize;
12024
12025         //VectorCopy(localnormal, planes[4]);
12026         //VectorVectors(planes[4], planes[2], planes[0]);
12027         AnglesFromVectors(angles, localnormal, NULL, false);
12028         AngleVectors(angles, planes[0], planes[2], planes[4]);
12029         VectorNegate(planes[0], planes[1]);
12030         VectorNegate(planes[2], planes[3]);
12031         VectorNegate(planes[4], planes[5]);
12032         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12033         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12034         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12035         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12036         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12037         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12038
12039 #if 1
12040 // works
12041 {
12042         matrix4x4_t forwardprojection;
12043         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12044         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12045 }
12046 #else
12047 // broken
12048 {
12049         float projectionvector[4][3];
12050         VectorScale(planes[0], ilocalsize, projectionvector[0]);
12051         VectorScale(planes[2], ilocalsize, projectionvector[1]);
12052         VectorScale(planes[4], ilocalsize, projectionvector[2]);
12053         projectionvector[0][0] = planes[0][0] * ilocalsize;
12054         projectionvector[0][1] = planes[1][0] * ilocalsize;
12055         projectionvector[0][2] = planes[2][0] * ilocalsize;
12056         projectionvector[1][0] = planes[0][1] * ilocalsize;
12057         projectionvector[1][1] = planes[1][1] * ilocalsize;
12058         projectionvector[1][2] = planes[2][1] * ilocalsize;
12059         projectionvector[2][0] = planes[0][2] * ilocalsize;
12060         projectionvector[2][1] = planes[1][2] * ilocalsize;
12061         projectionvector[2][2] = planes[2][2] * ilocalsize;
12062         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12063         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12064         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12065         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12066 }
12067 #endif
12068
12069         dynamic = model->surfmesh.isanimated;
12070         vertex3f = rsurface.modelvertex3f;
12071         numsurfacelist = model->nummodelsurfaces;
12072         surfacelist = model->sortedmodelsurfaces;
12073         surfaces = model->data_surfaces;
12074         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12075         {
12076                 surfaceindex = surfacelist[surfacelistindex];
12077                 surface = surfaces + surfaceindex;
12078                 // check cull box first because it rejects more than any other check
12079                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12080                         continue;
12081                 // skip transparent surfaces
12082                 texture = surface->texture;
12083                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12084                         continue;
12085                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12086                         continue;
12087                 numtriangles = surface->num_triangles;
12088                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
12089                 {
12090                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
12091                         {
12092                                 index = 3*e[cornerindex];
12093                                 VectorCopy(vertex3f + index, v[cornerindex]);
12094                         }
12095                         // cull backfaces
12096                         //TriangleNormal(v[0], v[1], v[2], normal);
12097                         //if (DotProduct(normal, localnormal) < 0.0f)
12098                         //      continue;
12099                         // clip by each of the box planes formed from the projection matrix
12100                         // if anything survives, we emit the decal
12101                         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]);
12102                         if (numpoints < 3)
12103                                 continue;
12104                         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]);
12105                         if (numpoints < 3)
12106                                 continue;
12107                         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]);
12108                         if (numpoints < 3)
12109                                 continue;
12110                         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]);
12111                         if (numpoints < 3)
12112                                 continue;
12113                         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]);
12114                         if (numpoints < 3)
12115                                 continue;
12116                         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]);
12117                         if (numpoints < 3)
12118                                 continue;
12119                         // some part of the triangle survived, so we have to accept it...
12120                         if (dynamic)
12121                         {
12122                                 // dynamic always uses the original triangle
12123                                 numpoints = 3;
12124                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12125                                 {
12126                                         index = 3*e[cornerindex];
12127                                         VectorCopy(vertex3f + index, v[cornerindex]);
12128                                 }
12129                         }
12130                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12131                         {
12132                                 // convert vertex positions to texcoords
12133                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
12134                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12135                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12136                                 // calculate distance fade from the projection origin
12137                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12138                                 f = bound(0.0f, f, 1.0f);
12139                                 c[cornerindex][0] = r * f;
12140                                 c[cornerindex][1] = g * f;
12141                                 c[cornerindex][2] = b * f;
12142                                 c[cornerindex][3] = 1.0f;
12143                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12144                         }
12145                         if (dynamic)
12146                                 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);
12147                         else
12148                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12149                                         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);
12150                 }
12151         }
12152 }
12153
12154 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12155 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)
12156 {
12157         int renderentityindex;
12158         float worldmins[3];
12159         float worldmaxs[3];
12160         entity_render_t *ent;
12161
12162         if (!cl_decals_newsystem.integer)
12163                 return;
12164
12165         worldmins[0] = worldorigin[0] - worldsize;
12166         worldmins[1] = worldorigin[1] - worldsize;
12167         worldmins[2] = worldorigin[2] - worldsize;
12168         worldmaxs[0] = worldorigin[0] + worldsize;
12169         worldmaxs[1] = worldorigin[1] + worldsize;
12170         worldmaxs[2] = worldorigin[2] + worldsize;
12171
12172         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12173
12174         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12175         {
12176                 ent = r_refdef.scene.entities[renderentityindex];
12177                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12178                         continue;
12179
12180                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12181         }
12182 }
12183
12184 typedef struct r_decalsystem_splatqueue_s
12185 {
12186         vec3_t worldorigin;
12187         vec3_t worldnormal;
12188         float color[4];
12189         float tcrange[4];
12190         float worldsize;
12191         int decalsequence;
12192 }
12193 r_decalsystem_splatqueue_t;
12194
12195 int r_decalsystem_numqueued = 0;
12196 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12197
12198 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)
12199 {
12200         r_decalsystem_splatqueue_t *queue;
12201
12202         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12203                 return;
12204
12205         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12206         VectorCopy(worldorigin, queue->worldorigin);
12207         VectorCopy(worldnormal, queue->worldnormal);
12208         Vector4Set(queue->color, r, g, b, a);
12209         Vector4Set(queue->tcrange, s1, t1, s2, t2);
12210         queue->worldsize = worldsize;
12211         queue->decalsequence = cl.decalsequence++;
12212 }
12213
12214 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12215 {
12216         int i;
12217         r_decalsystem_splatqueue_t *queue;
12218
12219         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12220                 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);
12221         r_decalsystem_numqueued = 0;
12222 }
12223
12224 extern cvar_t cl_decals_max;
12225 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12226 {
12227         int i;
12228         decalsystem_t *decalsystem = &ent->decalsystem;
12229         int numdecals;
12230         int killsequence;
12231         tridecal_t *decal;
12232         float frametime;
12233         float lifetime;
12234
12235         if (!decalsystem->numdecals)
12236                 return;
12237
12238         if (r_showsurfaces.integer)
12239                 return;
12240
12241         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12242         {
12243                 R_DecalSystem_Reset(decalsystem);
12244                 return;
12245         }
12246
12247         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12248         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12249
12250         if (decalsystem->lastupdatetime)
12251                 frametime = (cl.time - decalsystem->lastupdatetime);
12252         else
12253                 frametime = 0;
12254         decalsystem->lastupdatetime = cl.time;
12255         decal = decalsystem->decals;
12256         numdecals = decalsystem->numdecals;
12257
12258         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12259         {
12260                 if (decal->color4ub[0][3])
12261                 {
12262                         decal->lived += frametime;
12263                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12264                         {
12265                                 memset(decal, 0, sizeof(*decal));
12266                                 if (decalsystem->freedecal > i)
12267                                         decalsystem->freedecal = i;
12268                         }
12269                 }
12270         }
12271         decal = decalsystem->decals;
12272         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12273                 numdecals--;
12274
12275         // collapse the array by shuffling the tail decals into the gaps
12276         for (;;)
12277         {
12278                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12279                         decalsystem->freedecal++;
12280                 if (decalsystem->freedecal == numdecals)
12281                         break;
12282                 decal[decalsystem->freedecal] = decal[--numdecals];
12283         }
12284
12285         decalsystem->numdecals = numdecals;
12286
12287         if (numdecals <= 0)
12288         {
12289                 // if there are no decals left, reset decalsystem
12290                 R_DecalSystem_Reset(decalsystem);
12291         }
12292 }
12293
12294 extern skinframe_t *decalskinframe;
12295 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12296 {
12297         int i;
12298         decalsystem_t *decalsystem = &ent->decalsystem;
12299         int numdecals;
12300         tridecal_t *decal;
12301         float faderate;
12302         float alpha;
12303         float *v3f;
12304         float *c4f;
12305         float *t2f;
12306         const int *e;
12307         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12308         int numtris = 0;
12309
12310         numdecals = decalsystem->numdecals;
12311         if (!numdecals)
12312                 return;
12313
12314         if (r_showsurfaces.integer)
12315                 return;
12316
12317         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12318         {
12319                 R_DecalSystem_Reset(decalsystem);
12320                 return;
12321         }
12322
12323         // if the model is static it doesn't matter what value we give for
12324         // wantnormals and wanttangents, so this logic uses only rules applicable
12325         // to a model, knowing that they are meaningless otherwise
12326         if (ent == r_refdef.scene.worldentity)
12327                 RSurf_ActiveWorldEntity();
12328         else
12329                 RSurf_ActiveModelEntity(ent, false, false, false);
12330
12331         decalsystem->lastupdatetime = cl.time;
12332         decal = decalsystem->decals;
12333
12334         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12335
12336         // update vertex positions for animated models
12337         v3f = decalsystem->vertex3f;
12338         c4f = decalsystem->color4f;
12339         t2f = decalsystem->texcoord2f;
12340         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12341         {
12342                 if (!decal->color4ub[0][3])
12343                         continue;
12344
12345                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12346                         continue;
12347
12348                 // update color values for fading decals
12349                 if (decal->lived >= cl_decals_time.value)
12350                 {
12351                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12352                         alpha *= (1.0f/255.0f);
12353                 }
12354                 else
12355                         alpha = 1.0f/255.0f;
12356
12357                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12358                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12359                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12360                 c4f[ 3] = 1;
12361                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12362                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12363                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12364                 c4f[ 7] = 1;
12365                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12366                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12367                 c4f[10] = decal->color4ub[2][2] * alpha;
12368                 c4f[11] = 1;
12369
12370                 t2f[0] = decal->texcoord2f[0][0];
12371                 t2f[1] = decal->texcoord2f[0][1];
12372                 t2f[2] = decal->texcoord2f[1][0];
12373                 t2f[3] = decal->texcoord2f[1][1];
12374                 t2f[4] = decal->texcoord2f[2][0];
12375                 t2f[5] = decal->texcoord2f[2][1];
12376
12377                 // update vertex positions for animated models
12378                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12379                 {
12380                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12381                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12382                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12383                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12384                 }
12385                 else
12386                 {
12387                         VectorCopy(decal->vertex3f[0], v3f);
12388                         VectorCopy(decal->vertex3f[1], v3f + 3);
12389                         VectorCopy(decal->vertex3f[2], v3f + 6);
12390                 }
12391
12392                 if (r_refdef.fogenabled)
12393                 {
12394                         alpha = RSurf_FogVertex(v3f);
12395                         VectorScale(c4f, alpha, c4f);
12396                         alpha = RSurf_FogVertex(v3f + 3);
12397                         VectorScale(c4f + 4, alpha, c4f + 4);
12398                         alpha = RSurf_FogVertex(v3f + 6);
12399                         VectorScale(c4f + 8, alpha, c4f + 8);
12400                 }
12401
12402                 v3f += 9;
12403                 c4f += 12;
12404                 t2f += 6;
12405                 numtris++;
12406         }
12407
12408         if (numtris > 0)
12409         {
12410                 r_refdef.stats.drawndecals += numtris;
12411
12412                 // now render the decals all at once
12413                 // (this assumes they all use one particle font texture!)
12414                 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);
12415                 R_Mesh_ResetTextureState();
12416                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12417                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12418                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12419                 GL_DepthMask(false);
12420                 GL_DepthRange(0, 1);
12421                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12422                 GL_DepthTest(true);
12423                 GL_CullFace(GL_NONE);
12424                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12425                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12426                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12427         }
12428 }
12429
12430 static void R_DrawModelDecals(void)
12431 {
12432         int i, numdecals;
12433
12434         // fade faster when there are too many decals
12435         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12436         for (i = 0;i < r_refdef.scene.numentities;i++)
12437                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12438
12439         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12440         for (i = 0;i < r_refdef.scene.numentities;i++)
12441                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12442                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12443
12444         R_DecalSystem_ApplySplatEntitiesQueue();
12445
12446         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12447         for (i = 0;i < r_refdef.scene.numentities;i++)
12448                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12449
12450         r_refdef.stats.totaldecals += numdecals;
12451
12452         if (r_showsurfaces.integer)
12453                 return;
12454
12455         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12456
12457         for (i = 0;i < r_refdef.scene.numentities;i++)
12458         {
12459                 if (!r_refdef.viewcache.entityvisible[i])
12460                         continue;
12461                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12462                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12463         }
12464 }
12465
12466 extern cvar_t mod_collision_bih;
12467 void R_DrawDebugModel(void)
12468 {
12469         entity_render_t *ent = rsurface.entity;
12470         int i, j, k, l, flagsmask;
12471         const msurface_t *surface;
12472         dp_model_t *model = ent->model;
12473         vec3_t v;
12474
12475         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12476
12477         R_Mesh_ColorPointer(NULL, 0, 0);
12478         R_Mesh_ResetTextureState();
12479         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12480         GL_DepthRange(0, 1);
12481         GL_DepthTest(!r_showdisabledepthtest.integer);
12482         GL_DepthMask(false);
12483         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12484
12485         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12486         {
12487                 int triangleindex;
12488                 int bihleafindex;
12489                 qboolean cullbox = ent == r_refdef.scene.worldentity;
12490                 const q3mbrush_t *brush;
12491                 const bih_t *bih = &model->collision_bih;
12492                 const bih_leaf_t *bihleaf;
12493                 float vertex3f[3][3];
12494                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12495                 cullbox = false;
12496                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12497                 {
12498                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12499                                 continue;
12500                         switch (bihleaf->type)
12501                         {
12502                         case BIH_BRUSH:
12503                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12504                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12505                                 {
12506                                         R_Mesh_VertexPointer(brush->colbrushf->points->v, 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, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12509                                 }
12510                                 break;
12511                         case BIH_COLLISIONTRIANGLE:
12512                                 triangleindex = bihleaf->itemindex;
12513                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12514                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12515                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12516                                 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12517                                 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);
12518                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12519                                 break;
12520                         case BIH_RENDERTRIANGLE:
12521                                 triangleindex = bihleaf->itemindex;
12522                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12523                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12524                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12525                                 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12526                                 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);
12527                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12528                                 break;
12529                         }
12530                 }
12531         }
12532
12533         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12534
12535         if (r_showtris.integer || r_shownormals.integer)
12536         {
12537                 if (r_showdisabledepthtest.integer)
12538                 {
12539                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12540                         GL_DepthMask(false);
12541                 }
12542                 else
12543                 {
12544                         GL_BlendFunc(GL_ONE, GL_ZERO);
12545                         GL_DepthMask(true);
12546                 }
12547                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12548                 {
12549                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12550                                 continue;
12551                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12552                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12553                         {
12554                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12555                                 if (r_showtris.value > 0)
12556                                 {
12557                                         if (!rsurface.texture->currentlayers->depthmask)
12558                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12559                                         else if (ent == r_refdef.scene.worldentity)
12560                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12561                                         else
12562                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12563                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12564                                         R_Mesh_ColorPointer(NULL, 0, 0);
12565                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12566                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12567                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12568                                         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);
12569                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12570                                         CHECKGLERROR
12571                                 }
12572                                 if (r_shownormals.value < 0)
12573                                 {
12574                                         qglBegin(GL_LINES);
12575                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12576                                         {
12577                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12578                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12579                                                 qglVertex3f(v[0], v[1], v[2]);
12580                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12581                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12582                                                 qglVertex3f(v[0], v[1], v[2]);
12583                                         }
12584                                         qglEnd();
12585                                         CHECKGLERROR
12586                                 }
12587                                 if (r_shownormals.value > 0)
12588                                 {
12589                                         qglBegin(GL_LINES);
12590                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12591                                         {
12592                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12593                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12594                                                 qglVertex3f(v[0], v[1], v[2]);
12595                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12596                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12597                                                 qglVertex3f(v[0], v[1], v[2]);
12598                                         }
12599                                         qglEnd();
12600                                         CHECKGLERROR
12601                                         qglBegin(GL_LINES);
12602                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12603                                         {
12604                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12605                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12606                                                 qglVertex3f(v[0], v[1], v[2]);
12607                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12608                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12609                                                 qglVertex3f(v[0], v[1], v[2]);
12610                                         }
12611                                         qglEnd();
12612                                         CHECKGLERROR
12613                                         qglBegin(GL_LINES);
12614                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12615                                         {
12616                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12617                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12618                                                 qglVertex3f(v[0], v[1], v[2]);
12619                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12620                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12621                                                 qglVertex3f(v[0], v[1], v[2]);
12622                                         }
12623                                         qglEnd();
12624                                         CHECKGLERROR
12625                                 }
12626                         }
12627                 }
12628                 rsurface.texture = NULL;
12629         }
12630 }
12631
12632 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12633 int r_maxsurfacelist = 0;
12634 const msurface_t **r_surfacelist = NULL;
12635 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12636 {
12637         int i, j, endj, flagsmask;
12638         dp_model_t *model = r_refdef.scene.worldmodel;
12639         msurface_t *surfaces;
12640         unsigned char *update;
12641         int numsurfacelist = 0;
12642         if (model == NULL)
12643                 return;
12644
12645         if (r_maxsurfacelist < model->num_surfaces)
12646         {
12647                 r_maxsurfacelist = model->num_surfaces;
12648                 if (r_surfacelist)
12649                         Mem_Free((msurface_t**)r_surfacelist);
12650                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12651         }
12652
12653         RSurf_ActiveWorldEntity();
12654
12655         surfaces = model->data_surfaces;
12656         update = model->brushq1.lightmapupdateflags;
12657
12658         // update light styles on this submodel
12659         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12660         {
12661                 model_brush_lightstyleinfo_t *style;
12662                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12663                 {
12664                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12665                         {
12666                                 int *list = style->surfacelist;
12667                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12668                                 for (j = 0;j < style->numsurfaces;j++)
12669                                         update[list[j]] = true;
12670                         }
12671                 }
12672         }
12673
12674         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12675
12676         if (debug)
12677         {
12678                 R_DrawDebugModel();
12679                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12680                 return;
12681         }
12682
12683         rsurface.uselightmaptexture = false;
12684         rsurface.texture = NULL;
12685         rsurface.rtlight = NULL;
12686         numsurfacelist = 0;
12687         // add visible surfaces to draw list
12688         for (i = 0;i < model->nummodelsurfaces;i++)
12689         {
12690                 j = model->sortedmodelsurfaces[i];
12691                 if (r_refdef.viewcache.world_surfacevisible[j])
12692                         r_surfacelist[numsurfacelist++] = surfaces + j;
12693         }
12694         // update lightmaps if needed
12695         if (model->brushq1.firstrender)
12696         {
12697                 model->brushq1.firstrender = false;
12698                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12699                         if (update[j])
12700                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12701         }
12702         else if (update)
12703         {
12704                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12705                         if (r_refdef.viewcache.world_surfacevisible[j])
12706                                 if (update[j])
12707                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12708         }
12709         // don't do anything if there were no surfaces
12710         if (!numsurfacelist)
12711         {
12712                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12713                 return;
12714         }
12715         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12716         GL_AlphaTest(false);
12717
12718         // add to stats if desired
12719         if (r_speeds.integer && !skysurfaces && !depthonly)
12720         {
12721                 r_refdef.stats.world_surfaces += numsurfacelist;
12722                 for (j = 0;j < numsurfacelist;j++)
12723                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12724         }
12725
12726         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12727 }
12728
12729 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12730 {
12731         int i, j, endj, flagsmask;
12732         dp_model_t *model = ent->model;
12733         msurface_t *surfaces;
12734         unsigned char *update;
12735         int numsurfacelist = 0;
12736         if (model == NULL)
12737                 return;
12738
12739         if (r_maxsurfacelist < model->num_surfaces)
12740         {
12741                 r_maxsurfacelist = model->num_surfaces;
12742                 if (r_surfacelist)
12743                         Mem_Free((msurface_t **)r_surfacelist);
12744                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12745         }
12746
12747         // if the model is static it doesn't matter what value we give for
12748         // wantnormals and wanttangents, so this logic uses only rules applicable
12749         // to a model, knowing that they are meaningless otherwise
12750         if (ent == r_refdef.scene.worldentity)
12751                 RSurf_ActiveWorldEntity();
12752         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12753                 RSurf_ActiveModelEntity(ent, false, false, false);
12754         else if (prepass)
12755                 RSurf_ActiveModelEntity(ent, true, true, true);
12756         else if (depthonly)
12757         {
12758                 switch (vid.renderpath)
12759                 {
12760                 case RENDERPATH_GL20:
12761                 case RENDERPATH_CGGL:
12762                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12763                         break;
12764                 case RENDERPATH_GL13:
12765                 case RENDERPATH_GL11:
12766                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12767                         break;
12768                 }
12769         }
12770         else
12771         {
12772                 switch (vid.renderpath)
12773                 {
12774                 case RENDERPATH_GL20:
12775                 case RENDERPATH_CGGL:
12776                         RSurf_ActiveModelEntity(ent, true, true, false);
12777                         break;
12778                 case RENDERPATH_GL13:
12779                 case RENDERPATH_GL11:
12780                         RSurf_ActiveModelEntity(ent, true, false, false);
12781                         break;
12782                 }
12783         }
12784
12785         surfaces = model->data_surfaces;
12786         update = model->brushq1.lightmapupdateflags;
12787
12788         // update light styles
12789         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12790         {
12791                 model_brush_lightstyleinfo_t *style;
12792                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12793                 {
12794                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12795                         {
12796                                 int *list = style->surfacelist;
12797                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12798                                 for (j = 0;j < style->numsurfaces;j++)
12799                                         update[list[j]] = true;
12800                         }
12801                 }
12802         }
12803
12804         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12805
12806         if (debug)
12807         {
12808                 R_DrawDebugModel();
12809                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12810                 return;
12811         }
12812
12813         rsurface.uselightmaptexture = false;
12814         rsurface.texture = NULL;
12815         rsurface.rtlight = NULL;
12816         numsurfacelist = 0;
12817         // add visible surfaces to draw list
12818         for (i = 0;i < model->nummodelsurfaces;i++)
12819                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12820         // don't do anything if there were no surfaces
12821         if (!numsurfacelist)
12822         {
12823                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12824                 return;
12825         }
12826         // update lightmaps if needed
12827         if (update)
12828         {
12829                 int updated = 0;
12830                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12831                 {
12832                         if (update[j])
12833                         {
12834                                 updated++;
12835                                 R_BuildLightMap(ent, surfaces + j);
12836                         }
12837                 }
12838         }
12839         if (update)
12840                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12841                         if (update[j])
12842                                 R_BuildLightMap(ent, surfaces + j);
12843         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12844         GL_AlphaTest(false);
12845
12846         // add to stats if desired
12847         if (r_speeds.integer && !skysurfaces && !depthonly)
12848         {
12849                 r_refdef.stats.entities_surfaces += numsurfacelist;
12850                 for (j = 0;j < numsurfacelist;j++)
12851                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12852         }
12853
12854         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12855 }
12856
12857 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12858 {
12859         static texture_t texture;
12860         static msurface_t surface;
12861         const msurface_t *surfacelist = &surface;
12862
12863         // fake enough texture and surface state to render this geometry
12864
12865         texture.update_lastrenderframe = -1; // regenerate this texture
12866         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12867         texture.currentskinframe = skinframe;
12868         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12869         texture.offsetmapping = OFFSETMAPPING_OFF;
12870         texture.offsetscale = 1;
12871         texture.specularscalemod = 1;
12872         texture.specularpowermod = 1;
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 }
12885
12886 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)
12887 {
12888         static msurface_t surface;
12889         const msurface_t *surfacelist = &surface;
12890
12891         // fake enough texture and surface state to render this geometry
12892
12893         surface.texture = texture;
12894         surface.num_triangles = numtriangles;
12895         surface.num_firsttriangle = firsttriangle;
12896         surface.num_vertices = numvertices;
12897         surface.num_firstvertex = firstvertex;
12898
12899         // now render it
12900         rsurface.texture = R_GetCurrentTexture(surface.texture);
12901         rsurface.uselightmaptexture = false;
12902         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12903 }