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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, NULL);
321         data[0] = 255;
322         data[1] = 255;
323         data[2] = 255;
324         data[3] = 255;
325         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
326         data[0] = 128;
327         data[1] = 128;
328         data[2] = 128;
329         data[3] = 255;
330         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
331         data[0] = 0;
332         data[1] = 0;
333         data[2] = 0;
334         data[3] = 255;
335         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
336 }
337
338 static void R_BuildNoTexture(void)
339 {
340         int x, y;
341         unsigned char pix[16][16][4];
342         // this makes a light grey/dark grey checkerboard texture
343         for (y = 0;y < 16;y++)
344         {
345                 for (x = 0;x < 16;x++)
346                 {
347                         if ((y < 8) ^ (x < 8))
348                         {
349                                 pix[y][x][0] = 128;
350                                 pix[y][x][1] = 128;
351                                 pix[y][x][2] = 128;
352                                 pix[y][x][3] = 255;
353                         }
354                         else
355                         {
356                                 pix[y][x][0] = 64;
357                                 pix[y][x][1] = 64;
358                                 pix[y][x][2] = 64;
359                                 pix[y][x][3] = 255;
360                         }
361                 }
362         }
363         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
364 }
365
366 static void R_BuildWhiteCube(void)
367 {
368         unsigned char data[6*1*1*4];
369         memset(data, 255, sizeof(data));
370         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
371 }
372
373 static void R_BuildNormalizationCube(void)
374 {
375         int x, y, side;
376         vec3_t v;
377         vec_t s, t, intensity;
378 #define NORMSIZE 64
379         unsigned char *data;
380         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
381         for (side = 0;side < 6;side++)
382         {
383                 for (y = 0;y < NORMSIZE;y++)
384                 {
385                         for (x = 0;x < NORMSIZE;x++)
386                         {
387                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
388                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
389                                 switch(side)
390                                 {
391                                 default:
392                                 case 0:
393                                         v[0] = 1;
394                                         v[1] = -t;
395                                         v[2] = -s;
396                                         break;
397                                 case 1:
398                                         v[0] = -1;
399                                         v[1] = -t;
400                                         v[2] = s;
401                                         break;
402                                 case 2:
403                                         v[0] = s;
404                                         v[1] = 1;
405                                         v[2] = t;
406                                         break;
407                                 case 3:
408                                         v[0] = s;
409                                         v[1] = -1;
410                                         v[2] = -t;
411                                         break;
412                                 case 4:
413                                         v[0] = s;
414                                         v[1] = -t;
415                                         v[2] = 1;
416                                         break;
417                                 case 5:
418                                         v[0] = -s;
419                                         v[1] = -t;
420                                         v[2] = -1;
421                                         break;
422                                 }
423                                 intensity = 127.0f / sqrt(DotProduct(v, v));
424                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
425                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
426                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
427                                 data[((side*64+y)*64+x)*4+3] = 255;
428                         }
429                 }
430         }
431         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
432         Mem_Free(data);
433 }
434
435 static void R_BuildFogTexture(void)
436 {
437         int x, b;
438 #define FOGWIDTH 256
439         unsigned char data1[FOGWIDTH][4];
440         //unsigned char data2[FOGWIDTH][4];
441         double d, r, alpha;
442
443         r_refdef.fogmasktable_start = r_refdef.fog_start;
444         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
445         r_refdef.fogmasktable_range = r_refdef.fogrange;
446         r_refdef.fogmasktable_density = r_refdef.fog_density;
447
448         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
449         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
450         {
451                 d = (x * r - r_refdef.fogmasktable_start);
452                 if(developer_extra.integer)
453                         Con_DPrintf("%f ", d);
454                 d = max(0, d);
455                 if (r_fog_exp2.integer)
456                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
457                 else
458                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
459                 if(developer_extra.integer)
460                         Con_DPrintf(" : %f ", alpha);
461                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
462                 if(developer_extra.integer)
463                         Con_DPrintf(" = %f\n", alpha);
464                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
465         }
466
467         for (x = 0;x < FOGWIDTH;x++)
468         {
469                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
470                 data1[x][0] = b;
471                 data1[x][1] = b;
472                 data1[x][2] = b;
473                 data1[x][3] = 255;
474                 //data2[x][0] = 255 - b;
475                 //data2[x][1] = 255 - b;
476                 //data2[x][2] = 255 - b;
477                 //data2[x][3] = 255;
478         }
479         if (r_texture_fogattenuation)
480         {
481                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
482                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
483         }
484         else
485         {
486                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
487                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
488         }
489 }
490
491 static void R_BuildFogHeightTexture(void)
492 {
493         unsigned char *inpixels;
494         int size;
495         int x;
496         int y;
497         int j;
498         float c[4];
499         float f;
500         inpixels = NULL;
501         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
502         if (r_refdef.fogheighttexturename[0])
503                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false);
504         if (!inpixels)
505         {
506                 r_refdef.fog_height_tablesize = 0;
507                 if (r_texture_fogheighttexture)
508                         R_FreeTexture(r_texture_fogheighttexture);
509                 r_texture_fogheighttexture = NULL;
510                 if (r_refdef.fog_height_table2d)
511                         Mem_Free(r_refdef.fog_height_table2d);
512                 r_refdef.fog_height_table2d = NULL;
513                 if (r_refdef.fog_height_table1d)
514                         Mem_Free(r_refdef.fog_height_table1d);
515                 r_refdef.fog_height_table1d = NULL;
516                 return;
517         }
518         size = image_width;
519         r_refdef.fog_height_tablesize = size;
520         r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
521         r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
522         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
523         Mem_Free(inpixels);
524         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
525         // average fog color table accounting for every fog layer between a point
526         // and the camera.  (Note: attenuation is handled separately!)
527         for (y = 0;y < size;y++)
528         {
529                 for (x = 0;x < size;x++)
530                 {
531                         Vector4Clear(c);
532                         f = 0;
533                         if (x < y)
534                         {
535                                 for (j = x;j <= y;j++)
536                                 {
537                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
538                                         f++;
539                                 }
540                         }
541                         else
542                         {
543                                 for (j = x;j >= y;j--)
544                                 {
545                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
546                                         f++;
547                                 }
548                         }
549                         f = 1.0f / f;
550                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
551                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
552                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
553                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
554                 }
555         }
556         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, NULL);
557 }
558
559 //=======================================================================================================================================================
560
561 static const char *builtinshaderstring =
562 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
563 "// written by Forest 'LordHavoc' Hale\n"
564 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
565 "\n"
566 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
567 "# define USEFOG\n"
568 "#endif\n"
569 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
570 "#define USELIGHTMAP\n"
571 "#endif\n"
572 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
573 "#define USEEYEVECTOR\n"
574 "#endif\n"
575 "\n"
576 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
577 "# extension GL_ARB_texture_rectangle : enable\n"
578 "#endif\n"
579 "\n"
580 "#ifdef USESHADOWMAP2D\n"
581 "# ifdef GL_EXT_gpu_shader4\n"
582 "#   extension GL_EXT_gpu_shader4 : enable\n"
583 "# endif\n"
584 "# ifdef GL_ARB_texture_gather\n"
585 "#   extension GL_ARB_texture_gather : enable\n"
586 "# else\n"
587 "#   ifdef GL_AMD_texture_texture4\n"
588 "#     extension GL_AMD_texture_texture4 : enable\n"
589 "#   endif\n"
590 "# endif\n"
591 "#endif\n"
592 "\n"
593 "#ifdef USESHADOWMAPCUBE\n"
594 "# extension GL_EXT_gpu_shader4 : enable\n"
595 "#endif\n"
596 "\n"
597 "//#ifdef USESHADOWSAMPLER\n"
598 "//# extension GL_ARB_shadow : enable\n"
599 "//#endif\n"
600 "\n"
601 "//#ifdef __GLSL_CG_DATA_TYPES\n"
602 "//# define myhalf half\n"
603 "//# define myhalf2 half2\n"
604 "//# define myhalf3 half3\n"
605 "//# define myhalf4 half4\n"
606 "//#else\n"
607 "# define myhalf float\n"
608 "# define myhalf2 vec2\n"
609 "# define myhalf3 vec3\n"
610 "# define myhalf4 vec4\n"
611 "//#endif\n"
612 "\n"
613 "#ifdef VERTEX_SHADER\n"
614 "uniform mat4 ModelViewProjectionMatrix;\n"
615 "#endif\n"
616 "\n"
617 "#ifdef MODE_DEPTH_OR_SHADOW\n"
618 "#ifdef VERTEX_SHADER\n"
619 "void main(void)\n"
620 "{\n"
621 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
622 "}\n"
623 "#endif\n"
624 "#else // !MODE_DEPTH_ORSHADOW\n"
625 "\n"
626 "\n"
627 "\n"
628 "\n"
629 "#ifdef MODE_SHOWDEPTH\n"
630 "#ifdef VERTEX_SHADER\n"
631 "void main(void)\n"
632 "{\n"
633 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
634 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
635 "}\n"
636 "#endif\n"
637 "\n"
638 "#ifdef FRAGMENT_SHADER\n"
639 "void main(void)\n"
640 "{\n"
641 "       gl_FragColor = gl_Color;\n"
642 "}\n"
643 "#endif\n"
644 "#else // !MODE_SHOWDEPTH\n"
645 "\n"
646 "\n"
647 "\n"
648 "\n"
649 "#ifdef MODE_POSTPROCESS\n"
650 "varying vec2 TexCoord1;\n"
651 "varying vec2 TexCoord2;\n"
652 "\n"
653 "#ifdef VERTEX_SHADER\n"
654 "void main(void)\n"
655 "{\n"
656 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
657 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
658 "#ifdef USEBLOOM\n"
659 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
660 "#endif\n"
661 "}\n"
662 "#endif\n"
663 "\n"
664 "#ifdef FRAGMENT_SHADER\n"
665 "uniform sampler2D Texture_First;\n"
666 "#ifdef USEBLOOM\n"
667 "uniform sampler2D Texture_Second;\n"
668 "#endif\n"
669 "#ifdef USEGAMMARAMPS\n"
670 "uniform sampler2D Texture_GammaRamps;\n"
671 "#endif\n"
672 "#ifdef USESATURATION\n"
673 "uniform float Saturation;\n"
674 "#endif\n"
675 "#ifdef USEVIEWTINT\n"
676 "uniform vec4 ViewTintColor;\n"
677 "#endif\n"
678 "//uncomment these if you want to use them:\n"
679 "uniform vec4 UserVec1;\n"
680 "uniform 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
1839
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1842
1843
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1846
1847
1848 =========================================================================================================================================================
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1850
1851
1852 =========================================================================================================================================================
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1854
1855
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1858
1859
1860 =========================================================================================================================================================
1861 */
1862
1863 const char *builtincgshaderstring =
1864 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1865 "// written by Forest 'LordHavoc' Hale\n"
1866 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1867 "\n"
1868 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1869 "#if defined(USEREFLECTION)\n"
1870 "#undef USESHADOWMAPORTHO\n"
1871 "#endif\n"
1872 "\n"
1873 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1874 "# define USEFOG\n"
1875 "#endif\n"
1876 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1877 "#define USELIGHTMAP\n"
1878 "#endif\n"
1879 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1880 "#define USEEYEVECTOR\n"
1881 "#endif\n"
1882 "\n"
1883 "#ifdef FRAGMENT_SHADER\n"
1884 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1885 "#endif\n"
1886 "\n"
1887 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1888 "#ifdef VERTEX_SHADER\n"
1889 "void main\n"
1890 "(\n"
1891 "float4 gl_Vertex : POSITION,\n"
1892 "uniform float4x4 ModelViewProjectionMatrix,\n"
1893 "out float4 gl_Position : POSITION\n"
1894 ")\n"
1895 "{\n"
1896 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1897 "}\n"
1898 "#endif\n"
1899 "#else // !MODE_DEPTH_ORSHADOW\n"
1900 "\n"
1901 "\n"
1902 "\n"
1903 "\n"
1904 "#ifdef MODE_SHOWDEPTH\n"
1905 "#ifdef VERTEX_SHADER\n"
1906 "void main\n"
1907 "(\n"
1908 "float4 gl_Vertex : POSITION,\n"
1909 "uniform float4x4 ModelViewProjectionMatrix,\n"
1910 "out float4 gl_Position : POSITION,\n"
1911 "out float4 gl_FrontColor : COLOR0\n"
1912 ")\n"
1913 "{\n"
1914 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1915 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1916 "}\n"
1917 "#endif\n"
1918 "\n"
1919 "#ifdef FRAGMENT_SHADER\n"
1920 "void main\n"
1921 "(\n"
1922 "float4 gl_FrontColor : COLOR0,\n"
1923 "out float4 gl_FragColor : COLOR\n"
1924 ")\n"
1925 "{\n"
1926 "       gl_FragColor = gl_FrontColor;\n"
1927 "}\n"
1928 "#endif\n"
1929 "#else // !MODE_SHOWDEPTH\n"
1930 "\n"
1931 "\n"
1932 "\n"
1933 "\n"
1934 "#ifdef MODE_POSTPROCESS\n"
1935 "\n"
1936 "#ifdef VERTEX_SHADER\n"
1937 "void main\n"
1938 "(\n"
1939 "float4 gl_Vertex : POSITION,\n"
1940 "uniform float4x4 ModelViewProjectionMatrix,\n"
1941 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1942 "float4 gl_MultiTexCoord1 : 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 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5590 {
5591         int j;
5592         unsigned char *pixels;
5593         unsigned char *bumppixels;
5594         unsigned char *basepixels = NULL;
5595         int basepixels_width = 0;
5596         int basepixels_height = 0;
5597         skinframe_t *skinframe;
5598         rtexture_t *ddsbase = NULL;
5599         qboolean ddshasalpha = false;
5600         float ddsavgcolor[4];
5601         char basename[MAX_QPATH];
5602
5603         if (cls.state == ca_dedicated)
5604                 return NULL;
5605
5606         // return an existing skinframe if already loaded
5607         // if loading of the first image fails, don't make a new skinframe as it
5608         // would cause all future lookups of this to be missing
5609         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5610         if (skinframe && skinframe->base)
5611                 return skinframe;
5612
5613         Image_StripImageExtension(name, basename, sizeof(basename));
5614
5615         // check for DDS texture file first
5616         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5617         {
5618                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5619                 if (basepixels == NULL)
5620                         return NULL;
5621         }
5622
5623         if (developer_loading.integer)
5624                 Con_Printf("loading skin \"%s\"\n", name);
5625
5626         // we've got some pixels to store, so really allocate this new texture now
5627         if (!skinframe)
5628                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5629         skinframe->stain = NULL;
5630         skinframe->merged = NULL;
5631         skinframe->base = NULL;
5632         skinframe->pants = NULL;
5633         skinframe->shirt = NULL;
5634         skinframe->nmap = NULL;
5635         skinframe->gloss = NULL;
5636         skinframe->glow = NULL;
5637         skinframe->fog = NULL;
5638         skinframe->reflect = NULL;
5639         skinframe->hasalpha = false;
5640
5641         if (ddsbase)
5642         {
5643                 skinframe->base = ddsbase;
5644                 skinframe->hasalpha = ddshasalpha;
5645                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5646                 if (r_loadfog && skinframe->hasalpha)
5647                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5648                 //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]);
5649         }
5650         else
5651         {
5652                 basepixels_width = image_width;
5653                 basepixels_height = image_height;
5654                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5655                 if (textureflags & TEXF_ALPHA)
5656                 {
5657                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5658                         {
5659                                 if (basepixels[j] < 255)
5660                                 {
5661                                         skinframe->hasalpha = true;
5662                                         break;
5663                                 }
5664                         }
5665                         if (r_loadfog && skinframe->hasalpha)
5666                         {
5667                                 // has transparent pixels
5668                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5669                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5670                                 {
5671                                         pixels[j+0] = 255;
5672                                         pixels[j+1] = 255;
5673                                         pixels[j+2] = 255;
5674                                         pixels[j+3] = basepixels[j+3];
5675                                 }
5676                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5677                                 Mem_Free(pixels);
5678                         }
5679                 }
5680                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5681                 //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]);
5682                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5683                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5684                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5685                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5686         }
5687
5688         if (r_loaddds)
5689         {
5690                 if (r_loadnormalmap)
5691                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5692                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5693                 if (r_loadgloss)
5694                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5695                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5696                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5697                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5698         }
5699
5700         // _norm is the name used by tenebrae and has been adopted as standard
5701         if (r_loadnormalmap && skinframe->nmap == NULL)
5702         {
5703                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5704                 {
5705                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5706                         Mem_Free(pixels);
5707                         pixels = NULL;
5708                 }
5709                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5710                 {
5711                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5712                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
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), NULL);
5714                         Mem_Free(pixels);
5715                         Mem_Free(bumppixels);
5716                 }
5717                 else if (r_shadow_bumpscale_basetexture.value > 0)
5718                 {
5719                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5720                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5721                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5722                         Mem_Free(pixels);
5723                 }
5724                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5725                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5726         }
5727
5728         // _luma is supported only for tenebrae compatibility
5729         // _glow is the preferred name
5730         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5731         {
5732                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5733                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5734                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5735                 Mem_Free(pixels);pixels = NULL;
5736         }
5737
5738         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5739         {
5740                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5741                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5742                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5743                 Mem_Free(pixels);
5744                 pixels = NULL;
5745         }
5746
5747         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5748         {
5749                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5750                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5751                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5752                 Mem_Free(pixels);
5753                 pixels = NULL;
5754         }
5755
5756         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5757         {
5758                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5759                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5760                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5761                 Mem_Free(pixels);
5762                 pixels = NULL;
5763         }
5764
5765         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5766         {
5767                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5768                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5769                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5770                 Mem_Free(pixels);
5771                 pixels = NULL;
5772         }
5773
5774         if (basepixels)
5775                 Mem_Free(basepixels);
5776
5777         return skinframe;
5778 }
5779
5780 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5781 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5782 {
5783         int i;
5784         unsigned char *temp1, *temp2;
5785         skinframe_t *skinframe;
5786
5787         if (cls.state == ca_dedicated)
5788                 return NULL;
5789
5790         // if already loaded just return it, otherwise make a new skinframe
5791         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5792         if (skinframe && skinframe->base)
5793                 return skinframe;
5794
5795         skinframe->stain = NULL;
5796         skinframe->merged = NULL;
5797         skinframe->base = NULL;
5798         skinframe->pants = NULL;
5799         skinframe->shirt = NULL;
5800         skinframe->nmap = NULL;
5801         skinframe->gloss = NULL;
5802         skinframe->glow = NULL;
5803         skinframe->fog = NULL;
5804         skinframe->reflect = NULL;
5805         skinframe->hasalpha = false;
5806
5807         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5808         if (!skindata)
5809                 return NULL;
5810
5811         if (developer_loading.integer)
5812                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5813
5814         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5815         {
5816                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5817                 temp2 = temp1 + width * height * 4;
5818                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5819                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5820                 Mem_Free(temp1);
5821         }
5822         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5823         if (textureflags & TEXF_ALPHA)
5824         {
5825                 for (i = 3;i < width * height * 4;i += 4)
5826                 {
5827                         if (skindata[i] < 255)
5828                         {
5829                                 skinframe->hasalpha = true;
5830                                 break;
5831                         }
5832                 }
5833                 if (r_loadfog && skinframe->hasalpha)
5834                 {
5835                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5836                         memcpy(fogpixels, skindata, width * height * 4);
5837                         for (i = 0;i < width * height * 4;i += 4)
5838                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5839                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5840                         Mem_Free(fogpixels);
5841                 }
5842         }
5843
5844         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5845         //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]);
5846
5847         return skinframe;
5848 }
5849
5850 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5851 {
5852         int i;
5853         int featuresmask;
5854         skinframe_t *skinframe;
5855
5856         if (cls.state == ca_dedicated)
5857                 return NULL;
5858
5859         // if already loaded just return it, otherwise make a new skinframe
5860         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5861         if (skinframe && skinframe->base)
5862                 return skinframe;
5863
5864         skinframe->stain = NULL;
5865         skinframe->merged = NULL;
5866         skinframe->base = NULL;
5867         skinframe->pants = NULL;
5868         skinframe->shirt = NULL;
5869         skinframe->nmap = NULL;
5870         skinframe->gloss = NULL;
5871         skinframe->glow = NULL;
5872         skinframe->fog = NULL;
5873         skinframe->reflect = NULL;
5874         skinframe->hasalpha = false;
5875
5876         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5877         if (!skindata)
5878                 return NULL;
5879
5880         if (developer_loading.integer)
5881                 Con_Printf("loading quake skin \"%s\"\n", name);
5882
5883         // 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)
5884         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5885         memcpy(skinframe->qpixels, skindata, width*height);
5886         skinframe->qwidth = width;
5887         skinframe->qheight = height;
5888
5889         featuresmask = 0;
5890         for (i = 0;i < width * height;i++)
5891                 featuresmask |= palette_featureflags[skindata[i]];
5892
5893         skinframe->hasalpha = false;
5894         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5895         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5896         skinframe->qgeneratemerged = true;
5897         skinframe->qgeneratebase = skinframe->qhascolormapping;
5898         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5899
5900         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5901         //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]);
5902
5903         return skinframe;
5904 }
5905
5906 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5907 {
5908         int width;
5909         int height;
5910         unsigned char *skindata;
5911
5912         if (!skinframe->qpixels)
5913                 return;
5914
5915         if (!skinframe->qhascolormapping)
5916                 colormapped = false;
5917
5918         if (colormapped)
5919         {
5920                 if (!skinframe->qgeneratebase)
5921                         return;
5922         }
5923         else
5924         {
5925                 if (!skinframe->qgeneratemerged)
5926                         return;
5927         }
5928
5929         width = skinframe->qwidth;
5930         height = skinframe->qheight;
5931         skindata = skinframe->qpixels;
5932
5933         if (skinframe->qgeneratenmap)
5934         {
5935                 unsigned char *temp1, *temp2;
5936                 skinframe->qgeneratenmap = false;
5937                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5938                 temp2 = temp1 + width * height * 4;
5939                 // use either a custom palette or the quake palette
5940                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5941                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5942                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5943                 Mem_Free(temp1);
5944         }
5945
5946         if (skinframe->qgenerateglow)
5947         {
5948                 skinframe->qgenerateglow = false;
5949                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5950         }
5951
5952         if (colormapped)
5953         {
5954                 skinframe->qgeneratebase = false;
5955                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5956                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5957                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5958         }
5959         else
5960         {
5961                 skinframe->qgeneratemerged = false;
5962                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5963         }
5964
5965         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5966         {
5967                 Mem_Free(skinframe->qpixels);
5968                 skinframe->qpixels = NULL;
5969         }
5970 }
5971
5972 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)
5973 {
5974         int i;
5975         skinframe_t *skinframe;
5976
5977         if (cls.state == ca_dedicated)
5978                 return NULL;
5979
5980         // if already loaded just return it, otherwise make a new skinframe
5981         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5982         if (skinframe && skinframe->base)
5983                 return skinframe;
5984
5985         skinframe->stain = NULL;
5986         skinframe->merged = NULL;
5987         skinframe->base = NULL;
5988         skinframe->pants = NULL;
5989         skinframe->shirt = NULL;
5990         skinframe->nmap = NULL;
5991         skinframe->gloss = NULL;
5992         skinframe->glow = NULL;
5993         skinframe->fog = NULL;
5994         skinframe->reflect = NULL;
5995         skinframe->hasalpha = false;
5996
5997         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5998         if (!skindata)
5999                 return NULL;
6000
6001         if (developer_loading.integer)
6002                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6003
6004         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
6005         if (textureflags & TEXF_ALPHA)
6006         {
6007                 for (i = 0;i < width * height;i++)
6008                 {
6009                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6010                         {
6011                                 skinframe->hasalpha = true;
6012                                 break;
6013                         }
6014                 }
6015                 if (r_loadfog && skinframe->hasalpha)
6016                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
6017         }
6018
6019         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6020         //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]);
6021
6022         return skinframe;
6023 }
6024
6025 skinframe_t *R_SkinFrame_LoadMissing(void)
6026 {
6027         skinframe_t *skinframe;
6028
6029         if (cls.state == ca_dedicated)
6030                 return NULL;
6031
6032         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6033         skinframe->stain = NULL;
6034         skinframe->merged = NULL;
6035         skinframe->base = NULL;
6036         skinframe->pants = NULL;
6037         skinframe->shirt = NULL;
6038         skinframe->nmap = NULL;
6039         skinframe->gloss = NULL;
6040         skinframe->glow = NULL;
6041         skinframe->fog = NULL;
6042         skinframe->reflect = NULL;
6043         skinframe->hasalpha = false;
6044
6045         skinframe->avgcolor[0] = rand() / RAND_MAX;
6046         skinframe->avgcolor[1] = rand() / RAND_MAX;
6047         skinframe->avgcolor[2] = rand() / RAND_MAX;
6048         skinframe->avgcolor[3] = 1;
6049
6050         return skinframe;
6051 }
6052
6053 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6054 typedef struct suffixinfo_s
6055 {
6056         char *suffix;
6057         qboolean flipx, flipy, flipdiagonal;
6058 }
6059 suffixinfo_t;
6060 static suffixinfo_t suffix[3][6] =
6061 {
6062         {
6063                 {"px",   false, false, false},
6064                 {"nx",   false, false, false},
6065                 {"py",   false, false, false},
6066                 {"ny",   false, false, false},
6067                 {"pz",   false, false, false},
6068                 {"nz",   false, false, false}
6069         },
6070         {
6071                 {"posx", false, false, false},
6072                 {"negx", false, false, false},
6073                 {"posy", false, false, false},
6074                 {"negy", false, false, false},
6075                 {"posz", false, false, false},
6076                 {"negz", false, false, false}
6077         },
6078         {
6079                 {"rt",    true, false,  true},
6080                 {"lf",   false,  true,  true},
6081                 {"ft",    true,  true, false},
6082                 {"bk",   false, false, false},
6083                 {"up",    true, false,  true},
6084                 {"dn",    true, false,  true}
6085         }
6086 };
6087
6088 static int componentorder[4] = {0, 1, 2, 3};
6089
6090 rtexture_t *R_LoadCubemap(const char *basename)
6091 {
6092         int i, j, cubemapsize;
6093         unsigned char *cubemappixels, *image_buffer;
6094         rtexture_t *cubemaptexture;
6095         char name[256];
6096         // must start 0 so the first loadimagepixels has no requested width/height
6097         cubemapsize = 0;
6098         cubemappixels = NULL;
6099         cubemaptexture = NULL;
6100         // keep trying different suffix groups (posx, px, rt) until one loads
6101         for (j = 0;j < 3 && !cubemappixels;j++)
6102         {
6103                 // load the 6 images in the suffix group
6104                 for (i = 0;i < 6;i++)
6105                 {
6106                         // generate an image name based on the base and and suffix
6107                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6108                         // load it
6109                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
6110                         {
6111                                 // an image loaded, make sure width and height are equal
6112                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6113                                 {
6114                                         // if this is the first image to load successfully, allocate the cubemap memory
6115                                         if (!cubemappixels && image_width >= 1)
6116                                         {
6117                                                 cubemapsize = image_width;
6118                                                 // note this clears to black, so unavailable sides are black
6119                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6120                                         }
6121                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6122                                         if (cubemappixels)
6123                                                 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);
6124                                 }
6125                                 else
6126                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6127                                 // free the image
6128                                 Mem_Free(image_buffer);
6129                         }
6130                 }
6131         }
6132         // if a cubemap loaded, upload it
6133         if (cubemappixels)
6134         {
6135                 if (developer_loading.integer)
6136                         Con_Printf("loading cubemap \"%s\"\n", basename);
6137
6138                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6139                 Mem_Free(cubemappixels);
6140         }
6141         else
6142         {
6143                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6144                 if (developer_loading.integer)
6145                 {
6146                         Con_Printf("(tried tried images ");
6147                         for (j = 0;j < 3;j++)
6148                                 for (i = 0;i < 6;i++)
6149                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6150                         Con_Print(" and was unable to find any of them).\n");
6151                 }
6152         }
6153         return cubemaptexture;
6154 }
6155
6156 rtexture_t *R_GetCubemap(const char *basename)
6157 {
6158         int i;
6159         for (i = 0;i < r_texture_numcubemaps;i++)
6160                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6161                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6162         if (i >= MAX_CUBEMAPS)
6163                 return r_texture_whitecube;
6164         r_texture_numcubemaps++;
6165         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6166         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6167         return r_texture_cubemaps[i].texture;
6168 }
6169
6170 void R_FreeCubemaps(void)
6171 {
6172         int i;
6173         for (i = 0;i < r_texture_numcubemaps;i++)
6174         {
6175                 if (developer_loading.integer)
6176                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6177                 if (r_texture_cubemaps[i].texture)
6178                         R_FreeTexture(r_texture_cubemaps[i].texture);
6179         }
6180         r_texture_numcubemaps = 0;
6181 }
6182
6183 void R_Main_FreeViewCache(void)
6184 {
6185         if (r_refdef.viewcache.entityvisible)
6186                 Mem_Free(r_refdef.viewcache.entityvisible);
6187         if (r_refdef.viewcache.world_pvsbits)
6188                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6189         if (r_refdef.viewcache.world_leafvisible)
6190                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6191         if (r_refdef.viewcache.world_surfacevisible)
6192                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6193         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6194 }
6195
6196 void R_Main_ResizeViewCache(void)
6197 {
6198         int numentities = r_refdef.scene.numentities;
6199         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6200         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6201         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6202         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6203         if (r_refdef.viewcache.maxentities < numentities)
6204         {
6205                 r_refdef.viewcache.maxentities = numentities;
6206                 if (r_refdef.viewcache.entityvisible)
6207                         Mem_Free(r_refdef.viewcache.entityvisible);
6208                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6209         }
6210         if (r_refdef.viewcache.world_numclusters != numclusters)
6211         {
6212                 r_refdef.viewcache.world_numclusters = numclusters;
6213                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6214                 if (r_refdef.viewcache.world_pvsbits)
6215                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6216                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6217         }
6218         if (r_refdef.viewcache.world_numleafs != numleafs)
6219         {
6220                 r_refdef.viewcache.world_numleafs = numleafs;
6221                 if (r_refdef.viewcache.world_leafvisible)
6222                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6223                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6224         }
6225         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6226         {
6227                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6228                 if (r_refdef.viewcache.world_surfacevisible)
6229                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6230                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6231         }
6232 }
6233
6234 extern rtexture_t *loadingscreentexture;
6235 void gl_main_start(void)
6236 {
6237         loadingscreentexture = NULL;
6238         r_texture_blanknormalmap = NULL;
6239         r_texture_white = NULL;
6240         r_texture_grey128 = NULL;
6241         r_texture_black = NULL;
6242         r_texture_whitecube = NULL;
6243         r_texture_normalizationcube = NULL;
6244         r_texture_fogattenuation = NULL;
6245         r_texture_fogheighttexture = NULL;
6246         r_texture_gammaramps = NULL;
6247         r_texture_numcubemaps = 0;
6248
6249         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6250         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6251
6252         switch(vid.renderpath)
6253         {
6254         case RENDERPATH_GL20:
6255         case RENDERPATH_CGGL:
6256                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6257                 Cvar_SetValueQuick(&gl_combine, 1);
6258                 Cvar_SetValueQuick(&r_glsl, 1);
6259                 r_loadnormalmap = true;
6260                 r_loadgloss = true;
6261                 r_loadfog = false;
6262                 break;
6263         case RENDERPATH_GL13:
6264                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6265                 Cvar_SetValueQuick(&gl_combine, 1);
6266                 Cvar_SetValueQuick(&r_glsl, 0);
6267                 r_loadnormalmap = false;
6268                 r_loadgloss = false;
6269                 r_loadfog = true;
6270                 break;
6271         case RENDERPATH_GL11:
6272                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6273                 Cvar_SetValueQuick(&gl_combine, 0);
6274                 Cvar_SetValueQuick(&r_glsl, 0);
6275                 r_loadnormalmap = false;
6276                 r_loadgloss = false;
6277                 r_loadfog = true;
6278                 break;
6279         }
6280
6281         R_AnimCache_Free();
6282         R_FrameData_Reset();
6283
6284         r_numqueries = 0;
6285         r_maxqueries = 0;
6286         memset(r_queries, 0, sizeof(r_queries));
6287
6288         r_qwskincache = NULL;
6289         r_qwskincache_size = 0;
6290
6291         // set up r_skinframe loading system for textures
6292         memset(&r_skinframe, 0, sizeof(r_skinframe));
6293         r_skinframe.loadsequence = 1;
6294         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6295
6296         r_main_texturepool = R_AllocTexturePool();
6297         R_BuildBlankTextures();
6298         R_BuildNoTexture();
6299         if (vid.support.arb_texture_cube_map)
6300         {
6301                 R_BuildWhiteCube();
6302                 R_BuildNormalizationCube();
6303         }
6304         r_texture_fogattenuation = NULL;
6305         r_texture_fogheighttexture = NULL;
6306         r_texture_gammaramps = NULL;
6307         //r_texture_fogintensity = NULL;
6308         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6309         memset(&r_waterstate, 0, sizeof(r_waterstate));
6310         r_glsl_permutation = NULL;
6311         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6312         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6313         glslshaderstring = NULL;
6314 #ifdef SUPPORTCG
6315         r_cg_permutation = NULL;
6316         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6317         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6318         cgshaderstring = NULL;
6319 #endif
6320         memset(&r_svbsp, 0, sizeof (r_svbsp));
6321
6322         r_refdef.fogmasktable_density = 0;
6323 }
6324
6325 void gl_main_shutdown(void)
6326 {
6327         R_AnimCache_Free();
6328         R_FrameData_Reset();
6329
6330         R_Main_FreeViewCache();
6331
6332         if (r_maxqueries)
6333                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6334
6335         r_numqueries = 0;
6336         r_maxqueries = 0;
6337         memset(r_queries, 0, sizeof(r_queries));
6338
6339         r_qwskincache = NULL;
6340         r_qwskincache_size = 0;
6341
6342         // clear out the r_skinframe state
6343         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6344         memset(&r_skinframe, 0, sizeof(r_skinframe));
6345
6346         if (r_svbsp.nodes)
6347                 Mem_Free(r_svbsp.nodes);
6348         memset(&r_svbsp, 0, sizeof (r_svbsp));
6349         R_FreeTexturePool(&r_main_texturepool);
6350         loadingscreentexture = NULL;
6351         r_texture_blanknormalmap = NULL;
6352         r_texture_white = NULL;
6353         r_texture_grey128 = NULL;
6354         r_texture_black = NULL;
6355         r_texture_whitecube = NULL;
6356         r_texture_normalizationcube = NULL;
6357         r_texture_fogattenuation = NULL;
6358         r_texture_fogheighttexture = NULL;
6359         r_texture_gammaramps = NULL;
6360         r_texture_numcubemaps = 0;
6361         //r_texture_fogintensity = NULL;
6362         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6363         memset(&r_waterstate, 0, sizeof(r_waterstate));
6364         r_glsl_permutation = NULL;
6365         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6366         glslshaderstring = NULL;
6367 #ifdef SUPPORTCG
6368         r_cg_permutation = NULL;
6369         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6370         cgshaderstring = NULL;
6371 #endif
6372         R_GLSL_Restart_f();
6373 }
6374
6375 extern void CL_ParseEntityLump(char *entitystring);
6376 void gl_main_newmap(void)
6377 {
6378         // FIXME: move this code to client
6379         char *entities, entname[MAX_QPATH];
6380         if (r_qwskincache)
6381                 Mem_Free(r_qwskincache);
6382         r_qwskincache = NULL;
6383         r_qwskincache_size = 0;
6384         if (cl.worldmodel)
6385         {
6386                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6387                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6388                 {
6389                         CL_ParseEntityLump(entities);
6390                         Mem_Free(entities);
6391                         return;
6392                 }
6393                 if (cl.worldmodel->brush.entities)
6394                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6395         }
6396         R_Main_FreeViewCache();
6397
6398         R_FrameData_Reset();
6399 }
6400
6401 void GL_Main_Init(void)
6402 {
6403         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6404
6405         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6406         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6407         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6408         if (gamemode == GAME_NEHAHRA)
6409         {
6410                 Cvar_RegisterVariable (&gl_fogenable);
6411                 Cvar_RegisterVariable (&gl_fogdensity);
6412                 Cvar_RegisterVariable (&gl_fogred);
6413                 Cvar_RegisterVariable (&gl_foggreen);
6414                 Cvar_RegisterVariable (&gl_fogblue);
6415                 Cvar_RegisterVariable (&gl_fogstart);
6416                 Cvar_RegisterVariable (&gl_fogend);
6417                 Cvar_RegisterVariable (&gl_skyclip);
6418         }
6419         Cvar_RegisterVariable(&r_motionblur);
6420         Cvar_RegisterVariable(&r_motionblur_maxblur);
6421         Cvar_RegisterVariable(&r_motionblur_bmin);
6422         Cvar_RegisterVariable(&r_motionblur_vmin);
6423         Cvar_RegisterVariable(&r_motionblur_vmax);
6424         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6425         Cvar_RegisterVariable(&r_motionblur_randomize);
6426         Cvar_RegisterVariable(&r_damageblur);
6427         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6428         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6429         Cvar_RegisterVariable(&r_equalize_entities_by);
6430         Cvar_RegisterVariable(&r_equalize_entities_to);
6431         Cvar_RegisterVariable(&r_depthfirst);
6432         Cvar_RegisterVariable(&r_useinfinitefarclip);
6433         Cvar_RegisterVariable(&r_farclip_base);
6434         Cvar_RegisterVariable(&r_farclip_world);
6435         Cvar_RegisterVariable(&r_nearclip);
6436         Cvar_RegisterVariable(&r_showbboxes);
6437         Cvar_RegisterVariable(&r_showsurfaces);
6438         Cvar_RegisterVariable(&r_showtris);
6439         Cvar_RegisterVariable(&r_shownormals);
6440         Cvar_RegisterVariable(&r_showlighting);
6441         Cvar_RegisterVariable(&r_showshadowvolumes);
6442         Cvar_RegisterVariable(&r_showcollisionbrushes);
6443         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6444         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6445         Cvar_RegisterVariable(&r_showdisabledepthtest);
6446         Cvar_RegisterVariable(&r_drawportals);
6447         Cvar_RegisterVariable(&r_drawentities);
6448         Cvar_RegisterVariable(&r_drawworld);
6449         Cvar_RegisterVariable(&r_cullentities_trace);
6450         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6451         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6452         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6453         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6454         Cvar_RegisterVariable(&r_drawviewmodel);
6455         Cvar_RegisterVariable(&r_drawexteriormodel);
6456         Cvar_RegisterVariable(&r_speeds);
6457         Cvar_RegisterVariable(&r_fullbrights);
6458         Cvar_RegisterVariable(&r_wateralpha);
6459         Cvar_RegisterVariable(&r_dynamic);
6460         Cvar_RegisterVariable(&r_fullbright);
6461         Cvar_RegisterVariable(&r_shadows);
6462         Cvar_RegisterVariable(&r_shadows_darken);
6463         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6464         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6465         Cvar_RegisterVariable(&r_shadows_throwdistance);
6466         Cvar_RegisterVariable(&r_shadows_throwdirection);
6467         Cvar_RegisterVariable(&r_shadows_focus);
6468         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6469         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6470         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6471         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6472         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6473         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6474         Cvar_RegisterVariable(&r_fog_exp2);
6475         Cvar_RegisterVariable(&r_drawfog);
6476         Cvar_RegisterVariable(&r_transparentdepthmasking);
6477         Cvar_RegisterVariable(&r_texture_dds_load);
6478         Cvar_RegisterVariable(&r_texture_dds_save);
6479         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6480         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6481         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6482         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6483         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6484         Cvar_RegisterVariable(&r_textureunits);
6485         Cvar_RegisterVariable(&gl_combine);
6486         Cvar_RegisterVariable(&r_glsl);
6487         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6488         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6489         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6490         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6491         Cvar_RegisterVariable(&r_glsl_postprocess);
6492         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6493         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6494         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6495         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6496         Cvar_RegisterVariable(&r_water);
6497         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6498         Cvar_RegisterVariable(&r_water_clippingplanebias);
6499         Cvar_RegisterVariable(&r_water_refractdistort);
6500         Cvar_RegisterVariable(&r_water_reflectdistort);
6501         Cvar_RegisterVariable(&r_lerpsprites);
6502         Cvar_RegisterVariable(&r_lerpmodels);
6503         Cvar_RegisterVariable(&r_lerplightstyles);
6504         Cvar_RegisterVariable(&r_waterscroll);
6505         Cvar_RegisterVariable(&r_bloom);
6506         Cvar_RegisterVariable(&r_bloom_colorscale);
6507         Cvar_RegisterVariable(&r_bloom_brighten);
6508         Cvar_RegisterVariable(&r_bloom_blur);
6509         Cvar_RegisterVariable(&r_bloom_resolution);
6510         Cvar_RegisterVariable(&r_bloom_colorexponent);
6511         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6512         Cvar_RegisterVariable(&r_hdr);
6513         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6514         Cvar_RegisterVariable(&r_hdr_glowintensity);
6515         Cvar_RegisterVariable(&r_hdr_range);
6516         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6517         Cvar_RegisterVariable(&developer_texturelogging);
6518         Cvar_RegisterVariable(&gl_lightmaps);
6519         Cvar_RegisterVariable(&r_test);
6520         Cvar_RegisterVariable(&r_batchmode);
6521         Cvar_RegisterVariable(&r_glsl_saturation);
6522         Cvar_RegisterVariable(&r_framedatasize);
6523         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6524                 Cvar_SetValue("r_fullbrights", 0);
6525         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6526
6527         Cvar_RegisterVariable(&r_track_sprites);
6528         Cvar_RegisterVariable(&r_track_sprites_flags);
6529         Cvar_RegisterVariable(&r_track_sprites_scalew);
6530         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6531         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6532         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6533 }
6534
6535 extern void R_Textures_Init(void);
6536 extern void GL_Draw_Init(void);
6537 extern void GL_Main_Init(void);
6538 extern void R_Shadow_Init(void);
6539 extern void R_Sky_Init(void);
6540 extern void GL_Surf_Init(void);
6541 extern void R_Particles_Init(void);
6542 extern void R_Explosion_Init(void);
6543 extern void gl_backend_init(void);
6544 extern void Sbar_Init(void);
6545 extern void R_LightningBeams_Init(void);
6546 extern void Mod_RenderInit(void);
6547 extern void Font_Init(void);
6548
6549 void Render_Init(void)
6550 {
6551         gl_backend_init();
6552         R_Textures_Init();
6553         GL_Main_Init();
6554         Font_Init();
6555         GL_Draw_Init();
6556         R_Shadow_Init();
6557         R_Sky_Init();
6558         GL_Surf_Init();
6559         Sbar_Init();
6560         R_Particles_Init();
6561         R_Explosion_Init();
6562         R_LightningBeams_Init();
6563         Mod_RenderInit();
6564 }
6565
6566 /*
6567 ===============
6568 GL_Init
6569 ===============
6570 */
6571 extern char *ENGINE_EXTENSIONS;
6572 void GL_Init (void)
6573 {
6574         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6575         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6576         gl_version = (const char *)qglGetString(GL_VERSION);
6577         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6578
6579         if (!gl_extensions)
6580                 gl_extensions = "";
6581         if (!gl_platformextensions)
6582                 gl_platformextensions = "";
6583
6584         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6585         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6586         Con_Printf("GL_VERSION: %s\n", gl_version);
6587         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6588         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6589
6590         VID_CheckExtensions();
6591
6592         // LordHavoc: report supported extensions
6593         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6594
6595         // clear to black (loading plaque will be seen over this)
6596         CHECKGLERROR
6597         qglClearColor(0,0,0,1);CHECKGLERROR
6598         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6599 }
6600
6601 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6602 {
6603         int i;
6604         mplane_t *p;
6605         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6606         {
6607                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6608                 if (i == 4)
6609                         continue;
6610                 p = r_refdef.view.frustum + i;
6611                 switch(p->signbits)
6612                 {
6613                 default:
6614                 case 0:
6615                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6616                                 return true;
6617                         break;
6618                 case 1:
6619                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6620                                 return true;
6621                         break;
6622                 case 2:
6623                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6624                                 return true;
6625                         break;
6626                 case 3:
6627                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6628                                 return true;
6629                         break;
6630                 case 4:
6631                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6632                                 return true;
6633                         break;
6634                 case 5:
6635                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6636                                 return true;
6637                         break;
6638                 case 6:
6639                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6640                                 return true;
6641                         break;
6642                 case 7:
6643                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6644                                 return true;
6645                         break;
6646                 }
6647         }
6648         return false;
6649 }
6650
6651 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6652 {
6653         int i;
6654         const mplane_t *p;
6655         for (i = 0;i < numplanes;i++)
6656         {
6657                 p = planes + i;
6658                 switch(p->signbits)
6659                 {
6660                 default:
6661                 case 0:
6662                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6663                                 return true;
6664                         break;
6665                 case 1:
6666                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6667                                 return true;
6668                         break;
6669                 case 2:
6670                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6671                                 return true;
6672                         break;
6673                 case 3:
6674                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6675                                 return true;
6676                         break;
6677                 case 4:
6678                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6679                                 return true;
6680                         break;
6681                 case 5:
6682                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6683                                 return true;
6684                         break;
6685                 case 6:
6686                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6687                                 return true;
6688                         break;
6689                 case 7:
6690                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6691                                 return true;
6692                         break;
6693                 }
6694         }
6695         return false;
6696 }
6697
6698 //==================================================================================
6699
6700 // LordHavoc: this stores temporary data used within the same frame
6701
6702 qboolean r_framedata_failed;
6703 static size_t r_framedata_size;
6704 static size_t r_framedata_current;
6705 static void *r_framedata_base;
6706
6707 void R_FrameData_Reset(void)
6708 {
6709         if (r_framedata_base)
6710                 Mem_Free(r_framedata_base);
6711         r_framedata_base = NULL;
6712         r_framedata_size = 0;
6713         r_framedata_current = 0;
6714         r_framedata_failed = false;
6715 }
6716
6717 void R_FrameData_NewFrame(void)
6718 {
6719         size_t wantedsize;
6720         if (r_framedata_failed)
6721                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6722         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6723         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6724         if (r_framedata_size != wantedsize)
6725         {
6726                 r_framedata_size = wantedsize;
6727                 if (r_framedata_base)
6728                         Mem_Free(r_framedata_base);
6729                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6730         }
6731         r_framedata_current = 0;
6732         r_framedata_failed = false;
6733 }
6734
6735 void *R_FrameData_Alloc(size_t size)
6736 {
6737         void *data;
6738
6739         // align to 16 byte boundary
6740         size = (size + 15) & ~15;
6741         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6742         r_framedata_current += size;
6743
6744         // check overflow
6745         if (r_framedata_current > r_framedata_size)
6746                 r_framedata_failed = true;
6747
6748         // return NULL on everything after a failure
6749         if (r_framedata_failed)
6750                 return NULL;
6751
6752         return data;
6753 }
6754
6755 void *R_FrameData_Store(size_t size, void *data)
6756 {
6757         void *d = R_FrameData_Alloc(size);
6758         if (d)
6759                 memcpy(d, data, size);
6760         return d;
6761 }
6762
6763 //==================================================================================
6764
6765 // LordHavoc: animcache originally written by Echon, rewritten since then
6766
6767 /**
6768  * Animation cache prevents re-generating mesh data for an animated model
6769  * multiple times in one frame for lighting, shadowing, reflections, etc.
6770  */
6771
6772 void R_AnimCache_Free(void)
6773 {
6774 }
6775
6776 void R_AnimCache_ClearCache(void)
6777 {
6778         int i;
6779         entity_render_t *ent;
6780
6781         for (i = 0;i < r_refdef.scene.numentities;i++)
6782         {
6783                 ent = r_refdef.scene.entities[i];
6784                 ent->animcache_vertex3f = NULL;
6785                 ent->animcache_normal3f = NULL;
6786                 ent->animcache_svector3f = NULL;
6787                 ent->animcache_tvector3f = NULL;
6788         }
6789 }
6790
6791 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6792 {
6793         dp_model_t *model = ent->model;
6794         int numvertices;
6795         // see if it's already cached this frame
6796         if (ent->animcache_vertex3f)
6797         {
6798                 // add normals/tangents if needed
6799                 if (wantnormals || wanttangents)
6800                 {
6801                         if (ent->animcache_normal3f)
6802                                 wantnormals = false;
6803                         if (ent->animcache_svector3f)
6804                                 wanttangents = false;
6805                         if (wantnormals || wanttangents)
6806                         {
6807                                 numvertices = model->surfmesh.num_vertices;
6808                                 if (wantnormals)
6809                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6810                                 if (wanttangents)
6811                                 {
6812                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6813                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6814                                 }
6815                                 if (!r_framedata_failed)
6816                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6817                         }
6818                 }
6819         }
6820         else
6821         {
6822                 // see if this ent is worth caching
6823                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6824                         return false;
6825                 // get some memory for this entity and generate mesh data
6826                 numvertices = model->surfmesh.num_vertices;
6827                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6828                 if (wantnormals)
6829                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6830                 if (wanttangents)
6831                 {
6832                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6833                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6834                 }
6835                 if (!r_framedata_failed)
6836                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6837         }
6838         return !r_framedata_failed;
6839 }
6840
6841 void R_AnimCache_CacheVisibleEntities(void)
6842 {
6843         int i;
6844         qboolean wantnormals = !r_showsurfaces.integer;
6845         qboolean wanttangents = !r_showsurfaces.integer;
6846
6847         switch(vid.renderpath)
6848         {
6849         case RENDERPATH_GL20:
6850         case RENDERPATH_CGGL:
6851                 break;
6852         case RENDERPATH_GL13:
6853         case RENDERPATH_GL11:
6854                 wanttangents = false;
6855                 break;
6856         }
6857
6858         // TODO: thread this
6859         // NOTE: R_PrepareRTLights() also caches entities
6860
6861         for (i = 0;i < r_refdef.scene.numentities;i++)
6862                 if (r_refdef.viewcache.entityvisible[i])
6863                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6864 }
6865
6866 //==================================================================================
6867
6868 static void R_View_UpdateEntityLighting (void)
6869 {
6870         int i;
6871         entity_render_t *ent;
6872         vec3_t tempdiffusenormal, avg;
6873         vec_t f, fa, fd, fdd;
6874         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6875
6876         for (i = 0;i < r_refdef.scene.numentities;i++)
6877         {
6878                 ent = r_refdef.scene.entities[i];
6879
6880                 // skip unseen models
6881                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6882                         continue;
6883
6884                 // skip bsp models
6885                 if (ent->model && ent->model->brush.num_leafs)
6886                 {
6887                         // TODO: use modellight for r_ambient settings on world?
6888                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6889                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6890                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6891                         continue;
6892                 }
6893
6894                 // fetch the lighting from the worldmodel data
6895                 VectorClear(ent->modellight_ambient);
6896                 VectorClear(ent->modellight_diffuse);
6897                 VectorClear(tempdiffusenormal);
6898                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6899                 {
6900                         vec3_t org;
6901                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6902                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6903                         if(ent->flags & RENDER_EQUALIZE)
6904                         {
6905                                 // first fix up ambient lighting...
6906                                 if(r_equalize_entities_minambient.value > 0)
6907                                 {
6908                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6909                                         if(fd > 0)
6910                                         {
6911                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6912                                                 if(fa < r_equalize_entities_minambient.value * fd)
6913                                                 {
6914                                                         // solve:
6915                                                         //   fa'/fd' = minambient
6916                                                         //   fa'+0.25*fd' = fa+0.25*fd
6917                                                         //   ...
6918                                                         //   fa' = fd' * minambient
6919                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6920                                                         //   ...
6921                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6922                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6923                                                         //   ...
6924                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6925                                                         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
6926                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6927                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6928                                                 }
6929                                         }
6930                                 }
6931
6932                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6933                                 {
6934                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6935                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6936                                         if(f > 0)
6937                                         {
6938                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6939                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6940                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6941                                         }
6942                                 }
6943                         }
6944                 }
6945                 else // highly rare
6946                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6947
6948                 // move the light direction into modelspace coordinates for lighting code
6949                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6950                 if(VectorLength2(ent->modellight_lightdir) == 0)
6951                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6952                 VectorNormalize(ent->modellight_lightdir);
6953         }
6954 }
6955
6956 #define MAX_LINEOFSIGHTTRACES 64
6957
6958 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6959 {
6960         int i;
6961         vec3_t boxmins, boxmaxs;
6962         vec3_t start;
6963         vec3_t end;
6964         dp_model_t *model = r_refdef.scene.worldmodel;
6965
6966         if (!model || !model->brush.TraceLineOfSight)
6967                 return true;
6968
6969         // expand the box a little
6970         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6971         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6972         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6973         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6974         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6975         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6976
6977         // return true if eye is inside enlarged box
6978         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6979                 return true;
6980
6981         // try center
6982         VectorCopy(eye, start);
6983         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6984         if (model->brush.TraceLineOfSight(model, start, end))
6985                 return true;
6986
6987         // try various random positions
6988         for (i = 0;i < numsamples;i++)
6989         {
6990                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6991                 if (model->brush.TraceLineOfSight(model, start, end))
6992                         return true;
6993         }
6994
6995         return false;
6996 }
6997
6998
6999 static void R_View_UpdateEntityVisible (void)
7000 {
7001         int i;
7002         int renderimask;
7003         int samples;
7004         entity_render_t *ent;
7005
7006         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7007                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7008                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
7009                 :                                                          RENDER_EXTERIORMODEL;
7010         if (!r_drawviewmodel.integer)
7011                 renderimask |= RENDER_VIEWMODEL;
7012         if (!r_drawexteriormodel.integer)
7013                 renderimask |= RENDER_EXTERIORMODEL;
7014         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7015         {
7016                 // worldmodel can check visibility
7017                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7018                 for (i = 0;i < r_refdef.scene.numentities;i++)
7019                 {
7020                         ent = r_refdef.scene.entities[i];
7021                         if (!(ent->flags & renderimask))
7022                         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)))
7023                         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))
7024                                 r_refdef.viewcache.entityvisible[i] = true;
7025                 }
7026                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7027                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7028                 {
7029                         for (i = 0;i < r_refdef.scene.numentities;i++)
7030                         {
7031                                 ent = r_refdef.scene.entities[i];
7032                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7033                                 {
7034                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7035                                         if (samples < 0)
7036                                                 continue; // temp entities do pvs only
7037                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7038                                                 ent->last_trace_visibility = realtime;
7039                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7040                                                 r_refdef.viewcache.entityvisible[i] = 0;
7041                                 }
7042                         }
7043                 }
7044         }
7045         else
7046         {
7047                 // no worldmodel or it can't check visibility
7048                 for (i = 0;i < r_refdef.scene.numentities;i++)
7049                 {
7050                         ent = r_refdef.scene.entities[i];
7051                         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));
7052                 }
7053         }
7054 }
7055
7056 /// only used if skyrendermasked, and normally returns false
7057 int R_DrawBrushModelsSky (void)
7058 {
7059         int i, sky;
7060         entity_render_t *ent;
7061
7062         sky = false;
7063         for (i = 0;i < r_refdef.scene.numentities;i++)
7064         {
7065                 if (!r_refdef.viewcache.entityvisible[i])
7066                         continue;
7067                 ent = r_refdef.scene.entities[i];
7068                 if (!ent->model || !ent->model->DrawSky)
7069                         continue;
7070                 ent->model->DrawSky(ent);
7071                 sky = true;
7072         }
7073         return sky;
7074 }
7075
7076 static void R_DrawNoModel(entity_render_t *ent);
7077 static void R_DrawModels(void)
7078 {
7079         int i;
7080         entity_render_t *ent;
7081
7082         for (i = 0;i < r_refdef.scene.numentities;i++)
7083         {
7084                 if (!r_refdef.viewcache.entityvisible[i])
7085                         continue;
7086                 ent = r_refdef.scene.entities[i];
7087                 r_refdef.stats.entities++;
7088                 if (ent->model && ent->model->Draw != NULL)
7089                         ent->model->Draw(ent);
7090                 else
7091                         R_DrawNoModel(ent);
7092         }
7093 }
7094
7095 static void R_DrawModelsDepth(void)
7096 {
7097         int i;
7098         entity_render_t *ent;
7099
7100         for (i = 0;i < r_refdef.scene.numentities;i++)
7101         {
7102                 if (!r_refdef.viewcache.entityvisible[i])
7103                         continue;
7104                 ent = r_refdef.scene.entities[i];
7105                 if (ent->model && ent->model->DrawDepth != NULL)
7106                         ent->model->DrawDepth(ent);
7107         }
7108 }
7109
7110 static void R_DrawModelsDebug(void)
7111 {
7112         int i;
7113         entity_render_t *ent;
7114
7115         for (i = 0;i < r_refdef.scene.numentities;i++)
7116         {
7117                 if (!r_refdef.viewcache.entityvisible[i])
7118                         continue;
7119                 ent = r_refdef.scene.entities[i];
7120                 if (ent->model && ent->model->DrawDebug != NULL)
7121                         ent->model->DrawDebug(ent);
7122         }
7123 }
7124
7125 static void R_DrawModelsAddWaterPlanes(void)
7126 {
7127         int i;
7128         entity_render_t *ent;
7129
7130         for (i = 0;i < r_refdef.scene.numentities;i++)
7131         {
7132                 if (!r_refdef.viewcache.entityvisible[i])
7133                         continue;
7134                 ent = r_refdef.scene.entities[i];
7135                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7136                         ent->model->DrawAddWaterPlanes(ent);
7137         }
7138 }
7139
7140 static void R_View_SetFrustum(void)
7141 {
7142         int i;
7143         double slopex, slopey;
7144         vec3_t forward, left, up, origin;
7145
7146         // we can't trust r_refdef.view.forward and friends in reflected scenes
7147         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7148
7149 #if 0
7150         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7151         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7152         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7153         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7154         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7155         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7156         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7157         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7158         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7159         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7160         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7161         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7162 #endif
7163
7164 #if 0
7165         zNear = r_refdef.nearclip;
7166         nudge = 1.0 - 1.0 / (1<<23);
7167         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7168         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7169         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7170         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7171         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7172         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7173         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7174         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7175 #endif
7176
7177
7178
7179 #if 0
7180         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7181         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7182         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7183         r_refdef.view.frustum[0].dist = m[15] - m[12];
7184
7185         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7186         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7187         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7188         r_refdef.view.frustum[1].dist = m[15] + m[12];
7189
7190         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7191         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7192         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7193         r_refdef.view.frustum[2].dist = m[15] - m[13];
7194
7195         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7196         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7197         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7198         r_refdef.view.frustum[3].dist = m[15] + m[13];
7199
7200         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7201         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7202         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7203         r_refdef.view.frustum[4].dist = m[15] - m[14];
7204
7205         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7206         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7207         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7208         r_refdef.view.frustum[5].dist = m[15] + m[14];
7209 #endif
7210
7211         if (r_refdef.view.useperspective)
7212         {
7213                 slopex = 1.0 / r_refdef.view.frustum_x;
7214                 slopey = 1.0 / r_refdef.view.frustum_y;
7215                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7216                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7217                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7218                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7219                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7220
7221                 // Leaving those out was a mistake, those were in the old code, and they
7222                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7223                 // I couldn't reproduce it after adding those normalizations. --blub
7224                 VectorNormalize(r_refdef.view.frustum[0].normal);
7225                 VectorNormalize(r_refdef.view.frustum[1].normal);
7226                 VectorNormalize(r_refdef.view.frustum[2].normal);
7227                 VectorNormalize(r_refdef.view.frustum[3].normal);
7228
7229                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7230                 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]);
7231                 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]);
7232                 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]);
7233                 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]);
7234
7235                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7236                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7237                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7238                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7239                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7240         }
7241         else
7242         {
7243                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7244                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7245                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7246                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7247                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7248                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7249                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7250                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7251                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7252                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7253         }
7254         r_refdef.view.numfrustumplanes = 5;
7255
7256         if (r_refdef.view.useclipplane)
7257         {
7258                 r_refdef.view.numfrustumplanes = 6;
7259                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7260         }
7261
7262         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7263                 PlaneClassify(r_refdef.view.frustum + i);
7264
7265         // LordHavoc: note to all quake engine coders, Quake had a special case
7266         // for 90 degrees which assumed a square view (wrong), so I removed it,
7267         // Quake2 has it disabled as well.
7268
7269         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7270         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7271         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7272         //PlaneClassify(&frustum[0]);
7273
7274         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7275         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7276         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7277         //PlaneClassify(&frustum[1]);
7278
7279         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7280         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7281         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7282         //PlaneClassify(&frustum[2]);
7283
7284         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7285         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7286         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7287         //PlaneClassify(&frustum[3]);
7288
7289         // nearclip plane
7290         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7291         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7292         //PlaneClassify(&frustum[4]);
7293 }
7294
7295 void R_View_Update(void)
7296 {
7297         R_Main_ResizeViewCache();
7298         R_View_SetFrustum();
7299         R_View_WorldVisibility(r_refdef.view.useclipplane);
7300         R_View_UpdateEntityVisible();
7301         R_View_UpdateEntityLighting();
7302 }
7303
7304 void R_SetupView(qboolean allowwaterclippingplane)
7305 {
7306         const float *customclipplane = NULL;
7307         float plane[4];
7308         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7309         {
7310                 // LordHavoc: couldn't figure out how to make this approach the
7311                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7312                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7313                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7314                         dist = r_refdef.view.clipplane.dist;
7315                 plane[0] = r_refdef.view.clipplane.normal[0];
7316                 plane[1] = r_refdef.view.clipplane.normal[1];
7317                 plane[2] = r_refdef.view.clipplane.normal[2];
7318                 plane[3] = dist;
7319                 customclipplane = plane;
7320         }
7321
7322         if (!r_refdef.view.useperspective)
7323                 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);
7324         else if (vid.stencil && r_useinfinitefarclip.integer)
7325                 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);
7326         else
7327                 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);
7328         R_SetViewport(&r_refdef.view.viewport);
7329 }
7330
7331 void R_EntityMatrix(const matrix4x4_t *matrix)
7332 {
7333         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7334         {
7335                 gl_modelmatrixchanged = false;
7336                 gl_modelmatrix = *matrix;
7337                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7338                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7339                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7340                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7341                 CHECKGLERROR
7342                 switch(vid.renderpath)
7343                 {
7344                 case RENDERPATH_GL20:
7345                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7346                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7347                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7348                         break;
7349                 case RENDERPATH_CGGL:
7350 #ifdef SUPPORTCG
7351                         CHECKCGERROR
7352                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7353                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7354                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7355 #endif
7356                         break;
7357                 case RENDERPATH_GL13:
7358                 case RENDERPATH_GL11:
7359                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7360                         break;
7361                 }
7362         }
7363 }
7364
7365 void R_ResetViewRendering2D(void)
7366 {
7367         r_viewport_t viewport;
7368         DrawQ_Finish();
7369
7370         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7371         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);
7372         R_SetViewport(&viewport);
7373         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7374         GL_Color(1, 1, 1, 1);
7375         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7376         GL_BlendFunc(GL_ONE, GL_ZERO);
7377         GL_AlphaTest(false);
7378         GL_ScissorTest(false);
7379         GL_DepthMask(false);
7380         GL_DepthRange(0, 1);
7381         GL_DepthTest(false);
7382         R_EntityMatrix(&identitymatrix);
7383         R_Mesh_ResetTextureState();
7384         GL_PolygonOffset(0, 0);
7385         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7386         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7387         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7388         qglStencilMask(~0);CHECKGLERROR
7389         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7390         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7391         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7392 }
7393
7394 void R_ResetViewRendering3D(void)
7395 {
7396         DrawQ_Finish();
7397
7398         R_SetupView(true);
7399         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7400         GL_Color(1, 1, 1, 1);
7401         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7402         GL_BlendFunc(GL_ONE, GL_ZERO);
7403         GL_AlphaTest(false);
7404         GL_ScissorTest(true);
7405         GL_DepthMask(true);
7406         GL_DepthRange(0, 1);
7407         GL_DepthTest(true);
7408         R_EntityMatrix(&identitymatrix);
7409         R_Mesh_ResetTextureState();
7410         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7411         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7412         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7413         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7414         qglStencilMask(~0);CHECKGLERROR
7415         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7416         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7417         GL_CullFace(r_refdef.view.cullface_back);
7418 }
7419
7420 /*
7421 ================
7422 R_RenderView_UpdateViewVectors
7423 ================
7424 */
7425 static void R_RenderView_UpdateViewVectors(void)
7426 {
7427         // break apart the view matrix into vectors for various purposes
7428         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7429         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7430         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7431         VectorNegate(r_refdef.view.left, r_refdef.view.right);
7432         // make an inverted copy of the view matrix for tracking sprites
7433         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7434 }
7435
7436 void R_RenderScene(void);
7437 void R_RenderWaterPlanes(void);
7438
7439 static void R_Water_StartFrame(void)
7440 {
7441         int i;
7442         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7443         r_waterstate_waterplane_t *p;
7444
7445         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7446                 return;
7447
7448         switch(vid.renderpath)
7449         {
7450         case RENDERPATH_GL20:
7451         case RENDERPATH_CGGL:
7452                 break;
7453         case RENDERPATH_GL13:
7454         case RENDERPATH_GL11:
7455                 return;
7456         }
7457
7458         // set waterwidth and waterheight to the water resolution that will be
7459         // used (often less than the screen resolution for faster rendering)
7460         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7461         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7462
7463         // calculate desired texture sizes
7464         // can't use water if the card does not support the texture size
7465         if (!r_water.integer || r_showsurfaces.integer)
7466                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7467         else if (vid.support.arb_texture_non_power_of_two)
7468         {
7469                 texturewidth = waterwidth;
7470                 textureheight = waterheight;
7471                 camerawidth = waterwidth;
7472                 cameraheight = waterheight;
7473         }
7474         else
7475         {
7476                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7477                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7478                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
7479                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
7480         }
7481
7482         // allocate textures as needed
7483         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7484         {
7485                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7486                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7487                 {
7488                         if (p->texture_refraction)
7489                                 R_FreeTexture(p->texture_refraction);
7490                         p->texture_refraction = NULL;
7491                         if (p->texture_reflection)
7492                                 R_FreeTexture(p->texture_reflection);
7493                         p->texture_reflection = NULL;
7494                         if (p->texture_camera)
7495                                 R_FreeTexture(p->texture_camera);
7496                         p->texture_camera = NULL;
7497                 }
7498                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7499                 r_waterstate.texturewidth = texturewidth;
7500                 r_waterstate.textureheight = textureheight;
7501                 r_waterstate.camerawidth = camerawidth;
7502                 r_waterstate.cameraheight = cameraheight;
7503         }
7504
7505         if (r_waterstate.texturewidth)
7506         {
7507                 r_waterstate.enabled = true;
7508
7509                 // when doing a reduced render (HDR) we want to use a smaller area
7510                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7511                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7512
7513                 // set up variables that will be used in shader setup
7514                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7515                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7516                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7517                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7518         }
7519
7520         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7521         r_waterstate.numwaterplanes = 0;
7522 }
7523
7524 void R_Water_AddWaterPlane(msurface_t *surface)
7525 {
7526         int triangleindex, planeindex;
7527         const int *e;
7528         vec3_t vert[3];
7529         vec3_t normal;
7530         vec3_t center;
7531         mplane_t plane;
7532         int cam_ent;
7533         r_waterstate_waterplane_t *p;
7534         texture_t *t = R_GetCurrentTexture(surface->texture);
7535         cam_ent = t->camera_entity;
7536         if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7537                 cam_ent = 0;
7538
7539         // just use the first triangle with a valid normal for any decisions
7540         VectorClear(normal);
7541         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7542         {
7543                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7544                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7545                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7546                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7547                 if (VectorLength2(normal) >= 0.001)
7548                         break;
7549         }
7550
7551         VectorCopy(normal, plane.normal);
7552         VectorNormalize(plane.normal);
7553         plane.dist = DotProduct(vert[0], plane.normal);
7554         PlaneClassify(&plane);
7555         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7556         {
7557                 // skip backfaces (except if nocullface is set)
7558                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7559                         return;
7560                 VectorNegate(plane.normal, plane.normal);
7561                 plane.dist *= -1;
7562                 PlaneClassify(&plane);
7563         }
7564
7565
7566         // find a matching plane if there is one
7567         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7568                 if(p->camera_entity == t->camera_entity)
7569                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7570                                 break;
7571         if (planeindex >= r_waterstate.maxwaterplanes)
7572                 return; // nothing we can do, out of planes
7573
7574         // if this triangle does not fit any known plane rendered this frame, add one
7575         if (planeindex >= r_waterstate.numwaterplanes)
7576         {
7577                 // store the new plane
7578                 r_waterstate.numwaterplanes++;
7579                 p->plane = plane;
7580                 // clear materialflags and pvs
7581                 p->materialflags = 0;
7582                 p->pvsvalid = false;
7583                 p->camera_entity = t->camera_entity;
7584         }
7585         // merge this surface's materialflags into the waterplane
7586         p->materialflags |= t->currentmaterialflags;
7587         if(!(p->materialflags & MATERIALFLAG_CAMERA))
7588         {
7589                 // merge this surface's PVS into the waterplane
7590                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7591                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7592                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7593                 {
7594                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7595                         p->pvsvalid = true;
7596                 }
7597         }
7598 }
7599
7600 static void R_Water_ProcessPlanes(void)
7601 {
7602         r_refdef_view_t originalview;
7603         r_refdef_view_t myview;
7604         int planeindex;
7605         r_waterstate_waterplane_t *p;
7606         vec3_t visorigin;
7607
7608         originalview = r_refdef.view;
7609
7610         // make sure enough textures are allocated
7611         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7612         {
7613                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7614                 {
7615                         if (!p->texture_refraction)
7616                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7617                         if (!p->texture_refraction)
7618                                 goto error;
7619                 }
7620                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7621                 {
7622                         if (!p->texture_camera)
7623                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, NULL);
7624                         if (!p->texture_camera)
7625                                 goto error;
7626                 }
7627
7628                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7629                 {
7630                         if (!p->texture_reflection)
7631                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7632                         if (!p->texture_reflection)
7633                                 goto error;
7634                 }
7635         }
7636
7637         // render views
7638         r_refdef.view = originalview;
7639         r_refdef.view.showdebug = false;
7640         r_refdef.view.width = r_waterstate.waterwidth;
7641         r_refdef.view.height = r_waterstate.waterheight;
7642         r_refdef.view.useclipplane = true;
7643         myview = r_refdef.view;
7644         r_waterstate.renderingscene = true;
7645         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7646         {
7647                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7648                 {
7649                         r_refdef.view = myview;
7650                         // render reflected scene and copy into texture
7651                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7652                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7653                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7654                         r_refdef.view.clipplane = p->plane;
7655                         // reverse the cullface settings for this render
7656                         r_refdef.view.cullface_front = GL_FRONT;
7657                         r_refdef.view.cullface_back = GL_BACK;
7658                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7659                         {
7660                                 r_refdef.view.usecustompvs = true;
7661                                 if (p->pvsvalid)
7662                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7663                                 else
7664                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7665                         }
7666
7667                         R_ResetViewRendering3D();
7668                         R_ClearScreen(r_refdef.fogenabled);
7669                         R_View_Update();
7670                         R_RenderScene();
7671
7672                         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);
7673                 }
7674
7675                 // render the normal view scene and copy into texture
7676                 // (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)
7677                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7678                 {
7679                         r_waterstate.renderingrefraction = true;
7680                         r_refdef.view = myview;
7681
7682                         r_refdef.view.clipplane = p->plane;
7683                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7684                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7685
7686                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7687                         {
7688                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7689                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7690                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7691                                 R_RenderView_UpdateViewVectors();
7692                                 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);
7693                         }
7694
7695                         PlaneClassify(&r_refdef.view.clipplane);
7696
7697                         R_ResetViewRendering3D();
7698                         R_ClearScreen(r_refdef.fogenabled);
7699                         R_View_Update();
7700                         R_RenderScene();
7701
7702                         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);
7703                         r_waterstate.renderingrefraction = false;
7704                 }
7705                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7706                 {
7707                         r_refdef.view = myview;
7708
7709                         r_refdef.view.clipplane = p->plane;
7710                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7711                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7712
7713                         r_refdef.view.width = r_waterstate.camerawidth;
7714                         r_refdef.view.height = r_waterstate.cameraheight;
7715                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7716                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7717
7718                         if(p->camera_entity)
7719                         {
7720                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7721                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7722                         }
7723
7724                         // reverse the cullface settings for this render
7725                         r_refdef.view.cullface_front = GL_FRONT;
7726                         r_refdef.view.cullface_back = GL_BACK;
7727                         // also reverse the view matrix
7728                         Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
7729                         R_RenderView_UpdateViewVectors();
7730                         if(p->camera_entity)
7731                                 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);
7732                         
7733                         // camera needs no clipplane
7734                         r_refdef.view.useclipplane = false;
7735
7736                         PlaneClassify(&r_refdef.view.clipplane);
7737
7738                         R_ResetViewRendering3D();
7739                         R_ClearScreen(r_refdef.fogenabled);
7740                         R_View_Update();
7741                         R_RenderScene();
7742
7743                         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);
7744                         r_waterstate.renderingrefraction = false;
7745                 }
7746
7747         }
7748         r_waterstate.renderingscene = false;
7749         r_refdef.view = originalview;
7750         R_ResetViewRendering3D();
7751         R_ClearScreen(r_refdef.fogenabled);
7752         R_View_Update();
7753         return;
7754 error:
7755         r_refdef.view = originalview;
7756         r_waterstate.renderingscene = false;
7757         Cvar_SetValueQuick(&r_water, 0);
7758         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7759         return;
7760 }
7761
7762 void R_Bloom_StartFrame(void)
7763 {
7764         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7765
7766         switch(vid.renderpath)
7767         {
7768         case RENDERPATH_GL20:
7769         case RENDERPATH_CGGL:
7770                 break;
7771         case RENDERPATH_GL13:
7772         case RENDERPATH_GL11:
7773                 return;
7774         }
7775
7776         // set bloomwidth and bloomheight to the bloom resolution that will be
7777         // used (often less than the screen resolution for faster rendering)
7778         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7779         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7780         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7781         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7782         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7783
7784         // calculate desired texture sizes
7785         if (vid.support.arb_texture_non_power_of_two)
7786         {
7787                 screentexturewidth = r_refdef.view.width;
7788                 screentextureheight = r_refdef.view.height;
7789                 bloomtexturewidth = r_bloomstate.bloomwidth;
7790                 bloomtextureheight = r_bloomstate.bloomheight;
7791         }
7792         else
7793         {
7794                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7795                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7796                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7797                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7798         }
7799
7800         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))
7801         {
7802                 Cvar_SetValueQuick(&r_hdr, 0);
7803                 Cvar_SetValueQuick(&r_bloom, 0);
7804                 Cvar_SetValueQuick(&r_motionblur, 0);
7805                 Cvar_SetValueQuick(&r_damageblur, 0);
7806         }
7807
7808         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)))
7809                 screentexturewidth = screentextureheight = 0;
7810         if (!r_hdr.integer && !r_bloom.integer)
7811                 bloomtexturewidth = bloomtextureheight = 0;
7812
7813         // allocate textures as needed
7814         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7815         {
7816                 if (r_bloomstate.texture_screen)
7817                         R_FreeTexture(r_bloomstate.texture_screen);
7818                 r_bloomstate.texture_screen = NULL;
7819                 r_bloomstate.screentexturewidth = screentexturewidth;
7820                 r_bloomstate.screentextureheight = screentextureheight;
7821                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7822                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7823         }
7824         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7825         {
7826                 if (r_bloomstate.texture_bloom)
7827                         R_FreeTexture(r_bloomstate.texture_bloom);
7828                 r_bloomstate.texture_bloom = NULL;
7829                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7830                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7831                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7832                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7833         }
7834
7835         // when doing a reduced render (HDR) we want to use a smaller area
7836         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7837         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7838         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7839         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7840         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7841
7842         // set up a texcoord array for the full resolution screen image
7843         // (we have to keep this around to copy back during final render)
7844         r_bloomstate.screentexcoord2f[0] = 0;
7845         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7846         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7847         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7848         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7849         r_bloomstate.screentexcoord2f[5] = 0;
7850         r_bloomstate.screentexcoord2f[6] = 0;
7851         r_bloomstate.screentexcoord2f[7] = 0;
7852
7853         // set up a texcoord array for the reduced resolution bloom image
7854         // (which will be additive blended over the screen image)
7855         r_bloomstate.bloomtexcoord2f[0] = 0;
7856         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7857         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7858         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7859         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7860         r_bloomstate.bloomtexcoord2f[5] = 0;
7861         r_bloomstate.bloomtexcoord2f[6] = 0;
7862         r_bloomstate.bloomtexcoord2f[7] = 0;
7863
7864         if (r_hdr.integer || r_bloom.integer)
7865         {
7866                 r_bloomstate.enabled = true;
7867                 r_bloomstate.hdr = r_hdr.integer != 0;
7868         }
7869
7870         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);
7871 }
7872
7873 void R_Bloom_CopyBloomTexture(float colorscale)
7874 {
7875         r_refdef.stats.bloom++;
7876
7877         // scale down screen texture to the bloom texture size
7878         CHECKGLERROR
7879         R_SetViewport(&r_bloomstate.viewport);
7880         GL_BlendFunc(GL_ONE, GL_ZERO);
7881         GL_Color(colorscale, colorscale, colorscale, 1);
7882         // TODO: optimize with multitexture or GLSL
7883         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7884         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7885         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7886         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7887
7888         // we now have a bloom image in the framebuffer
7889         // copy it into the bloom image texture for later processing
7890         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);
7891         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7892 }
7893
7894 void R_Bloom_CopyHDRTexture(void)
7895 {
7896         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);
7897         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7898 }
7899
7900 void R_Bloom_MakeTexture(void)
7901 {
7902         int x, range, dir;
7903         float xoffset, yoffset, r, brighten;
7904
7905         r_refdef.stats.bloom++;
7906
7907         R_ResetViewRendering2D();
7908         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7909         R_Mesh_ColorPointer(NULL, 0, 0);
7910
7911         // we have a bloom image in the framebuffer
7912         CHECKGLERROR
7913         R_SetViewport(&r_bloomstate.viewport);
7914
7915         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7916         {
7917                 x *= 2;
7918                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7919                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7920                 GL_Color(r, r, r, 1);
7921                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7922                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7923                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7924                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7925
7926                 // copy the vertically blurred bloom view to a texture
7927                 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);
7928                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7929         }
7930
7931         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7932         brighten = r_bloom_brighten.value;
7933         if (r_hdr.integer)
7934                 brighten *= r_hdr_range.value;
7935         brighten = sqrt(brighten);
7936         if(range >= 1)
7937                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7938         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7939         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7940
7941         for (dir = 0;dir < 2;dir++)
7942         {
7943                 // blend on at multiple vertical offsets to achieve a vertical blur
7944                 // TODO: do offset blends using GLSL
7945                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7946                 GL_BlendFunc(GL_ONE, GL_ZERO);
7947                 for (x = -range;x <= range;x++)
7948                 {
7949                         if (!dir){xoffset = 0;yoffset = x;}
7950                         else {xoffset = x;yoffset = 0;}
7951                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7952                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7953                         // compute a texcoord array with the specified x and y offset
7954                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7955                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7956                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7957                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7958                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7959                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7960                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7961                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7962                         // this r value looks like a 'dot' particle, fading sharply to
7963                         // black at the edges
7964                         // (probably not realistic but looks good enough)
7965                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7966                         //r = brighten/(range*2+1);
7967                         r = brighten / (range * 2 + 1);
7968                         if(range >= 1)
7969                                 r *= (1 - x*x/(float)(range*range));
7970                         GL_Color(r, r, r, 1);
7971                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7972                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7973                         GL_BlendFunc(GL_ONE, GL_ONE);
7974                 }
7975
7976                 // copy the vertically blurred bloom view to a texture
7977                 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);
7978                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7979         }
7980
7981         // apply subtract last
7982         // (just like it would be in a GLSL shader)
7983         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7984         {
7985                 GL_BlendFunc(GL_ONE, GL_ZERO);
7986                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7987                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7988                 GL_Color(1, 1, 1, 1);
7989                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7990                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7991
7992                 GL_BlendFunc(GL_ONE, GL_ONE);
7993                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7994                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7995                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7996                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
7997                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7998                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7999                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8000
8001                 // copy the darkened bloom view to a texture
8002                 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);
8003                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8004         }
8005 }
8006
8007 void R_HDR_RenderBloomTexture(void)
8008 {
8009         int oldwidth, oldheight;
8010         float oldcolorscale;
8011
8012         oldcolorscale = r_refdef.view.colorscale;
8013         oldwidth = r_refdef.view.width;
8014         oldheight = r_refdef.view.height;
8015         r_refdef.view.width = r_bloomstate.bloomwidth;
8016         r_refdef.view.height = r_bloomstate.bloomheight;
8017
8018         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
8019         // TODO: add exposure compensation features
8020         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8021
8022         r_refdef.view.showdebug = false;
8023         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8024
8025         R_ResetViewRendering3D();
8026
8027         R_ClearScreen(r_refdef.fogenabled);
8028         if (r_timereport_active)
8029                 R_TimeReport("HDRclear");
8030
8031         R_View_Update();
8032         if (r_timereport_active)
8033                 R_TimeReport("visibility");
8034
8035         // only do secondary renders with HDR if r_hdr is 2 or higher
8036         r_waterstate.numwaterplanes = 0;
8037         if (r_waterstate.enabled && r_hdr.integer >= 2)
8038                 R_RenderWaterPlanes();
8039
8040         r_refdef.view.showdebug = true;
8041         R_RenderScene();
8042         r_waterstate.numwaterplanes = 0;
8043
8044         R_ResetViewRendering2D();
8045
8046         R_Bloom_CopyHDRTexture();
8047         R_Bloom_MakeTexture();
8048
8049         // restore the view settings
8050         r_refdef.view.width = oldwidth;
8051         r_refdef.view.height = oldheight;
8052         r_refdef.view.colorscale = oldcolorscale;
8053
8054         R_ResetViewRendering3D();
8055
8056         R_ClearScreen(r_refdef.fogenabled);
8057         if (r_timereport_active)
8058                 R_TimeReport("viewclear");
8059 }
8060
8061 static void R_BlendView(void)
8062 {
8063         unsigned int permutation;
8064         float uservecs[4][4];
8065
8066         switch (vid.renderpath)
8067         {
8068         case RENDERPATH_GL20:
8069         case RENDERPATH_CGGL:
8070                 permutation =
8071                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8072                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8073                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8074                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8075                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8076
8077                 if (r_bloomstate.texture_screen)
8078                 {
8079                         // make sure the buffer is available
8080                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8081
8082                         R_ResetViewRendering2D();
8083                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8084                         R_Mesh_ColorPointer(NULL, 0, 0);
8085
8086                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8087                         {
8088                                 // declare variables
8089                                 float speed;
8090                                 static float avgspeed;
8091
8092                                 speed = VectorLength(cl.movement_velocity);
8093
8094                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8095                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8096
8097                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8098                                 speed = bound(0, speed, 1);
8099                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8100
8101                                 // calculate values into a standard alpha
8102                                 cl.motionbluralpha = 1 - exp(-
8103                                                 (
8104                                                  (r_motionblur.value * speed / 80)
8105                                                  +
8106                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8107                                                 )
8108                                                 /
8109                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
8110                                            );
8111
8112                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8113                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8114                                 // apply the blur
8115                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8116                                 {
8117                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8118                                         GL_Color(1, 1, 1, cl.motionbluralpha);
8119                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8120                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8121                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8122                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8123                                 }
8124                         }
8125
8126                         // copy view into the screen texture
8127                         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);
8128                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8129                 }
8130                 else if (!r_bloomstate.texture_bloom)
8131                 {
8132                         // we may still have to do view tint...
8133                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8134                         {
8135                                 // apply a color tint to the whole view
8136                                 R_ResetViewRendering2D();
8137                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8138                                 R_Mesh_ColorPointer(NULL, 0, 0);
8139                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8140                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8141                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8142                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8143                         }
8144                         break; // no screen processing, no bloom, skip it
8145                 }
8146
8147                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8148                 {
8149                         // render simple bloom effect
8150                         // copy the screen and shrink it and darken it for the bloom process
8151                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8152                         // make the bloom texture
8153                         R_Bloom_MakeTexture();
8154                 }
8155
8156 #if _MSC_VER >= 1400
8157 #define sscanf sscanf_s
8158 #endif
8159                 memset(uservecs, 0, sizeof(uservecs));
8160                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8161                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8162                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8163                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8164
8165                 R_ResetViewRendering2D();
8166                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8167                 R_Mesh_ColorPointer(NULL, 0, 0);
8168                 GL_Color(1, 1, 1, 1);
8169                 GL_BlendFunc(GL_ONE, GL_ZERO);
8170                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8171                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8172
8173                 switch(vid.renderpath)
8174                 {
8175                 case RENDERPATH_GL20:
8176                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8177                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
8178                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
8179                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
8180                         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]);
8181                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8182                         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]);
8183                         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]);
8184                         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]);
8185                         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]);
8186                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
8187                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8188                         break;
8189                 case RENDERPATH_CGGL:
8190 #ifdef SUPPORTCG
8191                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8192                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
8193                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
8194                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
8195                         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
8196                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8197                         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
8198                         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
8199                         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
8200                         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
8201                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
8202                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8203 #endif
8204                         break;
8205                 default:
8206                         break;
8207                 }
8208                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8209                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8210                 break;
8211         case RENDERPATH_GL13:
8212         case RENDERPATH_GL11:
8213                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8214                 {
8215                         // apply a color tint to the whole view
8216                         R_ResetViewRendering2D();
8217                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8218                         R_Mesh_ColorPointer(NULL, 0, 0);
8219                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8220                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8221                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8222                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8223                 }
8224                 break;
8225         }
8226 }
8227
8228 matrix4x4_t r_waterscrollmatrix;
8229
8230 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8231 {
8232         if (r_refdef.fog_density)
8233         {
8234                 r_refdef.fogcolor[0] = r_refdef.fog_red;
8235                 r_refdef.fogcolor[1] = r_refdef.fog_green;
8236                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8237
8238                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8239                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8240                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8241                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8242
8243                 {
8244                         vec3_t fogvec;
8245                         VectorCopy(r_refdef.fogcolor, fogvec);
8246                         //   color.rgb *= ContrastBoost * SceneBrightness;
8247                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8248                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8249                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8250                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8251                 }
8252         }
8253 }
8254
8255 void R_UpdateVariables(void)
8256 {
8257         R_Textures_Frame();
8258
8259         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8260
8261         r_refdef.farclip = r_farclip_base.value;
8262         if (r_refdef.scene.worldmodel)
8263                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8264         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8265
8266         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8267                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8268         r_refdef.polygonfactor = 0;
8269         r_refdef.polygonoffset = 0;
8270         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8271         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8272
8273         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8274         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8275         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8276         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8277         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8278         if (r_showsurfaces.integer)
8279         {
8280                 r_refdef.scene.rtworld = false;
8281                 r_refdef.scene.rtworldshadows = false;
8282                 r_refdef.scene.rtdlight = false;
8283                 r_refdef.scene.rtdlightshadows = false;
8284                 r_refdef.lightmapintensity = 0;
8285         }
8286
8287         if (gamemode == GAME_NEHAHRA)
8288         {
8289                 if (gl_fogenable.integer)
8290                 {
8291                         r_refdef.oldgl_fogenable = true;
8292                         r_refdef.fog_density = gl_fogdensity.value;
8293                         r_refdef.fog_red = gl_fogred.value;
8294                         r_refdef.fog_green = gl_foggreen.value;
8295                         r_refdef.fog_blue = gl_fogblue.value;
8296                         r_refdef.fog_alpha = 1;
8297                         r_refdef.fog_start = 0;
8298                         r_refdef.fog_end = gl_skyclip.value;
8299                         r_refdef.fog_height = 1<<30;
8300                         r_refdef.fog_fadedepth = 128;
8301                 }
8302                 else if (r_refdef.oldgl_fogenable)
8303                 {
8304                         r_refdef.oldgl_fogenable = false;
8305                         r_refdef.fog_density = 0;
8306                         r_refdef.fog_red = 0;
8307                         r_refdef.fog_green = 0;
8308                         r_refdef.fog_blue = 0;
8309                         r_refdef.fog_alpha = 0;
8310                         r_refdef.fog_start = 0;
8311                         r_refdef.fog_end = 0;
8312                         r_refdef.fog_height = 1<<30;
8313                         r_refdef.fog_fadedepth = 128;
8314                 }
8315         }
8316
8317         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8318         r_refdef.fog_start = max(0, r_refdef.fog_start);
8319         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8320
8321         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8322
8323         if (r_refdef.fog_density && r_drawfog.integer)
8324         {
8325                 r_refdef.fogenabled = true;
8326                 // this is the point where the fog reaches 0.9986 alpha, which we
8327                 // consider a good enough cutoff point for the texture
8328                 // (0.9986 * 256 == 255.6)
8329                 if (r_fog_exp2.integer)
8330                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8331                 else
8332                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8333                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8334                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8335                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8336                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8337                         R_BuildFogHeightTexture();
8338                 // fog color was already set
8339                 // update the fog texture
8340                 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)
8341                         R_BuildFogTexture();
8342                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8343                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8344         }
8345         else
8346                 r_refdef.fogenabled = false;
8347
8348         switch(vid.renderpath)
8349         {
8350         case RENDERPATH_GL20:
8351         case RENDERPATH_CGGL:
8352                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8353                 {
8354                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8355                         {
8356                                 // build GLSL gamma texture
8357 #define RAMPWIDTH 256
8358                                 unsigned short ramp[RAMPWIDTH * 3];
8359                                 unsigned char rampbgr[RAMPWIDTH][4];
8360                                 int i;
8361
8362                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8363
8364                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8365                                 for(i = 0; i < RAMPWIDTH; ++i)
8366                                 {
8367                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8368                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8369                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8370                                         rampbgr[i][3] = 0;
8371                                 }
8372                                 if (r_texture_gammaramps)
8373                                 {
8374                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8375                                 }
8376                                 else
8377                                 {
8378                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
8379                                 }
8380                         }
8381                 }
8382                 else
8383                 {
8384                         // remove GLSL gamma texture
8385                 }
8386                 break;
8387         case RENDERPATH_GL13:
8388         case RENDERPATH_GL11:
8389                 break;
8390         }
8391 }
8392
8393 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8394 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8395 /*
8396 ================
8397 R_SelectScene
8398 ================
8399 */
8400 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8401         if( scenetype != r_currentscenetype ) {
8402                 // store the old scenetype
8403                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8404                 r_currentscenetype = scenetype;
8405                 // move in the new scene
8406                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8407         }
8408 }
8409
8410 /*
8411 ================
8412 R_GetScenePointer
8413 ================
8414 */
8415 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8416 {
8417         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8418         if( scenetype == r_currentscenetype ) {
8419                 return &r_refdef.scene;
8420         } else {
8421                 return &r_scenes_store[ scenetype ];
8422         }
8423 }
8424
8425 /*
8426 ================
8427 R_RenderView
8428 ================
8429 */
8430 void R_RenderView(void)
8431 {
8432         if (r_timereport_active)
8433                 R_TimeReport("start");
8434         r_textureframe++; // used only by R_GetCurrentTexture
8435         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8436
8437         if (!r_drawentities.integer)
8438                 r_refdef.scene.numentities = 0;
8439
8440         R_AnimCache_ClearCache();
8441         R_FrameData_NewFrame();
8442
8443         if (r_refdef.view.isoverlay)
8444         {
8445                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8446                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8447                 R_TimeReport("depthclear");
8448
8449                 r_refdef.view.showdebug = false;
8450
8451                 r_waterstate.enabled = false;
8452                 r_waterstate.numwaterplanes = 0;
8453
8454                 R_RenderScene();
8455
8456                 CHECKGLERROR
8457                 return;
8458         }
8459
8460         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8461                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8462
8463         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8464
8465         R_RenderView_UpdateViewVectors();
8466
8467         R_Shadow_UpdateWorldLightSelection();
8468
8469         R_Bloom_StartFrame();
8470         R_Water_StartFrame();
8471
8472         CHECKGLERROR
8473         if (r_timereport_active)
8474                 R_TimeReport("viewsetup");
8475
8476         R_ResetViewRendering3D();
8477
8478         if (r_refdef.view.clear || r_refdef.fogenabled)
8479         {
8480                 R_ClearScreen(r_refdef.fogenabled);
8481                 if (r_timereport_active)
8482                         R_TimeReport("viewclear");
8483         }
8484         r_refdef.view.clear = true;
8485
8486         // this produces a bloom texture to be used in R_BlendView() later
8487         if (r_hdr.integer && r_bloomstate.bloomwidth)
8488         {
8489                 R_HDR_RenderBloomTexture();
8490                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8491                 r_textureframe++; // used only by R_GetCurrentTexture
8492         }
8493
8494         r_refdef.view.showdebug = true;
8495
8496         R_View_Update();
8497         if (r_timereport_active)
8498                 R_TimeReport("visibility");
8499
8500         r_waterstate.numwaterplanes = 0;
8501         if (r_waterstate.enabled)
8502                 R_RenderWaterPlanes();
8503
8504         R_RenderScene();
8505         r_waterstate.numwaterplanes = 0;
8506
8507         R_BlendView();
8508         if (r_timereport_active)
8509                 R_TimeReport("blendview");
8510
8511         GL_Scissor(0, 0, vid.width, vid.height);
8512         GL_ScissorTest(false);
8513         CHECKGLERROR
8514 }
8515
8516 void R_RenderWaterPlanes(void)
8517 {
8518         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8519         {
8520                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8521                 if (r_timereport_active)
8522                         R_TimeReport("waterworld");
8523         }
8524
8525         // don't let sound skip if going slow
8526         if (r_refdef.scene.extraupdate)
8527                 S_ExtraUpdate ();
8528
8529         R_DrawModelsAddWaterPlanes();
8530         if (r_timereport_active)
8531                 R_TimeReport("watermodels");
8532
8533         if (r_waterstate.numwaterplanes)
8534         {
8535                 R_Water_ProcessPlanes();
8536                 if (r_timereport_active)
8537                         R_TimeReport("waterscenes");
8538         }
8539 }
8540
8541 extern void R_DrawLightningBeams (void);
8542 extern void VM_CL_AddPolygonsToMeshQueue (void);
8543 extern void R_DrawPortals (void);
8544 extern cvar_t cl_locs_show;
8545 static void R_DrawLocs(void);
8546 static void R_DrawEntityBBoxes(void);
8547 static void R_DrawModelDecals(void);
8548 extern void R_DrawModelShadows(void);
8549 extern void R_DrawModelShadowMaps(void);
8550 extern cvar_t cl_decals_newsystem;
8551 extern qboolean r_shadow_usingdeferredprepass;
8552 void R_RenderScene(void)
8553 {
8554         qboolean shadowmapping = false;
8555
8556         if (r_timereport_active)
8557                 R_TimeReport("beginscene");
8558
8559         r_refdef.stats.renders++;
8560
8561         R_UpdateFogColor();
8562
8563         // don't let sound skip if going slow
8564         if (r_refdef.scene.extraupdate)
8565                 S_ExtraUpdate ();
8566
8567         R_MeshQueue_BeginScene();
8568
8569         R_SkyStartFrame();
8570
8571         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);
8572
8573         if (r_timereport_active)
8574                 R_TimeReport("skystartframe");
8575
8576         if (cl.csqc_vidvars.drawworld)
8577         {
8578                 // don't let sound skip if going slow
8579                 if (r_refdef.scene.extraupdate)
8580                         S_ExtraUpdate ();
8581
8582                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8583                 {
8584                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8585                         if (r_timereport_active)
8586                                 R_TimeReport("worldsky");
8587                 }
8588
8589                 if (R_DrawBrushModelsSky() && r_timereport_active)
8590                         R_TimeReport("bmodelsky");
8591
8592                 if (skyrendermasked && skyrenderlater)
8593                 {
8594                         // we have to force off the water clipping plane while rendering sky
8595                         R_SetupView(false);
8596                         R_Sky();
8597                         R_SetupView(true);
8598                         if (r_timereport_active)
8599                                 R_TimeReport("sky");
8600                 }
8601         }
8602
8603         R_AnimCache_CacheVisibleEntities();
8604         if (r_timereport_active)
8605                 R_TimeReport("animation");
8606
8607         R_Shadow_PrepareLights();
8608         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8609                 R_Shadow_PrepareModelShadows();
8610         if (r_timereport_active)
8611                 R_TimeReport("preparelights");
8612
8613         if (R_Shadow_ShadowMappingEnabled())
8614                 shadowmapping = true;
8615
8616         if (r_shadow_usingdeferredprepass)
8617                 R_Shadow_DrawPrepass();
8618
8619         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8620         {
8621                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8622                 if (r_timereport_active)
8623                         R_TimeReport("worlddepth");
8624         }
8625         if (r_depthfirst.integer >= 2)
8626         {
8627                 R_DrawModelsDepth();
8628                 if (r_timereport_active)
8629                         R_TimeReport("modeldepth");
8630         }
8631
8632         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8633         {
8634                 R_DrawModelShadowMaps();
8635                 R_ResetViewRendering3D();
8636                 // don't let sound skip if going slow
8637                 if (r_refdef.scene.extraupdate)
8638                         S_ExtraUpdate ();
8639         }
8640
8641         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8642         {
8643                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8644                 if (r_timereport_active)
8645                         R_TimeReport("world");
8646         }
8647
8648         // don't let sound skip if going slow
8649         if (r_refdef.scene.extraupdate)
8650                 S_ExtraUpdate ();
8651
8652         R_DrawModels();
8653         if (r_timereport_active)
8654                 R_TimeReport("models");
8655
8656         // don't let sound skip if going slow
8657         if (r_refdef.scene.extraupdate)
8658                 S_ExtraUpdate ();
8659
8660         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8661         {
8662                 R_DrawModelShadows();
8663                 R_ResetViewRendering3D();
8664                 // don't let sound skip if going slow
8665                 if (r_refdef.scene.extraupdate)
8666                         S_ExtraUpdate ();
8667         }
8668
8669         if (!r_shadow_usingdeferredprepass)
8670         {
8671                 R_Shadow_DrawLights();
8672                 if (r_timereport_active)
8673                         R_TimeReport("rtlights");
8674         }
8675
8676         // don't let sound skip if going slow
8677         if (r_refdef.scene.extraupdate)
8678                 S_ExtraUpdate ();
8679
8680         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8681         {
8682                 R_DrawModelShadows();
8683                 R_ResetViewRendering3D();
8684                 // don't let sound skip if going slow
8685                 if (r_refdef.scene.extraupdate)
8686                         S_ExtraUpdate ();
8687         }
8688
8689         if (cl.csqc_vidvars.drawworld)
8690         {
8691                 if (cl_decals_newsystem.integer)
8692                 {
8693                         R_DrawModelDecals();
8694                         if (r_timereport_active)
8695                                 R_TimeReport("modeldecals");
8696                 }
8697                 else
8698                 {
8699                         R_DrawDecals();
8700                         if (r_timereport_active)
8701                                 R_TimeReport("decals");
8702                 }
8703
8704                 R_DrawParticles();
8705                 if (r_timereport_active)
8706                         R_TimeReport("particles");
8707
8708                 R_DrawExplosions();
8709                 if (r_timereport_active)
8710                         R_TimeReport("explosions");
8711
8712                 R_DrawLightningBeams();
8713                 if (r_timereport_active)
8714                         R_TimeReport("lightning");
8715         }
8716
8717         VM_CL_AddPolygonsToMeshQueue();
8718
8719         if (r_refdef.view.showdebug)
8720         {
8721                 if (cl_locs_show.integer)
8722                 {
8723                         R_DrawLocs();
8724                         if (r_timereport_active)
8725                                 R_TimeReport("showlocs");
8726                 }
8727
8728                 if (r_drawportals.integer)
8729                 {
8730                         R_DrawPortals();
8731                         if (r_timereport_active)
8732                                 R_TimeReport("portals");
8733                 }
8734
8735                 if (r_showbboxes.value > 0)
8736                 {
8737                         R_DrawEntityBBoxes();
8738                         if (r_timereport_active)
8739                                 R_TimeReport("bboxes");
8740                 }
8741         }
8742
8743         R_MeshQueue_RenderTransparent();
8744         if (r_timereport_active)
8745                 R_TimeReport("drawtrans");
8746
8747         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))
8748         {
8749                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8750                 if (r_timereport_active)
8751                         R_TimeReport("worlddebug");
8752                 R_DrawModelsDebug();
8753                 if (r_timereport_active)
8754                         R_TimeReport("modeldebug");
8755         }
8756
8757         if (cl.csqc_vidvars.drawworld)
8758         {
8759                 R_Shadow_DrawCoronas();
8760                 if (r_timereport_active)
8761                         R_TimeReport("coronas");
8762         }
8763
8764         // don't let sound skip if going slow
8765         if (r_refdef.scene.extraupdate)
8766                 S_ExtraUpdate ();
8767
8768         R_ResetViewRendering2D();
8769 }
8770
8771 static const unsigned short bboxelements[36] =
8772 {
8773         5, 1, 3, 5, 3, 7,
8774         6, 2, 0, 6, 0, 4,
8775         7, 3, 2, 7, 2, 6,
8776         4, 0, 1, 4, 1, 5,
8777         4, 5, 7, 4, 7, 6,
8778         1, 0, 2, 1, 2, 3,
8779 };
8780
8781 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8782 {
8783         int i;
8784         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8785
8786         RSurf_ActiveWorldEntity();
8787
8788         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8789         GL_DepthMask(false);
8790         GL_DepthRange(0, 1);
8791         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8792         R_Mesh_ResetTextureState();
8793
8794         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8795         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8796         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8797         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8798         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8799         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8800         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8801         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8802         R_FillColors(color4f, 8, cr, cg, cb, ca);
8803         if (r_refdef.fogenabled)
8804         {
8805                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8806                 {
8807                         f1 = RSurf_FogVertex(v);
8808                         f2 = 1 - f1;
8809                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8810                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8811                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8812                 }
8813         }
8814         R_Mesh_VertexPointer(vertex3f, 0, 0);
8815         R_Mesh_ColorPointer(color4f, 0, 0);
8816         R_Mesh_ResetTextureState();
8817         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8818         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8819 }
8820
8821 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8822 {
8823         int i;
8824         float color[4];
8825         prvm_edict_t *edict;
8826         prvm_prog_t *prog_save = prog;
8827
8828         // this function draws bounding boxes of server entities
8829         if (!sv.active)
8830                 return;
8831
8832         GL_CullFace(GL_NONE);
8833         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8834
8835         prog = 0;
8836         SV_VM_Begin();
8837         for (i = 0;i < numsurfaces;i++)
8838         {
8839                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8840                 switch ((int)edict->fields.server->solid)
8841                 {
8842                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8843                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8844                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8845                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8846                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8847                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8848                 }
8849                 color[3] *= r_showbboxes.value;
8850                 color[3] = bound(0, color[3], 1);
8851                 GL_DepthTest(!r_showdisabledepthtest.integer);
8852                 GL_CullFace(r_refdef.view.cullface_front);
8853                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8854         }
8855         SV_VM_End();
8856         prog = prog_save;
8857 }
8858
8859 static void R_DrawEntityBBoxes(void)
8860 {
8861         int i;
8862         prvm_edict_t *edict;
8863         vec3_t center;
8864         prvm_prog_t *prog_save = prog;
8865
8866         // this function draws bounding boxes of server entities
8867         if (!sv.active)
8868                 return;
8869
8870         prog = 0;
8871         SV_VM_Begin();
8872         for (i = 0;i < prog->num_edicts;i++)
8873         {
8874                 edict = PRVM_EDICT_NUM(i);
8875                 if (edict->priv.server->free)
8876                         continue;
8877                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8878                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8879                         continue;
8880                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8881                         continue;
8882                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8883                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8884         }
8885         SV_VM_End();
8886         prog = prog_save;
8887 }
8888
8889 static const int nomodelelement3i[24] =
8890 {
8891         5, 2, 0,
8892         5, 1, 2,
8893         5, 0, 3,
8894         5, 3, 1,
8895         0, 2, 4,
8896         2, 1, 4,
8897         3, 0, 4,
8898         1, 3, 4
8899 };
8900
8901 static const unsigned short nomodelelement3s[24] =
8902 {
8903         5, 2, 0,
8904         5, 1, 2,
8905         5, 0, 3,
8906         5, 3, 1,
8907         0, 2, 4,
8908         2, 1, 4,
8909         3, 0, 4,
8910         1, 3, 4
8911 };
8912
8913 static const float nomodelvertex3f[6*3] =
8914 {
8915         -16,   0,   0,
8916          16,   0,   0,
8917           0, -16,   0,
8918           0,  16,   0,
8919           0,   0, -16,
8920           0,   0,  16
8921 };
8922
8923 static const float nomodelcolor4f[6*4] =
8924 {
8925         0.0f, 0.0f, 0.5f, 1.0f,
8926         0.0f, 0.0f, 0.5f, 1.0f,
8927         0.0f, 0.5f, 0.0f, 1.0f,
8928         0.0f, 0.5f, 0.0f, 1.0f,
8929         0.5f, 0.0f, 0.0f, 1.0f,
8930         0.5f, 0.0f, 0.0f, 1.0f
8931 };
8932
8933 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8934 {
8935         int i;
8936         float f1, f2, *c;
8937         float color4f[6*4];
8938
8939         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);
8940
8941         // this is only called once per entity so numsurfaces is always 1, and
8942         // surfacelist is always {0}, so this code does not handle batches
8943
8944         if (rsurface.ent_flags & RENDER_ADDITIVE)
8945         {
8946                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8947                 GL_DepthMask(false);
8948         }
8949         else if (rsurface.colormod[3] < 1)
8950         {
8951                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8952                 GL_DepthMask(false);
8953         }
8954         else
8955         {
8956                 GL_BlendFunc(GL_ONE, GL_ZERO);
8957                 GL_DepthMask(true);
8958         }
8959         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8960         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8961         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8962         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8963         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8964         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8965         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8966         R_Mesh_ColorPointer(color4f, 0, 0);
8967         for (i = 0, c = color4f;i < 6;i++, c += 4)
8968         {
8969                 c[0] *= rsurface.colormod[0];
8970                 c[1] *= rsurface.colormod[1];
8971                 c[2] *= rsurface.colormod[2];
8972                 c[3] *= rsurface.colormod[3];
8973         }
8974         if (r_refdef.fogenabled)
8975         {
8976                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8977                 {
8978                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8979                         f2 = 1 - f1;
8980                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8981                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8982                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8983                 }
8984         }
8985         R_Mesh_ResetTextureState();
8986         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8987 }
8988
8989 void R_DrawNoModel(entity_render_t *ent)
8990 {
8991         vec3_t org;
8992         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8993         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8994                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8995         else
8996                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
8997 }
8998
8999 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9000 {
9001         vec3_t right1, right2, diff, normal;
9002
9003         VectorSubtract (org2, org1, normal);
9004
9005         // calculate 'right' vector for start
9006         VectorSubtract (r_refdef.view.origin, org1, diff);
9007         CrossProduct (normal, diff, right1);
9008         VectorNormalize (right1);
9009
9010         // calculate 'right' vector for end
9011         VectorSubtract (r_refdef.view.origin, org2, diff);
9012         CrossProduct (normal, diff, right2);
9013         VectorNormalize (right2);
9014
9015         vert[ 0] = org1[0] + width * right1[0];
9016         vert[ 1] = org1[1] + width * right1[1];
9017         vert[ 2] = org1[2] + width * right1[2];
9018         vert[ 3] = org1[0] - width * right1[0];
9019         vert[ 4] = org1[1] - width * right1[1];
9020         vert[ 5] = org1[2] - width * right1[2];
9021         vert[ 6] = org2[0] - width * right2[0];
9022         vert[ 7] = org2[1] - width * right2[1];
9023         vert[ 8] = org2[2] - width * right2[2];
9024         vert[ 9] = org2[0] + width * right2[0];
9025         vert[10] = org2[1] + width * right2[1];
9026         vert[11] = org2[2] + width * right2[2];
9027 }
9028
9029 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)
9030 {
9031         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9032         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9033         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9034         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9035         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9036         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9037         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9038         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9039         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9040         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9041         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9042         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9043 }
9044
9045 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9046 {
9047         int i;
9048         float *vertex3f;
9049         float v[3];
9050         VectorSet(v, x, y, z);
9051         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9052                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9053                         break;
9054         if (i == mesh->numvertices)
9055         {
9056                 if (mesh->numvertices < mesh->maxvertices)
9057                 {
9058                         VectorCopy(v, vertex3f);
9059                         mesh->numvertices++;
9060                 }
9061                 return mesh->numvertices;
9062         }
9063         else
9064                 return i;
9065 }
9066
9067 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9068 {
9069         int i;
9070         int *e, element[3];
9071         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9072         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9073         e = mesh->element3i + mesh->numtriangles * 3;
9074         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9075         {
9076                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9077                 if (mesh->numtriangles < mesh->maxtriangles)
9078                 {
9079                         *e++ = element[0];
9080                         *e++ = element[1];
9081                         *e++ = element[2];
9082                         mesh->numtriangles++;
9083                 }
9084                 element[1] = element[2];
9085         }
9086 }
9087
9088 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9089 {
9090         int i;
9091         int *e, element[3];
9092         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9093         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9094         e = mesh->element3i + mesh->numtriangles * 3;
9095         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9096         {
9097                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9098                 if (mesh->numtriangles < mesh->maxtriangles)
9099                 {
9100                         *e++ = element[0];
9101                         *e++ = element[1];
9102                         *e++ = element[2];
9103                         mesh->numtriangles++;
9104                 }
9105                 element[1] = element[2];
9106         }
9107 }
9108
9109 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9110 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9111 {
9112         int planenum, planenum2;
9113         int w;
9114         int tempnumpoints;
9115         mplane_t *plane, *plane2;
9116         double maxdist;
9117         double temppoints[2][256*3];
9118         // figure out how large a bounding box we need to properly compute this brush
9119         maxdist = 0;
9120         for (w = 0;w < numplanes;w++)
9121                 maxdist = max(maxdist, fabs(planes[w].dist));
9122         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9123         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9124         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9125         {
9126                 w = 0;
9127                 tempnumpoints = 4;
9128                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9129                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9130                 {
9131                         if (planenum2 == planenum)
9132                                 continue;
9133                         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);
9134                         w = !w;
9135                 }
9136                 if (tempnumpoints < 3)
9137                         continue;
9138                 // generate elements forming a triangle fan for this polygon
9139                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9140         }
9141 }
9142
9143 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)
9144 {
9145         texturelayer_t *layer;
9146         layer = t->currentlayers + t->currentnumlayers++;
9147         layer->type = type;
9148         layer->depthmask = depthmask;
9149         layer->blendfunc1 = blendfunc1;
9150         layer->blendfunc2 = blendfunc2;
9151         layer->texture = texture;
9152         layer->texmatrix = *matrix;
9153         layer->color[0] = r;
9154         layer->color[1] = g;
9155         layer->color[2] = b;
9156         layer->color[3] = a;
9157 }
9158
9159 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9160 {
9161         if(parms[0] == 0 && parms[1] == 0)
9162                 return false;
9163         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9164                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9165                         return false;
9166         return true;
9167 }
9168
9169 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9170 {
9171         double index, f;
9172         index = parms[2] + r_refdef.scene.time * parms[3];
9173         index -= floor(index);
9174         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9175         {
9176         default:
9177         case Q3WAVEFUNC_NONE:
9178         case Q3WAVEFUNC_NOISE:
9179         case Q3WAVEFUNC_COUNT:
9180                 f = 0;
9181                 break;
9182         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9183         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9184         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9185         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9186         case Q3WAVEFUNC_TRIANGLE:
9187                 index *= 4;
9188                 f = index - floor(index);
9189                 if (index < 1)
9190                         f = f;
9191                 else if (index < 2)
9192                         f = 1 - f;
9193                 else if (index < 3)
9194                         f = -f;
9195                 else
9196                         f = -(1 - f);
9197                 break;
9198         }
9199         f = parms[0] + parms[1] * f;
9200         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9201                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9202         return (float) f;
9203 }
9204
9205 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9206 {
9207         int w, h, idx;
9208         float f;
9209         float tcmat[12];
9210         matrix4x4_t matrix, temp;
9211         switch(tcmod->tcmod)
9212         {
9213                 case Q3TCMOD_COUNT:
9214                 case Q3TCMOD_NONE:
9215                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9216                                 matrix = r_waterscrollmatrix;
9217                         else
9218                                 matrix = identitymatrix;
9219                         break;
9220                 case Q3TCMOD_ENTITYTRANSLATE:
9221                         // this is used in Q3 to allow the gamecode to control texcoord
9222                         // scrolling on the entity, which is not supported in darkplaces yet.
9223                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9224                         break;
9225                 case Q3TCMOD_ROTATE:
9226                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9227                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9228                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9229                         break;
9230                 case Q3TCMOD_SCALE:
9231                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9232                         break;
9233                 case Q3TCMOD_SCROLL:
9234                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9235                         break;
9236                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9237                         w = (int) tcmod->parms[0];
9238                         h = (int) tcmod->parms[1];
9239                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9240                         f = f - floor(f);
9241                         idx = (int) floor(f * w * h);
9242                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9243                         break;
9244                 case Q3TCMOD_STRETCH:
9245                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9246                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9247                         break;
9248                 case Q3TCMOD_TRANSFORM:
9249                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
9250                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
9251                         VectorSet(tcmat +  6, 0                   , 0                , 1);
9252                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
9253                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9254                         break;
9255                 case Q3TCMOD_TURBULENT:
9256                         // this is handled in the RSurf_PrepareVertices function
9257                         matrix = identitymatrix;
9258                         break;
9259         }
9260         temp = *texmatrix;
9261         Matrix4x4_Concat(texmatrix, &matrix, &temp);
9262 }
9263
9264 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9265 {
9266         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9267         char name[MAX_QPATH];
9268         skinframe_t *skinframe;
9269         unsigned char pixels[296*194];
9270         strlcpy(cache->name, skinname, sizeof(cache->name));
9271         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9272         if (developer_loading.integer)
9273                 Con_Printf("loading %s\n", name);
9274         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9275         if (!skinframe || !skinframe->base)
9276         {
9277                 unsigned char *f;
9278                 fs_offset_t filesize;
9279                 skinframe = NULL;
9280                 f = FS_LoadFile(name, tempmempool, true, &filesize);
9281                 if (f)
9282                 {
9283                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9284                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9285                         Mem_Free(f);
9286                 }
9287         }
9288         cache->skinframe = skinframe;
9289 }
9290
9291 texture_t *R_GetCurrentTexture(texture_t *t)
9292 {
9293         int i;
9294         const entity_render_t *ent = rsurface.entity;
9295         dp_model_t *model = ent->model;
9296         q3shaderinfo_layer_tcmod_t *tcmod;
9297
9298         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9299                 return t->currentframe;
9300         t->update_lastrenderframe = r_textureframe;
9301         t->update_lastrenderentity = (void *)ent;
9302
9303         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9304                 t->camera_entity = ent->entitynumber;
9305         else
9306                 t->camera_entity = 0;
9307
9308         // switch to an alternate material if this is a q1bsp animated material
9309         {
9310                 texture_t *texture = t;
9311                 int s = rsurface.ent_skinnum;
9312                 if ((unsigned int)s >= (unsigned int)model->numskins)
9313                         s = 0;
9314                 if (model->skinscenes)
9315                 {
9316                         if (model->skinscenes[s].framecount > 1)
9317                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9318                         else
9319                                 s = model->skinscenes[s].firstframe;
9320                 }
9321                 if (s > 0)
9322                         t = t + s * model->num_surfaces;
9323                 if (t->animated)
9324                 {
9325                         // use an alternate animation if the entity's frame is not 0,
9326                         // and only if the texture has an alternate animation
9327                         if (rsurface.ent_alttextures && t->anim_total[1])
9328                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9329                         else
9330                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9331                 }
9332                 texture->currentframe = t;
9333         }
9334
9335         // update currentskinframe to be a qw skin or animation frame
9336         if (rsurface.ent_qwskin >= 0)
9337         {
9338                 i = rsurface.ent_qwskin;
9339                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9340                 {
9341                         r_qwskincache_size = cl.maxclients;
9342                         if (r_qwskincache)
9343                                 Mem_Free(r_qwskincache);
9344                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9345                 }
9346                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9347                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9348                 t->currentskinframe = r_qwskincache[i].skinframe;
9349                 if (t->currentskinframe == NULL)
9350                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9351         }
9352         else if (t->numskinframes >= 2)
9353                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9354         if (t->backgroundnumskinframes >= 2)
9355                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9356
9357         t->currentmaterialflags = t->basematerialflags;
9358         t->currentalpha = rsurface.colormod[3];
9359         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9360                 t->currentalpha *= r_wateralpha.value;
9361         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9362                 t->currentalpha *= t->r_water_wateralpha;
9363         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9364                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9365         if (!(rsurface.ent_flags & RENDER_LIGHT))
9366                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9367         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9368         {
9369                 // pick a model lighting mode
9370                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9371                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9372                 else
9373                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9374         }
9375         if (rsurface.ent_flags & RENDER_ADDITIVE)
9376                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9377         else if (t->currentalpha < 1)
9378                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9379         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9380                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9381         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9382                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9383         if (t->backgroundnumskinframes)
9384                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9385         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9386         {
9387                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9388                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9389         }
9390         else
9391                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9392         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9393                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9394
9395         // there is no tcmod
9396         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9397         {
9398                 t->currenttexmatrix = r_waterscrollmatrix;
9399                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9400         }
9401         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9402         {
9403                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9404                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9405         }
9406
9407         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9408                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9409         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9410                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9411
9412         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9413         if (t->currentskinframe->qpixels)
9414                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9415         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9416         if (!t->basetexture)
9417                 t->basetexture = r_texture_notexture;
9418         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9419         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9420         t->nmaptexture = t->currentskinframe->nmap;
9421         if (!t->nmaptexture)
9422                 t->nmaptexture = r_texture_blanknormalmap;
9423         t->glosstexture = r_texture_black;
9424         t->glowtexture = t->currentskinframe->glow;
9425         t->fogtexture = t->currentskinframe->fog;
9426         t->reflectmasktexture = t->currentskinframe->reflect;
9427         if (t->backgroundnumskinframes)
9428         {
9429                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9430                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9431                 t->backgroundglosstexture = r_texture_black;
9432                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9433                 if (!t->backgroundnmaptexture)
9434                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9435         }
9436         else
9437         {
9438                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9439                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9440                 t->backgroundglosstexture = r_texture_black;
9441                 t->backgroundglowtexture = NULL;
9442         }
9443         t->specularpower = r_shadow_glossexponent.value;
9444         // TODO: store reference values for these in the texture?
9445         t->specularscale = 0;
9446         if (r_shadow_gloss.integer > 0)
9447         {
9448                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9449                 {
9450                         if (r_shadow_glossintensity.value > 0)
9451                         {
9452                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9453                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9454                                 t->specularscale = r_shadow_glossintensity.value;
9455                         }
9456                 }
9457                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9458                 {
9459                         t->glosstexture = r_texture_white;
9460                         t->backgroundglosstexture = r_texture_white;
9461                         t->specularscale = r_shadow_gloss2intensity.value;
9462                         t->specularpower = r_shadow_gloss2exponent.value;
9463                 }
9464         }
9465         t->specularscale *= t->specularscalemod;
9466         t->specularpower *= t->specularpowermod;
9467
9468         // lightmaps mode looks bad with dlights using actual texturing, so turn
9469         // off the colormap and glossmap, but leave the normalmap on as it still
9470         // accurately represents the shading involved
9471         if (gl_lightmaps.integer)
9472         {
9473                 t->basetexture = r_texture_grey128;
9474                 t->pantstexture = r_texture_black;
9475                 t->shirttexture = r_texture_black;
9476                 t->nmaptexture = r_texture_blanknormalmap;
9477                 t->glosstexture = r_texture_black;
9478                 t->glowtexture = NULL;
9479                 t->fogtexture = NULL;
9480                 t->reflectmasktexture = NULL;
9481                 t->backgroundbasetexture = NULL;
9482                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9483                 t->backgroundglosstexture = r_texture_black;
9484                 t->backgroundglowtexture = NULL;
9485                 t->specularscale = 0;
9486                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9487         }
9488
9489         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9490         VectorClear(t->dlightcolor);
9491         t->currentnumlayers = 0;
9492         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9493         {
9494                 int blendfunc1, blendfunc2;
9495                 qboolean depthmask;
9496                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9497                 {
9498                         blendfunc1 = GL_SRC_ALPHA;
9499                         blendfunc2 = GL_ONE;
9500                 }
9501                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9502                 {
9503                         blendfunc1 = GL_SRC_ALPHA;
9504                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9505                 }
9506                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9507                 {
9508                         blendfunc1 = t->customblendfunc[0];
9509                         blendfunc2 = t->customblendfunc[1];
9510                 }
9511                 else
9512                 {
9513                         blendfunc1 = GL_ONE;
9514                         blendfunc2 = GL_ZERO;
9515                 }
9516                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9517                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9518                 {
9519                         // fullbright is not affected by r_refdef.lightmapintensity
9520                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
9521                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9522                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9523                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9524                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9525                 }
9526                 else
9527                 {
9528                         vec3_t ambientcolor;
9529                         float colorscale;
9530                         // set the color tint used for lights affecting this surface
9531                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9532                         colorscale = 2;
9533                         // q3bsp has no lightmap updates, so the lightstylevalue that
9534                         // would normally be baked into the lightmap must be
9535                         // applied to the color
9536                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9537                         if (model->type == mod_brushq3)
9538                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9539                         colorscale *= r_refdef.lightmapintensity;
9540                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9541                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9542                         // basic lit geometry
9543                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
9544                         // add pants/shirt if needed
9545                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9546                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
9547                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9548                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
9549                         // now add ambient passes if needed
9550                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9551                         {
9552                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
9553                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9554                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
9555                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9556                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
9557                         }
9558                 }
9559                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9560                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
9561                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9562                 {
9563                         // if this is opaque use alpha blend which will darken the earlier
9564                         // passes cheaply.
9565                         //
9566                         // if this is an alpha blended material, all the earlier passes
9567                         // were darkened by fog already, so we only need to add the fog
9568                         // color ontop through the fog mask texture
9569                         //
9570                         // if this is an additive blended material, all the earlier passes
9571                         // were darkened by fog already, and we should not add fog color
9572                         // (because the background was not darkened, there is no fog color
9573                         // that was lost behind it).
9574                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
9575                 }
9576         }
9577
9578         return t->currentframe;
9579 }
9580
9581 rsurfacestate_t rsurface;
9582
9583 void R_Mesh_ResizeArrays(int newvertices)
9584 {
9585         float *base;
9586         if (rsurface.array_size >= newvertices)
9587                 return;
9588         if (rsurface.array_modelvertex3f)
9589                 Mem_Free(rsurface.array_modelvertex3f);
9590         rsurface.array_size = (newvertices + 1023) & ~1023;
9591         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9592         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9593         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9594         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9595         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9596         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9597         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9598         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9599         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9600         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9601         rsurface.array_color4f           = base + rsurface.array_size * 27;
9602         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9603 }
9604
9605 void RSurf_ActiveWorldEntity(void)
9606 {
9607         dp_model_t *model = r_refdef.scene.worldmodel;
9608         //if (rsurface.entity == r_refdef.scene.worldentity)
9609         //      return;
9610         rsurface.entity = r_refdef.scene.worldentity;
9611         rsurface.skeleton = NULL;
9612         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9613         rsurface.ent_skinnum = 0;
9614         rsurface.ent_qwskin = -1;
9615         rsurface.ent_shadertime = 0;
9616         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9617         if (rsurface.array_size < model->surfmesh.num_vertices)
9618                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9619         rsurface.matrix = identitymatrix;
9620         rsurface.inversematrix = identitymatrix;
9621         rsurface.matrixscale = 1;
9622         rsurface.inversematrixscale = 1;
9623         R_EntityMatrix(&identitymatrix);
9624         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9625         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9626         rsurface.fograngerecip = r_refdef.fograngerecip;
9627         rsurface.fogheightfade = r_refdef.fogheightfade;
9628         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9629         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9630         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9631         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9632         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9633         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9634         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9635         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9636         rsurface.colormod[3] = 1;
9637         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);
9638         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9639         rsurface.frameblend[0].lerp = 1;
9640         rsurface.ent_alttextures = false;
9641         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9642         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9643         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9644         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9645         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9646         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9647         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9648         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9649         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9650         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9651         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9652         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9653         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9654         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9655         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9656         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9657         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9658         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9659         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9660         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9661         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9662         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9663         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9664         rsurface.modelelement3i = model->surfmesh.data_element3i;
9665         rsurface.modelelement3s = model->surfmesh.data_element3s;
9666         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9667         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9668         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9669         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9670         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9671         rsurface.modelsurfaces = model->data_surfaces;
9672         rsurface.generatedvertex = false;
9673         rsurface.vertex3f  = rsurface.modelvertex3f;
9674         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9675         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9676         rsurface.svector3f = rsurface.modelsvector3f;
9677         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9678         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9679         rsurface.tvector3f = rsurface.modeltvector3f;
9680         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9681         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9682         rsurface.normal3f  = rsurface.modelnormal3f;
9683         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9684         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9685         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9686 }
9687
9688 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9689 {
9690         dp_model_t *model = ent->model;
9691         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9692         //      return;
9693         rsurface.entity = (entity_render_t *)ent;
9694         rsurface.skeleton = ent->skeleton;
9695         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
9696         rsurface.ent_skinnum = ent->skinnum;
9697         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;
9698         rsurface.ent_shadertime = ent->shadertime;
9699         rsurface.ent_flags = ent->flags;
9700         if (rsurface.array_size < model->surfmesh.num_vertices)
9701                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9702         rsurface.matrix = ent->matrix;
9703         rsurface.inversematrix = ent->inversematrix;
9704         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9705         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9706         R_EntityMatrix(&rsurface.matrix);
9707         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9708         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9709         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9710         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9711         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9712         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9713         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9714         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9715         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9716         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9717         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9718         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9719         rsurface.colormod[3] = ent->alpha;
9720         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9721         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9722         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9723         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9724         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9725         if (ent->model->brush.submodel && !prepass)
9726         {
9727                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9728                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9729         }
9730         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9731         {
9732                 if (ent->animcache_vertex3f && !r_framedata_failed)
9733                 {
9734                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9735                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9736                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9737                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9738                 }
9739                 else if (wanttangents)
9740                 {
9741                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9742                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9743                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9744                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9745                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9746                 }
9747                 else if (wantnormals)
9748                 {
9749                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9750                         rsurface.modelsvector3f = NULL;
9751                         rsurface.modeltvector3f = NULL;
9752                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9753                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9754                 }
9755                 else
9756                 {
9757                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9758                         rsurface.modelsvector3f = NULL;
9759                         rsurface.modeltvector3f = NULL;
9760                         rsurface.modelnormal3f = NULL;
9761                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9762                 }
9763                 rsurface.modelvertex3f_bufferobject = 0;
9764                 rsurface.modelvertex3f_bufferoffset = 0;
9765                 rsurface.modelsvector3f_bufferobject = 0;
9766                 rsurface.modelsvector3f_bufferoffset = 0;
9767                 rsurface.modeltvector3f_bufferobject = 0;
9768                 rsurface.modeltvector3f_bufferoffset = 0;
9769                 rsurface.modelnormal3f_bufferobject = 0;
9770                 rsurface.modelnormal3f_bufferoffset = 0;
9771                 rsurface.generatedvertex = true;
9772         }
9773         else
9774         {
9775                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9776                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9777                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9778                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9779                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9780                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9781                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9782                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9783                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9784                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9785                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9786                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9787                 rsurface.generatedvertex = false;
9788         }
9789         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9790         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9791         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9792         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9793         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9794         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9795         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9796         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9797         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9798         rsurface.modelelement3i = model->surfmesh.data_element3i;
9799         rsurface.modelelement3s = model->surfmesh.data_element3s;
9800         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9801         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9802         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9803         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9804         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9805         rsurface.modelsurfaces = model->data_surfaces;
9806         rsurface.vertex3f  = rsurface.modelvertex3f;
9807         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9808         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9809         rsurface.svector3f = rsurface.modelsvector3f;
9810         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9811         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9812         rsurface.tvector3f = rsurface.modeltvector3f;
9813         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9814         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9815         rsurface.normal3f  = rsurface.modelnormal3f;
9816         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9817         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9818         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9819 }
9820
9821 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)
9822 {
9823         rsurface.entity = r_refdef.scene.worldentity;
9824         rsurface.skeleton = NULL;
9825         rsurface.ent_skinnum = 0;
9826         rsurface.ent_qwskin = -1;
9827         rsurface.ent_shadertime = shadertime;
9828         rsurface.ent_flags = entflags;
9829         rsurface.modelnum_vertices = numvertices;
9830         rsurface.modelnum_triangles = numtriangles;
9831         if (rsurface.array_size < rsurface.modelnum_vertices)
9832                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9833         rsurface.matrix = *matrix;
9834         rsurface.inversematrix = *inversematrix;
9835         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9836         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9837         R_EntityMatrix(&rsurface.matrix);
9838         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9839         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9840         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9841         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9842         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9843         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9844         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9845         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9846         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9847         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9848         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9849         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9850         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);
9851         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9852         rsurface.frameblend[0].lerp = 1;
9853         rsurface.ent_alttextures = false;
9854         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9855         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9856         if (wanttangents)
9857         {
9858                 rsurface.modelvertex3f = vertex3f;
9859                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9860                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9861                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9862         }
9863         else if (wantnormals)
9864         {
9865                 rsurface.modelvertex3f = vertex3f;
9866                 rsurface.modelsvector3f = NULL;
9867                 rsurface.modeltvector3f = NULL;
9868                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9869         }
9870         else
9871         {
9872                 rsurface.modelvertex3f = vertex3f;
9873                 rsurface.modelsvector3f = NULL;
9874                 rsurface.modeltvector3f = NULL;
9875                 rsurface.modelnormal3f = NULL;
9876         }
9877         rsurface.modelvertex3f_bufferobject = 0;
9878         rsurface.modelvertex3f_bufferoffset = 0;
9879         rsurface.modelsvector3f_bufferobject = 0;
9880         rsurface.modelsvector3f_bufferoffset = 0;
9881         rsurface.modeltvector3f_bufferobject = 0;
9882         rsurface.modeltvector3f_bufferoffset = 0;
9883         rsurface.modelnormal3f_bufferobject = 0;
9884         rsurface.modelnormal3f_bufferoffset = 0;
9885         rsurface.generatedvertex = true;
9886         rsurface.modellightmapcolor4f  = color4f;
9887         rsurface.modellightmapcolor4f_bufferobject = 0;
9888         rsurface.modellightmapcolor4f_bufferoffset = 0;
9889         rsurface.modeltexcoordtexture2f  = texcoord2f;
9890         rsurface.modeltexcoordtexture2f_bufferobject = 0;
9891         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9892         rsurface.modeltexcoordlightmap2f  = NULL;
9893         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9894         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9895         rsurface.modelelement3i = element3i;
9896         rsurface.modelelement3s = element3s;
9897         rsurface.modelelement3i_bufferobject = 0;
9898         rsurface.modelelement3s_bufferobject = 0;
9899         rsurface.modellightmapoffsets = NULL;
9900         rsurface.modelsurfaces = NULL;
9901         rsurface.vertex3f  = rsurface.modelvertex3f;
9902         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9903         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9904         rsurface.svector3f = rsurface.modelsvector3f;
9905         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9906         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9907         rsurface.tvector3f = rsurface.modeltvector3f;
9908         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9909         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9910         rsurface.normal3f  = rsurface.modelnormal3f;
9911         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9912         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9913         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9914
9915         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9916         {
9917                 if ((wantnormals || wanttangents) && !normal3f)
9918                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9919                 if (wanttangents && !svector3f)
9920                         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);
9921         }
9922 }
9923
9924 float RSurf_FogPoint(const float *v)
9925 {
9926         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9927         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9928         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9929         float FogHeightFade = r_refdef.fogheightfade;
9930         float fogfrac;
9931         unsigned int fogmasktableindex;
9932         if (r_refdef.fogplaneviewabove)
9933                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9934         else
9935                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9936         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9937         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9938 }
9939
9940 float RSurf_FogVertex(const float *v)
9941 {
9942         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9943         float FogPlaneViewDist = rsurface.fogplaneviewdist;
9944         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9945         float FogHeightFade = rsurface.fogheightfade;
9946         float fogfrac;
9947         unsigned int fogmasktableindex;
9948         if (r_refdef.fogplaneviewabove)
9949                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9950         else
9951                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9952         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9953         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9954 }
9955
9956 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9957 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9958 {
9959         int deformindex;
9960         int texturesurfaceindex;
9961         int i, j;
9962         float amplitude;
9963         float animpos;
9964         float scale;
9965         const float *v1, *in_tc;
9966         float *out_tc;
9967         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9968         float waveparms[4];
9969         q3shaderinfo_deform_t *deform;
9970         // 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
9971         if (rsurface.generatedvertex)
9972         {
9973                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9974                         generatenormals = true;
9975                 for (i = 0;i < Q3MAXDEFORMS;i++)
9976                 {
9977                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9978                         {
9979                                 generatetangents = true;
9980                                 generatenormals = true;
9981                         }
9982                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9983                                 generatenormals = true;
9984                 }
9985                 if (generatenormals && !rsurface.modelnormal3f)
9986                 {
9987                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9988                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9989                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9990                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9991                 }
9992                 if (generatetangents && !rsurface.modelsvector3f)
9993                 {
9994                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9995                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9996                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9997                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9998                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9999                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
10000                         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);
10001                 }
10002         }
10003         rsurface.vertex3f  = rsurface.modelvertex3f;
10004         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10005         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10006         rsurface.svector3f = rsurface.modelsvector3f;
10007         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10008         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10009         rsurface.tvector3f = rsurface.modeltvector3f;
10010         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10011         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10012         rsurface.normal3f  = rsurface.modelnormal3f;
10013         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10014         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10015         // if vertices are deformed (sprite flares and things in maps, possibly
10016         // water waves, bulges and other deformations), generate them into
10017         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
10018         // (may be static model data or generated data for an animated model, or
10019         //  the previous deform pass)
10020         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10021         {
10022                 switch (deform->deform)
10023                 {
10024                 default:
10025                 case Q3DEFORM_PROJECTIONSHADOW:
10026                 case Q3DEFORM_TEXT0:
10027                 case Q3DEFORM_TEXT1:
10028                 case Q3DEFORM_TEXT2:
10029                 case Q3DEFORM_TEXT3:
10030                 case Q3DEFORM_TEXT4:
10031                 case Q3DEFORM_TEXT5:
10032                 case Q3DEFORM_TEXT6:
10033                 case Q3DEFORM_TEXT7:
10034                 case Q3DEFORM_NONE:
10035                         break;
10036                 case Q3DEFORM_AUTOSPRITE:
10037                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10038                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10039                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10040                         VectorNormalize(newforward);
10041                         VectorNormalize(newright);
10042                         VectorNormalize(newup);
10043                         // make deformed versions of only the model vertices used by the specified surfaces
10044                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10045                         {
10046                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10047                                 // a single autosprite surface can contain multiple sprites...
10048                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
10049                                 {
10050                                         VectorClear(center);
10051                                         for (i = 0;i < 4;i++)
10052                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10053                                         VectorScale(center, 0.25f, center);
10054                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
10055                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10056                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10057                                         for (i = 0;i < 4;i++)
10058                                         {
10059                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10060                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10061                                         }
10062                                 }
10063                                 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);
10064                                 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);
10065                         }
10066                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10067                         rsurface.vertex3f_bufferobject = 0;
10068                         rsurface.vertex3f_bufferoffset = 0;
10069                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10070                         rsurface.svector3f_bufferobject = 0;
10071                         rsurface.svector3f_bufferoffset = 0;
10072                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10073                         rsurface.tvector3f_bufferobject = 0;
10074                         rsurface.tvector3f_bufferoffset = 0;
10075                         rsurface.normal3f = rsurface.array_deformednormal3f;
10076                         rsurface.normal3f_bufferobject = 0;
10077                         rsurface.normal3f_bufferoffset = 0;
10078                         break;
10079                 case Q3DEFORM_AUTOSPRITE2:
10080                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10081                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10082                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10083                         VectorNormalize(newforward);
10084                         VectorNormalize(newright);
10085                         VectorNormalize(newup);
10086                         // make deformed versions of only the model vertices used by the specified surfaces
10087                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10088                         {
10089                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10090                                 const float *v1, *v2;
10091                                 vec3_t start, end;
10092                                 float f, l;
10093                                 struct
10094                                 {
10095                                         float length2;
10096                                         const float *v1;
10097                                         const float *v2;
10098                                 }
10099                                 shortest[2];
10100                                 memset(shortest, 0, sizeof(shortest));
10101                                 // a single autosprite surface can contain multiple sprites...
10102                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
10103                                 {
10104                                         VectorClear(center);
10105                                         for (i = 0;i < 4;i++)
10106                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10107                                         VectorScale(center, 0.25f, center);
10108                                         // find the two shortest edges, then use them to define the
10109                                         // axis vectors for rotating around the central axis
10110                                         for (i = 0;i < 6;i++)
10111                                         {
10112                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10113                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10114 #if 0
10115                                                 Debug_PolygonBegin(NULL, 0);
10116                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10117                                                 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);
10118                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10119                                                 Debug_PolygonEnd();
10120 #endif
10121                                                 l = VectorDistance2(v1, v2);
10122                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10123                                                 if (v1[2] != v2[2])
10124                                                         l += (1.0f / 1024.0f);
10125                                                 if (shortest[0].length2 > l || i == 0)
10126                                                 {
10127                                                         shortest[1] = shortest[0];
10128                                                         shortest[0].length2 = l;
10129                                                         shortest[0].v1 = v1;
10130                                                         shortest[0].v2 = v2;
10131                                                 }
10132                                                 else if (shortest[1].length2 > l || i == 1)
10133                                                 {
10134                                                         shortest[1].length2 = l;
10135                                                         shortest[1].v1 = v1;
10136                                                         shortest[1].v2 = v2;
10137                                                 }
10138                                         }
10139                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10140                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10141 #if 0
10142                                         Debug_PolygonBegin(NULL, 0);
10143                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10144                                         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);
10145                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10146                                         Debug_PolygonEnd();
10147 #endif
10148                                         // this calculates the right vector from the shortest edge
10149                                         // and the up vector from the edge midpoints
10150                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10151                                         VectorNormalize(right);
10152                                         VectorSubtract(end, start, up);
10153                                         VectorNormalize(up);
10154                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10155                                         VectorSubtract(rsurface.localvieworigin, center, forward);
10156                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10157                                         VectorNegate(forward, forward);
10158                                         VectorReflect(forward, 0, up, forward);
10159                                         VectorNormalize(forward);
10160                                         CrossProduct(up, forward, newright);
10161                                         VectorNormalize(newright);
10162 #if 0
10163                                         Debug_PolygonBegin(NULL, 0);
10164                                         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);
10165                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10166                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
10167                                         Debug_PolygonEnd();
10168 #endif
10169 #if 0
10170                                         Debug_PolygonBegin(NULL, 0);
10171                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10172                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10173                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
10174                                         Debug_PolygonEnd();
10175 #endif
10176                                         // rotate the quad around the up axis vector, this is made
10177                                         // especially easy by the fact we know the quad is flat,
10178                                         // so we only have to subtract the center position and
10179                                         // measure distance along the right vector, and then
10180                                         // multiply that by the newright vector and add back the
10181                                         // center position
10182                                         // we also need to subtract the old position to undo the
10183                                         // displacement from the center, which we do with a
10184                                         // DotProduct, the subtraction/addition of center is also
10185                                         // optimized into DotProducts here
10186                                         l = DotProduct(right, center);
10187                                         for (i = 0;i < 4;i++)
10188                                         {
10189                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10190                                                 f = DotProduct(right, v1) - l;
10191                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10192                                         }
10193                                 }
10194                                 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);
10195                                 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);
10196                         }
10197                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10198                         rsurface.vertex3f_bufferobject = 0;
10199                         rsurface.vertex3f_bufferoffset = 0;
10200                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10201                         rsurface.svector3f_bufferobject = 0;
10202                         rsurface.svector3f_bufferoffset = 0;
10203                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10204                         rsurface.tvector3f_bufferobject = 0;
10205                         rsurface.tvector3f_bufferoffset = 0;
10206                         rsurface.normal3f = rsurface.array_deformednormal3f;
10207                         rsurface.normal3f_bufferobject = 0;
10208                         rsurface.normal3f_bufferoffset = 0;
10209                         break;
10210                 case Q3DEFORM_NORMAL:
10211                         // deform the normals to make reflections wavey
10212                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10213                         {
10214                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10215                                 for (j = 0;j < surface->num_vertices;j++)
10216                                 {
10217                                         float vertex[3];
10218                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
10219                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10220                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
10221                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10222                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10223                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10224                                         VectorNormalize(normal);
10225                                 }
10226                                 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);
10227                         }
10228                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10229                         rsurface.svector3f_bufferobject = 0;
10230                         rsurface.svector3f_bufferoffset = 0;
10231                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10232                         rsurface.tvector3f_bufferobject = 0;
10233                         rsurface.tvector3f_bufferoffset = 0;
10234                         rsurface.normal3f = rsurface.array_deformednormal3f;
10235                         rsurface.normal3f_bufferobject = 0;
10236                         rsurface.normal3f_bufferoffset = 0;
10237                         break;
10238                 case Q3DEFORM_WAVE:
10239                         // deform vertex array to make wavey water and flags and such
10240                         waveparms[0] = deform->waveparms[0];
10241                         waveparms[1] = deform->waveparms[1];
10242                         waveparms[2] = deform->waveparms[2];
10243                         waveparms[3] = deform->waveparms[3];
10244                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10245                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10246                         // this is how a divisor of vertex influence on deformation
10247                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10248                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10249                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10250                         {
10251                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10252                                 for (j = 0;j < surface->num_vertices;j++)
10253                                 {
10254                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
10255                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
10256                                         // if the wavefunc depends on time, evaluate it per-vertex
10257                                         if (waveparms[3])
10258                                         {
10259                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10260                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10261                                         }
10262                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
10263                                 }
10264                         }
10265                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10266                         rsurface.vertex3f_bufferobject = 0;
10267                         rsurface.vertex3f_bufferoffset = 0;
10268                         break;
10269                 case Q3DEFORM_BULGE:
10270                         // deform vertex array to make the surface have moving bulges
10271                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10272                         {
10273                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10274                                 for (j = 0;j < surface->num_vertices;j++)
10275                                 {
10276                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10277                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10278                                 }
10279                         }
10280                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10281                         rsurface.vertex3f_bufferobject = 0;
10282                         rsurface.vertex3f_bufferoffset = 0;
10283                         break;
10284                 case Q3DEFORM_MOVE:
10285                         // deform vertex array
10286                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10287                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10288                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10289                         VectorScale(deform->parms, scale, waveparms);
10290                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10291                         {
10292                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10293                                 for (j = 0;j < surface->num_vertices;j++)
10294                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10295                         }
10296                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10297                         rsurface.vertex3f_bufferobject = 0;
10298                         rsurface.vertex3f_bufferoffset = 0;
10299                         break;
10300                 }
10301         }
10302         // generate texcoords based on the chosen texcoord source
10303         switch(rsurface.texture->tcgen.tcgen)
10304         {
10305         default:
10306         case Q3TCGEN_TEXTURE:
10307                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
10308                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
10309                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
10310                 break;
10311         case Q3TCGEN_LIGHTMAP:
10312                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
10313                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
10314                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
10315                 break;
10316         case Q3TCGEN_VECTOR:
10317                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10318                 {
10319                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10320                         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)
10321                         {
10322                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10323                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10324                         }
10325                 }
10326                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10327                 rsurface.texcoordtexture2f_bufferobject  = 0;
10328                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10329                 break;
10330         case Q3TCGEN_ENVIRONMENT:
10331                 // make environment reflections using a spheremap
10332                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10333                 {
10334                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10335                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10336                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10337                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10338                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10339                         {
10340                                 // identical to Q3A's method, but executed in worldspace so
10341                                 // carried models can be shiny too
10342
10343                                 float viewer[3], d, reflected[3], worldreflected[3];
10344
10345                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10346                                 // VectorNormalize(viewer);
10347
10348                                 d = DotProduct(normal, viewer);
10349
10350                                 reflected[0] = normal[0]*2*d - viewer[0];
10351                                 reflected[1] = normal[1]*2*d - viewer[1];
10352                                 reflected[2] = normal[2]*2*d - viewer[2];
10353                                 // note: this is proportinal to viewer, so we can normalize later
10354
10355                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10356                                 VectorNormalize(worldreflected);
10357
10358                                 // note: this sphere map only uses world x and z!
10359                                 // so positive and negative y will LOOK THE SAME.
10360                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10361                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10362                         }
10363                 }
10364                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10365                 rsurface.texcoordtexture2f_bufferobject  = 0;
10366                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10367                 break;
10368         }
10369         // the only tcmod that needs software vertex processing is turbulent, so
10370         // check for it here and apply the changes if needed
10371         // and we only support that as the first one
10372         // (handling a mixture of turbulent and other tcmods would be problematic
10373         //  without punting it entirely to a software path)
10374         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10375         {
10376                 amplitude = rsurface.texture->tcmods[0].parms[1];
10377                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10378                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10379                 {
10380                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10381                         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)
10382                         {
10383                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10384                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10385                         }
10386                 }
10387                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10388                 rsurface.texcoordtexture2f_bufferobject  = 0;
10389                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10390         }
10391         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
10392         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10393         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10394         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10395 }
10396
10397 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10398 {
10399         int i, j;
10400         const msurface_t *surface = texturesurfacelist[0];
10401         const msurface_t *surface2;
10402         int firstvertex;
10403         int endvertex;
10404         int numvertices;
10405         int numtriangles;
10406         // TODO: lock all array ranges before render, rather than on each surface
10407         if (texturenumsurfaces == 1)
10408                 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);
10409         else if (r_batchmode.integer == 2)
10410         {
10411                 #define MAXBATCHTRIANGLES 65536
10412                 int batchtriangles = 0;
10413                 static int batchelements[MAXBATCHTRIANGLES*3];
10414                 for (i = 0;i < texturenumsurfaces;i = j)
10415                 {
10416                         surface = texturesurfacelist[i];
10417                         j = i + 1;
10418                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10419                         {
10420                                 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);
10421                                 continue;
10422                         }
10423                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10424                         batchtriangles = surface->num_triangles;
10425                         firstvertex = surface->num_firstvertex;
10426                         endvertex = surface->num_firstvertex + surface->num_vertices;
10427                         for (;j < texturenumsurfaces;j++)
10428                         {
10429                                 surface2 = texturesurfacelist[j];
10430                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10431                                         break;
10432                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10433                                 batchtriangles += surface2->num_triangles;
10434                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10435                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10436                         }
10437                         surface2 = texturesurfacelist[j-1];
10438                         numvertices = endvertex - firstvertex;
10439                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10440                 }
10441         }
10442         else if (r_batchmode.integer == 1)
10443         {
10444                 for (i = 0;i < texturenumsurfaces;i = j)
10445                 {
10446                         surface = texturesurfacelist[i];
10447                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10448                                 if (texturesurfacelist[j] != surface2)
10449                                         break;
10450                         surface2 = texturesurfacelist[j-1];
10451                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10452                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10453                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10454                 }
10455         }
10456         else
10457         {
10458                 for (i = 0;i < texturenumsurfaces;i++)
10459                 {
10460                         surface = texturesurfacelist[i];
10461                         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);
10462                 }
10463         }
10464 }
10465
10466 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10467 {
10468         switch(vid.renderpath)
10469         {
10470         case RENDERPATH_CGGL:
10471 #ifdef SUPPORTCG
10472                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10473                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10474 #endif
10475                 break;
10476         case RENDERPATH_GL20:
10477                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10478                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10479                 break;
10480         case RENDERPATH_GL13:
10481         case RENDERPATH_GL11:
10482                 R_Mesh_TexBind(0, surface->lightmaptexture);
10483                 break;
10484         }
10485 }
10486
10487 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10488 {
10489         // pick the closest matching water plane and bind textures
10490         int planeindex, vertexindex;
10491         float d, bestd;
10492         vec3_t vert;
10493         const float *v;
10494         r_waterstate_waterplane_t *p, *bestp;
10495         bestd = 0;
10496         bestp = NULL;
10497         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10498         {
10499                 if(p->camera_entity != rsurface.texture->camera_entity)
10500                         continue;
10501                 d = 0;
10502                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10503                 {
10504                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10505                         d += fabs(PlaneDiff(vert, &p->plane));
10506                 }
10507                 if (bestd > d || !bestp)
10508                 {
10509                         bestd = d;
10510                         bestp = p;
10511                 }
10512         }
10513         switch(vid.renderpath)
10514         {
10515         case RENDERPATH_CGGL:
10516 #ifdef SUPPORTCG
10517                 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10518                 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10519                 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10520 #endif
10521                 break;
10522         case RENDERPATH_GL20:
10523                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10524                 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10525                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10526                 break;
10527         case RENDERPATH_GL13:
10528         case RENDERPATH_GL11:
10529                 break;
10530         }
10531 }
10532
10533 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10534 {
10535         int i;
10536         const msurface_t *surface;
10537         if (r_waterstate.renderingscene)
10538                 return;
10539         for (i = 0;i < texturenumsurfaces;i++)
10540         {
10541                 surface = texturesurfacelist[i];
10542                 RSurf_BindLightmapForSurface(surface);
10543                 RSurf_BindReflectionForSurface(surface);
10544                 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);
10545         }
10546 }
10547
10548 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10549 {
10550         int i;
10551         int j;
10552         const msurface_t *surface = texturesurfacelist[0];
10553         const msurface_t *surface2;
10554         int firstvertex;
10555         int endvertex;
10556         int numvertices;
10557         int numtriangles;
10558         if (texturenumsurfaces == 1)
10559         {
10560                 RSurf_BindLightmapForSurface(surface);
10561                 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);
10562         }
10563         else if (r_batchmode.integer == 2)
10564         {
10565                 int batchtriangles = 0;
10566                 static int batchelements[MAXBATCHTRIANGLES*3];
10567                 for (i = 0;i < texturenumsurfaces;i = j)
10568                 {
10569                         surface = texturesurfacelist[i];
10570                         RSurf_BindLightmapForSurface(surface);
10571                         j = i + 1;
10572                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10573                         {
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                                 continue;
10576                         }
10577                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10578                         batchtriangles = surface->num_triangles;
10579                         firstvertex = surface->num_firstvertex;
10580                         endvertex = surface->num_firstvertex + surface->num_vertices;
10581                         for (;j < texturenumsurfaces;j++)
10582                         {
10583                                 surface2 = texturesurfacelist[j];
10584                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10585                                         break;
10586                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10587                                 batchtriangles += surface2->num_triangles;
10588                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10589                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10590                         }
10591                         surface2 = texturesurfacelist[j-1];
10592                         numvertices = endvertex - firstvertex;
10593                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10594                 }
10595         }
10596         else if (r_batchmode.integer == 1)
10597         {
10598 #if 0
10599                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10600                 for (i = 0;i < texturenumsurfaces;i = j)
10601                 {
10602                         surface = texturesurfacelist[i];
10603                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10604                                 if (texturesurfacelist[j] != surface2)
10605                                         break;
10606                         Con_Printf(" %i", j - i);
10607                 }
10608                 Con_Printf("\n");
10609                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10610 #endif
10611                 for (i = 0;i < texturenumsurfaces;i = j)
10612                 {
10613                         surface = texturesurfacelist[i];
10614                         RSurf_BindLightmapForSurface(surface);
10615                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10616                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10617                                         break;
10618 #if 0
10619                         Con_Printf(" %i", j - i);
10620 #endif
10621                         surface2 = texturesurfacelist[j-1];
10622                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10623                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10624                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10625                 }
10626 #if 0
10627                 Con_Printf("\n");
10628 #endif
10629         }
10630         else
10631         {
10632                 for (i = 0;i < texturenumsurfaces;i++)
10633                 {
10634                         surface = texturesurfacelist[i];
10635                         RSurf_BindLightmapForSurface(surface);
10636                         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);
10637                 }
10638         }
10639 }
10640
10641 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10642 {
10643         int j;
10644         int texturesurfaceindex;
10645         if (r_showsurfaces.integer == 2)
10646         {
10647                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10648                 {
10649                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10650                         for (j = 0;j < surface->num_triangles;j++)
10651                         {
10652                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10653                                 GL_Color(f, f, f, 1);
10654                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10655                         }
10656                 }
10657         }
10658         else
10659         {
10660                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10661                 {
10662                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10663                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
10664                         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);
10665                         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);
10666                 }
10667         }
10668 }
10669
10670 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10671 {
10672         int texturesurfaceindex;
10673         int i;
10674         const float *v;
10675         float *c2;
10676         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10677         {
10678                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10679                 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)
10680                 {
10681                         c2[0] = 0.5;
10682                         c2[1] = 0.5;
10683                         c2[2] = 0.5;
10684                         c2[3] = 1;
10685                 }
10686         }
10687         rsurface.lightmapcolor4f = rsurface.array_color4f;
10688         rsurface.lightmapcolor4f_bufferobject = 0;
10689         rsurface.lightmapcolor4f_bufferoffset = 0;
10690 }
10691
10692 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10693 {
10694         int texturesurfaceindex;
10695         int i;
10696         float f;
10697         const float *v;
10698         const float *c;
10699         float *c2;
10700         if (rsurface.lightmapcolor4f)
10701         {
10702                 // generate color arrays for the surfaces in this list
10703                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10704                 {
10705                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10706                         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)
10707                         {
10708                                 f = RSurf_FogVertex(v);
10709                                 c2[0] = c[0] * f;
10710                                 c2[1] = c[1] * f;
10711                                 c2[2] = c[2] * f;
10712                                 c2[3] = c[3];
10713                         }
10714                 }
10715         }
10716         else
10717         {
10718                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10719                 {
10720                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10721                         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)
10722                         {
10723                                 f = RSurf_FogVertex(v);
10724                                 c2[0] = f;
10725                                 c2[1] = f;
10726                                 c2[2] = f;
10727                                 c2[3] = 1;
10728                         }
10729                 }
10730         }
10731         rsurface.lightmapcolor4f = rsurface.array_color4f;
10732         rsurface.lightmapcolor4f_bufferobject = 0;
10733         rsurface.lightmapcolor4f_bufferoffset = 0;
10734 }
10735
10736 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10737 {
10738         int texturesurfaceindex;
10739         int i;
10740         float f;
10741         const float *v;
10742         const float *c;
10743         float *c2;
10744         if (!rsurface.lightmapcolor4f)
10745                 return;
10746         // generate color arrays for the surfaces in this list
10747         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10748         {
10749                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10750                 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)
10751                 {
10752                         f = RSurf_FogVertex(v);
10753                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10754                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10755                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10756                         c2[3] = c[3];
10757                 }
10758         }
10759         rsurface.lightmapcolor4f = rsurface.array_color4f;
10760         rsurface.lightmapcolor4f_bufferobject = 0;
10761         rsurface.lightmapcolor4f_bufferoffset = 0;
10762 }
10763
10764 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10765 {
10766         int texturesurfaceindex;
10767         int i;
10768         const float *c;
10769         float *c2;
10770         if (!rsurface.lightmapcolor4f)
10771                 return;
10772         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10773         {
10774                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10775                 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)
10776                 {
10777                         c2[0] = c[0] * r;
10778                         c2[1] = c[1] * g;
10779                         c2[2] = c[2] * b;
10780                         c2[3] = c[3] * a;
10781                 }
10782         }
10783         rsurface.lightmapcolor4f = rsurface.array_color4f;
10784         rsurface.lightmapcolor4f_bufferobject = 0;
10785         rsurface.lightmapcolor4f_bufferoffset = 0;
10786 }
10787
10788 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10789 {
10790         int texturesurfaceindex;
10791         int i;
10792         const float *c;
10793         float *c2;
10794         if (!rsurface.lightmapcolor4f)
10795                 return;
10796         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10797         {
10798                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10799                 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)
10800                 {
10801                         c2[0] = c[0] + r_refdef.scene.ambient;
10802                         c2[1] = c[1] + r_refdef.scene.ambient;
10803                         c2[2] = c[2] + r_refdef.scene.ambient;
10804                         c2[3] = c[3];
10805                 }
10806         }
10807         rsurface.lightmapcolor4f = rsurface.array_color4f;
10808         rsurface.lightmapcolor4f_bufferobject = 0;
10809         rsurface.lightmapcolor4f_bufferoffset = 0;
10810 }
10811
10812 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10813 {
10814         // TODO: optimize
10815         rsurface.lightmapcolor4f = NULL;
10816         rsurface.lightmapcolor4f_bufferobject = 0;
10817         rsurface.lightmapcolor4f_bufferoffset = 0;
10818         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10819         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10820         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10821         GL_Color(r, g, b, a);
10822         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10823 }
10824
10825 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10826 {
10827         // TODO: optimize applyfog && applycolor case
10828         // just apply fog if necessary, and tint the fog color array if necessary
10829         rsurface.lightmapcolor4f = NULL;
10830         rsurface.lightmapcolor4f_bufferobject = 0;
10831         rsurface.lightmapcolor4f_bufferoffset = 0;
10832         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10833         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10834         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10835         GL_Color(r, g, b, a);
10836         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10837 }
10838
10839 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10840 {
10841         int texturesurfaceindex;
10842         int i;
10843         float *c;
10844         // TODO: optimize
10845         if (texturesurfacelist[0]->lightmapinfo)
10846         {
10847                 // generate color arrays for the surfaces in this list
10848                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10849                 {
10850                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10851                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10852                         {
10853                                 if (surface->lightmapinfo->samples)
10854                                 {
10855                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10856                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10857                                         VectorScale(lm, scale, c);
10858                                         if (surface->lightmapinfo->styles[1] != 255)
10859                                         {
10860                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10861                                                 lm += size3;
10862                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10863                                                 VectorMA(c, scale, lm, c);
10864                                                 if (surface->lightmapinfo->styles[2] != 255)
10865                                                 {
10866                                                         lm += size3;
10867                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10868                                                         VectorMA(c, scale, lm, c);
10869                                                         if (surface->lightmapinfo->styles[3] != 255)
10870                                                         {
10871                                                                 lm += size3;
10872                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10873                                                                 VectorMA(c, scale, lm, c);
10874                                                         }
10875                                                 }
10876                                         }
10877                                 }
10878                                 else
10879                                         VectorClear(c);
10880                                 c[3] = 1;
10881                         }
10882                 }
10883                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10884                 rsurface.lightmapcolor4f_bufferobject = 0;
10885                 rsurface.lightmapcolor4f_bufferoffset = 0;
10886         }
10887         else
10888         {
10889                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10890                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10891                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10892         }
10893         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10894         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10895         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10896         GL_Color(r, g, b, a);
10897         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10898 }
10899
10900 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10901 {
10902         int texturesurfaceindex;
10903         int i;
10904         float f;
10905         float alpha;
10906         const float *v;
10907         const float *n;
10908         float *c;
10909         vec3_t ambientcolor;
10910         vec3_t diffusecolor;
10911         vec3_t lightdir;
10912         // TODO: optimize
10913         // model lighting
10914         VectorCopy(rsurface.modellight_lightdir, lightdir);
10915         f = 0.5f * r_refdef.lightmapintensity;
10916         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10917         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10918         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10919         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10920         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10921         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10922         alpha = *a;
10923         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10924         {
10925                 // generate color arrays for the surfaces in this list
10926                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10927                 {
10928                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10929                         int numverts = surface->num_vertices;
10930                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10931                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
10932                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10933                         // q3-style directional shading
10934                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10935                         {
10936                                 if ((f = DotProduct(n, lightdir)) > 0)
10937                                         VectorMA(ambientcolor, f, diffusecolor, c);
10938                                 else
10939                                         VectorCopy(ambientcolor, c);
10940                                 c[3] = alpha;
10941                         }
10942                 }
10943                 *r = 1;
10944                 *g = 1;
10945                 *b = 1;
10946                 *a = 1;
10947                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10948                 rsurface.lightmapcolor4f_bufferobject = 0;
10949                 rsurface.lightmapcolor4f_bufferoffset = 0;
10950                 *applycolor = false;
10951         }
10952         else
10953         {
10954                 *r = ambientcolor[0];
10955                 *g = ambientcolor[1];
10956                 *b = ambientcolor[2];
10957                 rsurface.lightmapcolor4f = NULL;
10958                 rsurface.lightmapcolor4f_bufferobject = 0;
10959                 rsurface.lightmapcolor4f_bufferoffset = 0;
10960         }
10961 }
10962
10963 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10964 {
10965         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10966         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10967         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10968         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10969         GL_Color(r, g, b, a);
10970         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10971 }
10972
10973 void RSurf_SetupDepthAndCulling(void)
10974 {
10975         // submodels are biased to avoid z-fighting with world surfaces that they
10976         // may be exactly overlapping (avoids z-fighting artifacts on certain
10977         // doors and things in Quake maps)
10978         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10979         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10980         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10981         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10982 }
10983
10984 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10985 {
10986         // transparent sky would be ridiculous
10987         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10988                 return;
10989         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10990         skyrenderlater = true;
10991         RSurf_SetupDepthAndCulling();
10992         GL_DepthMask(true);
10993         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10994         // skymasking on them, and Quake3 never did sky masking (unlike
10995         // software Quake and software Quake2), so disable the sky masking
10996         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10997         // and skymasking also looks very bad when noclipping outside the
10998         // level, so don't use it then either.
10999         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11000         {
11001                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11002                 R_Mesh_ColorPointer(NULL, 0, 0);
11003                 R_Mesh_ResetTextureState();
11004                 if (skyrendermasked)
11005                 {
11006                         R_SetupShader_DepthOrShadow();
11007                         // depth-only (masking)
11008                         GL_ColorMask(0,0,0,0);
11009                         // just to make sure that braindead drivers don't draw
11010                         // anything despite that colormask...
11011                         GL_BlendFunc(GL_ZERO, GL_ONE);
11012                 }
11013                 else
11014                 {
11015                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11016                         // fog sky
11017                         GL_BlendFunc(GL_ONE, GL_ZERO);
11018                 }
11019                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11020                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11021                 if (skyrendermasked)
11022                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11023         }
11024         R_Mesh_ResetTextureState();
11025         GL_Color(1, 1, 1, 1);
11026 }
11027
11028 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11029 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11030 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11031 {
11032         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11033                 return;
11034         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
11035         if (prepass)
11036         {
11037                 // render screenspace normalmap to texture
11038                 GL_DepthMask(true);
11039                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
11040                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11041         }
11042         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11043         {
11044                 // render water or distortion background, then blend surface on top
11045                 GL_DepthMask(true);
11046                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11047                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11048                 GL_DepthMask(false);
11049                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11050                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11051                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11052                 else
11053                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11054         }
11055         else
11056         {
11057                 // render surface normally
11058                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11059                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11060                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11061                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11062                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11063                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11064                 else
11065                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11066         }
11067 }
11068
11069 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11070 {
11071         // OpenGL 1.3 path - anything not completely ancient
11072         int texturesurfaceindex;
11073         qboolean applycolor;
11074         qboolean applyfog;
11075         int layerindex;
11076         const texturelayer_t *layer;
11077         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11078
11079         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11080         {
11081                 vec4_t layercolor;
11082                 int layertexrgbscale;
11083                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11084                 {
11085                         if (layerindex == 0)
11086                                 GL_AlphaTest(true);
11087                         else
11088                         {
11089                                 GL_AlphaTest(false);
11090                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11091                         }
11092                 }
11093                 GL_DepthMask(layer->depthmask && writedepth);
11094                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11095                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11096                 {
11097                         layertexrgbscale = 4;
11098                         VectorScale(layer->color, 0.25f, layercolor);
11099                 }
11100                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11101                 {
11102                         layertexrgbscale = 2;
11103                         VectorScale(layer->color, 0.5f, layercolor);
11104                 }
11105                 else
11106                 {
11107                         layertexrgbscale = 1;
11108                         VectorScale(layer->color, 1.0f, layercolor);
11109                 }
11110                 layercolor[3] = layer->color[3];
11111                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11112                 R_Mesh_ColorPointer(NULL, 0, 0);
11113                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11114                 switch (layer->type)
11115                 {
11116                 case TEXTURELAYERTYPE_LITTEXTURE:
11117                         // single-pass lightmapped texture with 2x rgbscale
11118                         R_Mesh_TexBind(0, r_texture_white);
11119                         R_Mesh_TexMatrix(0, NULL);
11120                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11121                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11122                         R_Mesh_TexBind(1, layer->texture);
11123                         R_Mesh_TexMatrix(1, &layer->texmatrix);
11124                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11125                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11126                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11127                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11128                         else if (rsurface.uselightmaptexture)
11129                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11130                         else
11131                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11132                         break;
11133                 case TEXTURELAYERTYPE_TEXTURE:
11134                         // singletexture unlit texture with transparency support
11135                         R_Mesh_TexBind(0, layer->texture);
11136                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11137                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11138                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11139                         R_Mesh_TexBind(1, 0);
11140                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11141                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11142                         break;
11143                 case TEXTURELAYERTYPE_FOG:
11144                         // singletexture fogging
11145                         if (layer->texture)
11146                         {
11147                                 R_Mesh_TexBind(0, layer->texture);
11148                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11149                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11150                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11151                         }
11152                         else
11153                         {
11154                                 R_Mesh_TexBind(0, 0);
11155                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11156                         }
11157                         R_Mesh_TexBind(1, 0);
11158                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11159                         // generate a color array for the fog pass
11160                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11161                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11162                         {
11163                                 int i;
11164                                 float f;
11165                                 const float *v;
11166                                 float *c;
11167                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11168                                 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)
11169                                 {
11170                                         f = 1 - RSurf_FogVertex(v);
11171                                         c[0] = layercolor[0];
11172                                         c[1] = layercolor[1];
11173                                         c[2] = layercolor[2];
11174                                         c[3] = f * layercolor[3];
11175                                 }
11176                         }
11177                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11178                         break;
11179                 default:
11180                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11181                 }
11182         }
11183         CHECKGLERROR
11184         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11185         {
11186                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11187                 GL_AlphaTest(false);
11188         }
11189 }
11190
11191 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11192 {
11193         // OpenGL 1.1 - crusty old voodoo path
11194         int texturesurfaceindex;
11195         qboolean applyfog;
11196         int layerindex;
11197         const texturelayer_t *layer;
11198         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11199
11200         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11201         {
11202                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11203                 {
11204                         if (layerindex == 0)
11205                                 GL_AlphaTest(true);
11206                         else
11207                         {
11208                                 GL_AlphaTest(false);
11209                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11210                         }
11211                 }
11212                 GL_DepthMask(layer->depthmask && writedepth);
11213                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11214                 R_Mesh_ColorPointer(NULL, 0, 0);
11215                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11216                 switch (layer->type)
11217                 {
11218                 case TEXTURELAYERTYPE_LITTEXTURE:
11219                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11220                         {
11221                                 // two-pass lit texture with 2x rgbscale
11222                                 // first the lightmap pass
11223                                 R_Mesh_TexBind(0, r_texture_white);
11224                                 R_Mesh_TexMatrix(0, NULL);
11225                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11226                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11227                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11228                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11229                                 else if (rsurface.uselightmaptexture)
11230                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11231                                 else
11232                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11233                                 // then apply the texture to it
11234                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11235                                 R_Mesh_TexBind(0, layer->texture);
11236                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11237                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11238                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11239                                 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);
11240                         }
11241                         else
11242                         {
11243                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11244                                 R_Mesh_TexBind(0, layer->texture);
11245                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11246                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11247                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11248                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11249                                         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);
11250                                 else
11251                                         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);
11252                         }
11253                         break;
11254                 case TEXTURELAYERTYPE_TEXTURE:
11255                         // singletexture unlit texture with transparency support
11256                         R_Mesh_TexBind(0, layer->texture);
11257                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11258                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11259                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11260                         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);
11261                         break;
11262                 case TEXTURELAYERTYPE_FOG:
11263                         // singletexture fogging
11264                         if (layer->texture)
11265                         {
11266                                 R_Mesh_TexBind(0, layer->texture);
11267                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11268                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11269                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11270                         }
11271                         else
11272                         {
11273                                 R_Mesh_TexBind(0, 0);
11274                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11275                         }
11276                         // generate a color array for the fog pass
11277                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11278                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11279                         {
11280                                 int i;
11281                                 float f;
11282                                 const float *v;
11283                                 float *c;
11284                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11285                                 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)
11286                                 {
11287                                         f = 1 - RSurf_FogVertex(v);
11288                                         c[0] = layer->color[0];
11289                                         c[1] = layer->color[1];
11290                                         c[2] = layer->color[2];
11291                                         c[3] = f * layer->color[3];
11292                                 }
11293                         }
11294                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11295                         break;
11296                 default:
11297                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11298                 }
11299         }
11300         CHECKGLERROR
11301         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11302         {
11303                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11304                 GL_AlphaTest(false);
11305         }
11306 }
11307
11308 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11309 {
11310         float c[4];
11311
11312         GL_AlphaTest(false);
11313         R_Mesh_ColorPointer(NULL, 0, 0);
11314         R_Mesh_ResetTextureState();
11315         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11316
11317         if(rsurface.texture && rsurface.texture->currentskinframe)
11318         {
11319                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11320                 c[3] *= rsurface.texture->currentalpha;
11321         }
11322         else
11323         {
11324                 c[0] = 1;
11325                 c[1] = 0;
11326                 c[2] = 1;
11327                 c[3] = 1;
11328         }
11329
11330         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11331         {
11332                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11333                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11334                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11335         }
11336
11337         // brighten it up (as texture value 127 means "unlit")
11338         c[0] *= 2 * r_refdef.view.colorscale;
11339         c[1] *= 2 * r_refdef.view.colorscale;
11340         c[2] *= 2 * r_refdef.view.colorscale;
11341
11342         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11343                 c[3] *= r_wateralpha.value;
11344
11345         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11346         {
11347                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11348                 GL_DepthMask(false);
11349         }
11350         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11351         {
11352                 GL_BlendFunc(GL_ONE, GL_ONE);
11353                 GL_DepthMask(false);
11354         }
11355         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11356         {
11357                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11358                 GL_DepthMask(false);
11359         }
11360         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11361         {
11362                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11363                 GL_DepthMask(false);
11364         }
11365         else
11366         {
11367                 GL_BlendFunc(GL_ONE, GL_ZERO);
11368                 GL_DepthMask(writedepth);
11369         }
11370
11371         rsurface.lightmapcolor4f = NULL;
11372
11373         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11374         {
11375                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11376
11377                 rsurface.lightmapcolor4f = NULL;
11378                 rsurface.lightmapcolor4f_bufferobject = 0;
11379                 rsurface.lightmapcolor4f_bufferoffset = 0;
11380         }
11381         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11382         {
11383                 qboolean applycolor = true;
11384                 float one = 1.0;
11385
11386                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11387
11388                 r_refdef.lightmapintensity = 1;
11389                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11390                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11391         }
11392         else
11393         {
11394                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11395
11396                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11397                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11398                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11399         }
11400
11401         if(!rsurface.lightmapcolor4f)
11402                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11403
11404         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11405         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11406         if(r_refdef.fogenabled)
11407                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11408
11409         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11410         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11411 }
11412
11413 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11414 {
11415         CHECKGLERROR
11416         RSurf_SetupDepthAndCulling();
11417         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11418         {
11419                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11420                 return;
11421         }
11422         switch (vid.renderpath)
11423         {
11424         case RENDERPATH_GL20:
11425         case RENDERPATH_CGGL:
11426                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11427                 break;
11428         case RENDERPATH_GL13:
11429                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11430                 break;
11431         case RENDERPATH_GL11:
11432                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11433                 break;
11434         }
11435         CHECKGLERROR
11436 }
11437
11438 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11439 {
11440         CHECKGLERROR
11441         RSurf_SetupDepthAndCulling();
11442         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11443         {
11444                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11445                 return;
11446         }
11447         switch (vid.renderpath)
11448         {
11449         case RENDERPATH_GL20:
11450         case RENDERPATH_CGGL:
11451                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11452                 break;
11453         case RENDERPATH_GL13:
11454                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11455                 break;
11456         case RENDERPATH_GL11:
11457                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11458                 break;
11459         }
11460         CHECKGLERROR
11461 }
11462
11463 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11464 {
11465         int i, j;
11466         int texturenumsurfaces, endsurface;
11467         texture_t *texture;
11468         const msurface_t *surface;
11469 #define MAXBATCH_TRANSPARENTSURFACES 256
11470         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11471
11472         // if the model is static it doesn't matter what value we give for
11473         // wantnormals and wanttangents, so this logic uses only rules applicable
11474         // to a model, knowing that they are meaningless otherwise
11475         if (ent == r_refdef.scene.worldentity)
11476                 RSurf_ActiveWorldEntity();
11477         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11478                 RSurf_ActiveModelEntity(ent, false, false, false);
11479         else
11480         {
11481                 switch (vid.renderpath)
11482                 {
11483                 case RENDERPATH_GL20:
11484                 case RENDERPATH_CGGL:
11485                         RSurf_ActiveModelEntity(ent, true, true, false);
11486                         break;
11487                 case RENDERPATH_GL13:
11488                 case RENDERPATH_GL11:
11489                         RSurf_ActiveModelEntity(ent, true, false, false);
11490                         break;
11491                 }
11492         }
11493
11494         if (r_transparentdepthmasking.integer)
11495         {
11496                 qboolean setup = false;
11497                 for (i = 0;i < numsurfaces;i = j)
11498                 {
11499                         j = i + 1;
11500                         surface = rsurface.modelsurfaces + surfacelist[i];
11501                         texture = surface->texture;
11502                         rsurface.texture = R_GetCurrentTexture(texture);
11503                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11504                         // scan ahead until we find a different texture
11505                         endsurface = min(i + 1024, numsurfaces);
11506                         texturenumsurfaces = 0;
11507                         texturesurfacelist[texturenumsurfaces++] = surface;
11508                         for (;j < endsurface;j++)
11509                         {
11510                                 surface = rsurface.modelsurfaces + surfacelist[j];
11511                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11512                                         break;
11513                                 texturesurfacelist[texturenumsurfaces++] = surface;
11514                         }
11515                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11516                                 continue;
11517                         // render the range of surfaces as depth
11518                         if (!setup)
11519                         {
11520                                 setup = true;
11521                                 GL_ColorMask(0,0,0,0);
11522                                 GL_Color(1,1,1,1);
11523                                 GL_DepthTest(true);
11524                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11525                                 GL_DepthMask(true);
11526                                 GL_AlphaTest(false);
11527                                 R_Mesh_ColorPointer(NULL, 0, 0);
11528                                 R_Mesh_ResetTextureState();
11529                                 R_SetupShader_DepthOrShadow();
11530                         }
11531                         RSurf_SetupDepthAndCulling();
11532                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11533                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11534                 }
11535                 if (setup)
11536                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11537         }
11538
11539         for (i = 0;i < numsurfaces;i = j)
11540         {
11541                 j = i + 1;
11542                 surface = rsurface.modelsurfaces + surfacelist[i];
11543                 texture = surface->texture;
11544                 rsurface.texture = R_GetCurrentTexture(texture);
11545                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11546                 // scan ahead until we find a different texture
11547                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11548                 texturenumsurfaces = 0;
11549                 texturesurfacelist[texturenumsurfaces++] = surface;
11550                 for (;j < endsurface;j++)
11551                 {
11552                         surface = rsurface.modelsurfaces + surfacelist[j];
11553                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11554                                 break;
11555                         texturesurfacelist[texturenumsurfaces++] = surface;
11556                 }
11557                 // render the range of surfaces
11558                 if (ent == r_refdef.scene.worldentity)
11559                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11560                 else
11561                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11562         }
11563         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11564         GL_AlphaTest(false);
11565 }
11566
11567 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11568 {
11569         // transparent surfaces get pushed off into the transparent queue
11570         int surfacelistindex;
11571         const msurface_t *surface;
11572         vec3_t tempcenter, center;
11573         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11574         {
11575                 surface = texturesurfacelist[surfacelistindex];
11576                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11577                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11578                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11579                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11580                 if (queueentity->transparent_offset) // transparent offset
11581                 {
11582                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11583                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11584                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11585                 }
11586                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11587         }
11588 }
11589
11590 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11591 {
11592         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11593         CHECKGLERROR
11594         if (depthonly)
11595         {
11596                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11597                         return;
11598                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11599                         return;
11600                 RSurf_SetupDepthAndCulling();
11601                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11602                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11603         }
11604         else if (prepass)
11605         {
11606                 if (!rsurface.texture->currentnumlayers)
11607                         return;
11608                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11609                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11610                 else
11611                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11612         }
11613         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11614         {
11615                 RSurf_SetupDepthAndCulling();
11616                 GL_AlphaTest(false);
11617                 R_Mesh_ColorPointer(NULL, 0, 0);
11618                 R_Mesh_ResetTextureState();
11619                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11620                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11621                 GL_DepthMask(true);
11622                 GL_BlendFunc(GL_ONE, GL_ZERO);
11623                 GL_Color(0, 0, 0, 1);
11624                 GL_DepthTest(writedepth);
11625                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11626         }
11627         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11628         {
11629                 RSurf_SetupDepthAndCulling();
11630                 GL_AlphaTest(false);
11631                 R_Mesh_ColorPointer(NULL, 0, 0);
11632                 R_Mesh_ResetTextureState();
11633                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11634                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11635                 GL_DepthMask(true);
11636                 GL_BlendFunc(GL_ONE, GL_ZERO);
11637                 GL_DepthTest(true);
11638                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11639         }
11640         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11641                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11642         else if (!rsurface.texture->currentnumlayers)
11643                 return;
11644         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11645         {
11646                 // in the deferred case, transparent surfaces were queued during prepass
11647                 if (!r_shadow_usingdeferredprepass)
11648                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11649         }
11650         else
11651         {
11652                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11653                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11654         }
11655         CHECKGLERROR
11656 }
11657
11658 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11659 {
11660         int i, j;
11661         texture_t *texture;
11662         // break the surface list down into batches by texture and use of lightmapping
11663         for (i = 0;i < numsurfaces;i = j)
11664         {
11665                 j = i + 1;
11666                 // texture is the base texture pointer, rsurface.texture is the
11667                 // current frame/skin the texture is directing us to use (for example
11668                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11669                 // use skin 1 instead)
11670                 texture = surfacelist[i]->texture;
11671                 rsurface.texture = R_GetCurrentTexture(texture);
11672                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11673                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11674                 {
11675                         // if this texture is not the kind we want, skip ahead to the next one
11676                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11677                                 ;
11678                         continue;
11679                 }
11680                 // simply scan ahead until we find a different texture or lightmap state
11681                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11682                         ;
11683                 // render the range of surfaces
11684                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11685         }
11686 }
11687
11688 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11689 {
11690         CHECKGLERROR
11691         if (depthonly)
11692         {
11693                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11694                         return;
11695                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11696                         return;
11697                 RSurf_SetupDepthAndCulling();
11698                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11699                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11700         }
11701         else if (prepass)
11702         {
11703                 if (!rsurface.texture->currentnumlayers)
11704                         return;
11705                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11706                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11707                 else
11708                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11709         }
11710         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11711         {
11712                 RSurf_SetupDepthAndCulling();
11713                 GL_AlphaTest(false);
11714                 R_Mesh_ColorPointer(NULL, 0, 0);
11715                 R_Mesh_ResetTextureState();
11716                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11717                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11718                 GL_DepthMask(true);
11719                 GL_BlendFunc(GL_ONE, GL_ZERO);
11720                 GL_Color(0, 0, 0, 1);
11721                 GL_DepthTest(writedepth);
11722                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11723         }
11724         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11725         {
11726                 RSurf_SetupDepthAndCulling();
11727                 GL_AlphaTest(false);
11728                 R_Mesh_ColorPointer(NULL, 0, 0);
11729                 R_Mesh_ResetTextureState();
11730                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11731                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11732                 GL_DepthMask(true);
11733                 GL_BlendFunc(GL_ONE, GL_ZERO);
11734                 GL_DepthTest(true);
11735                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11736         }
11737         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11738                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11739         else if (!rsurface.texture->currentnumlayers)
11740                 return;
11741         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11742         {
11743                 // in the deferred case, transparent surfaces were queued during prepass
11744                 if (!r_shadow_usingdeferredprepass)
11745                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11746         }
11747         else
11748         {
11749                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11750                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11751         }
11752         CHECKGLERROR
11753 }
11754
11755 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11756 {
11757         int i, j;
11758         texture_t *texture;
11759         // break the surface list down into batches by texture and use of lightmapping
11760         for (i = 0;i < numsurfaces;i = j)
11761         {
11762                 j = i + 1;
11763                 // texture is the base texture pointer, rsurface.texture is the
11764                 // current frame/skin the texture is directing us to use (for example
11765                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11766                 // use skin 1 instead)
11767                 texture = surfacelist[i]->texture;
11768                 rsurface.texture = R_GetCurrentTexture(texture);
11769                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11770                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11771                 {
11772                         // if this texture is not the kind we want, skip ahead to the next one
11773                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11774                                 ;
11775                         continue;
11776                 }
11777                 // simply scan ahead until we find a different texture or lightmap state
11778                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11779                         ;
11780                 // render the range of surfaces
11781                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11782         }
11783 }
11784
11785 float locboxvertex3f[6*4*3] =
11786 {
11787         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11788         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11789         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11790         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11791         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11792         1,0,0, 0,0,0, 0,1,0, 1,1,0
11793 };
11794
11795 unsigned short locboxelements[6*2*3] =
11796 {
11797          0, 1, 2, 0, 2, 3,
11798          4, 5, 6, 4, 6, 7,
11799          8, 9,10, 8,10,11,
11800         12,13,14, 12,14,15,
11801         16,17,18, 16,18,19,
11802         20,21,22, 20,22,23
11803 };
11804
11805 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11806 {
11807         int i, j;
11808         cl_locnode_t *loc = (cl_locnode_t *)ent;
11809         vec3_t mins, size;
11810         float vertex3f[6*4*3];
11811         CHECKGLERROR
11812         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11813         GL_DepthMask(false);
11814         GL_DepthRange(0, 1);
11815         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11816         GL_DepthTest(true);
11817         GL_CullFace(GL_NONE);
11818         R_EntityMatrix(&identitymatrix);
11819
11820         R_Mesh_VertexPointer(vertex3f, 0, 0);
11821         R_Mesh_ColorPointer(NULL, 0, 0);
11822         R_Mesh_ResetTextureState();
11823         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11824
11825         i = surfacelist[0];
11826         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11827                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11828                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11829                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11830
11831         if (VectorCompare(loc->mins, loc->maxs))
11832         {
11833                 VectorSet(size, 2, 2, 2);
11834                 VectorMA(loc->mins, -0.5f, size, mins);
11835         }
11836         else
11837         {
11838                 VectorCopy(loc->mins, mins);
11839                 VectorSubtract(loc->maxs, loc->mins, size);
11840         }
11841
11842         for (i = 0;i < 6*4*3;)
11843                 for (j = 0;j < 3;j++, i++)
11844                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11845
11846         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11847 }
11848
11849 void R_DrawLocs(void)
11850 {
11851         int index;
11852         cl_locnode_t *loc, *nearestloc;
11853         vec3_t center;
11854         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11855         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11856         {
11857                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11858                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11859         }
11860 }
11861
11862 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11863 {
11864         if (decalsystem->decals)
11865                 Mem_Free(decalsystem->decals);
11866         memset(decalsystem, 0, sizeof(*decalsystem));
11867 }
11868
11869 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)
11870 {
11871         tridecal_t *decal;
11872         tridecal_t *decals;
11873         int i;
11874
11875         // expand or initialize the system
11876         if (decalsystem->maxdecals <= decalsystem->numdecals)
11877         {
11878                 decalsystem_t old = *decalsystem;
11879                 qboolean useshortelements;
11880                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11881                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11882                 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)));
11883                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11884                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11885                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11886                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11887                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11888                 if (decalsystem->numdecals)
11889                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11890                 if (old.decals)
11891                         Mem_Free(old.decals);
11892                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11893                         decalsystem->element3i[i] = i;
11894                 if (useshortelements)
11895                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11896                                 decalsystem->element3s[i] = i;
11897         }
11898
11899         // grab a decal and search for another free slot for the next one
11900         decals = decalsystem->decals;
11901         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11902         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11903                 ;
11904         decalsystem->freedecal = i;
11905         if (decalsystem->numdecals <= i)
11906                 decalsystem->numdecals = i + 1;
11907
11908         // initialize the decal
11909         decal->lived = 0;
11910         decal->triangleindex = triangleindex;
11911         decal->surfaceindex = surfaceindex;
11912         decal->decalsequence = decalsequence;
11913         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11914         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11915         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11916         decal->color4ub[0][3] = 255;
11917         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11918         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11919         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11920         decal->color4ub[1][3] = 255;
11921         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11922         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11923         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11924         decal->color4ub[2][3] = 255;
11925         decal->vertex3f[0][0] = v0[0];
11926         decal->vertex3f[0][1] = v0[1];
11927         decal->vertex3f[0][2] = v0[2];
11928         decal->vertex3f[1][0] = v1[0];
11929         decal->vertex3f[1][1] = v1[1];
11930         decal->vertex3f[1][2] = v1[2];
11931         decal->vertex3f[2][0] = v2[0];
11932         decal->vertex3f[2][1] = v2[1];
11933         decal->vertex3f[2][2] = v2[2];
11934         decal->texcoord2f[0][0] = t0[0];
11935         decal->texcoord2f[0][1] = t0[1];
11936         decal->texcoord2f[1][0] = t1[0];
11937         decal->texcoord2f[1][1] = t1[1];
11938         decal->texcoord2f[2][0] = t2[0];
11939         decal->texcoord2f[2][1] = t2[1];
11940 }
11941
11942 extern cvar_t cl_decals_bias;
11943 extern cvar_t cl_decals_models;
11944 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11945 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)
11946 {
11947         matrix4x4_t projection;
11948         decalsystem_t *decalsystem;
11949         qboolean dynamic;
11950         dp_model_t *model;
11951         const float *vertex3f;
11952         const msurface_t *surface;
11953         const msurface_t *surfaces;
11954         const int *surfacelist;
11955         const texture_t *texture;
11956         int numtriangles;
11957         int numsurfacelist;
11958         int surfacelistindex;
11959         int surfaceindex;
11960         int triangleindex;
11961         int cornerindex;
11962         int index;
11963         int numpoints;
11964         const int *e;
11965         float localorigin[3];
11966         float localnormal[3];
11967         float localmins[3];
11968         float localmaxs[3];
11969         float localsize;
11970         float v[9][3];
11971         float tc[9][2];
11972         float c[9][4];
11973         //float normal[3];
11974         float planes[6][4];
11975         float f;
11976         float points[2][9][3];
11977         float angles[3];
11978         float temp[3];
11979
11980         decalsystem = &ent->decalsystem;
11981         model = ent->model;
11982         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11983         {
11984                 R_DecalSystem_Reset(&ent->decalsystem);
11985                 return;
11986         }
11987
11988         if (!model->brush.data_nodes && !cl_decals_models.integer)
11989         {
11990                 if (decalsystem->model)
11991                         R_DecalSystem_Reset(decalsystem);
11992                 return;
11993         }
11994
11995         if (decalsystem->model != model)
11996                 R_DecalSystem_Reset(decalsystem);
11997         decalsystem->model = model;
11998
11999         RSurf_ActiveModelEntity(ent, false, false, false);
12000
12001         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12002         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12003         VectorNormalize(localnormal);
12004         localsize = worldsize*rsurface.inversematrixscale;
12005         localmins[0] = localorigin[0] - localsize;
12006         localmins[1] = localorigin[1] - localsize;
12007         localmins[2] = localorigin[2] - localsize;
12008         localmaxs[0] = localorigin[0] + localsize;
12009         localmaxs[1] = localorigin[1] + localsize;
12010         localmaxs[2] = localorigin[2] + localsize;
12011
12012         //VectorCopy(localnormal, planes[4]);
12013         //VectorVectors(planes[4], planes[2], planes[0]);
12014         AnglesFromVectors(angles, localnormal, NULL, false);
12015         AngleVectors(angles, planes[0], planes[2], planes[4]);
12016         VectorNegate(planes[0], planes[1]);
12017         VectorNegate(planes[2], planes[3]);
12018         VectorNegate(planes[4], planes[5]);
12019         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12020         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12021         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12022         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12023         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12024         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12025
12026 #if 1
12027 // works
12028 {
12029         matrix4x4_t forwardprojection;
12030         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12031         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12032 }
12033 #else
12034 // broken
12035 {
12036         float projectionvector[4][3];
12037         VectorScale(planes[0], ilocalsize, projectionvector[0]);
12038         VectorScale(planes[2], ilocalsize, projectionvector[1]);
12039         VectorScale(planes[4], ilocalsize, projectionvector[2]);
12040         projectionvector[0][0] = planes[0][0] * ilocalsize;
12041         projectionvector[0][1] = planes[1][0] * ilocalsize;
12042         projectionvector[0][2] = planes[2][0] * ilocalsize;
12043         projectionvector[1][0] = planes[0][1] * ilocalsize;
12044         projectionvector[1][1] = planes[1][1] * ilocalsize;
12045         projectionvector[1][2] = planes[2][1] * ilocalsize;
12046         projectionvector[2][0] = planes[0][2] * ilocalsize;
12047         projectionvector[2][1] = planes[1][2] * ilocalsize;
12048         projectionvector[2][2] = planes[2][2] * ilocalsize;
12049         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12050         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12051         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12052         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12053 }
12054 #endif
12055
12056         dynamic = model->surfmesh.isanimated;
12057         vertex3f = rsurface.modelvertex3f;
12058         numsurfacelist = model->nummodelsurfaces;
12059         surfacelist = model->sortedmodelsurfaces;
12060         surfaces = model->data_surfaces;
12061         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12062         {
12063                 surfaceindex = surfacelist[surfacelistindex];
12064                 surface = surfaces + surfaceindex;
12065                 // check cull box first because it rejects more than any other check
12066                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12067                         continue;
12068                 // skip transparent surfaces
12069                 texture = surface->texture;
12070                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12071                         continue;
12072                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12073                         continue;
12074                 numtriangles = surface->num_triangles;
12075                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
12076                 {
12077                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
12078                         {
12079                                 index = 3*e[cornerindex];
12080                                 VectorCopy(vertex3f + index, v[cornerindex]);
12081                         }
12082                         // cull backfaces
12083                         //TriangleNormal(v[0], v[1], v[2], normal);
12084                         //if (DotProduct(normal, localnormal) < 0.0f)
12085                         //      continue;
12086                         // clip by each of the box planes formed from the projection matrix
12087                         // if anything survives, we emit the decal
12088                         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]);
12089                         if (numpoints < 3)
12090                                 continue;
12091                         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]);
12092                         if (numpoints < 3)
12093                                 continue;
12094                         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]);
12095                         if (numpoints < 3)
12096                                 continue;
12097                         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]);
12098                         if (numpoints < 3)
12099                                 continue;
12100                         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]);
12101                         if (numpoints < 3)
12102                                 continue;
12103                         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]);
12104                         if (numpoints < 3)
12105                                 continue;
12106                         // some part of the triangle survived, so we have to accept it...
12107                         if (dynamic)
12108                         {
12109                                 // dynamic always uses the original triangle
12110                                 numpoints = 3;
12111                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12112                                 {
12113                                         index = 3*e[cornerindex];
12114                                         VectorCopy(vertex3f + index, v[cornerindex]);
12115                                 }
12116                         }
12117                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12118                         {
12119                                 // convert vertex positions to texcoords
12120                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
12121                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12122                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12123                                 // calculate distance fade from the projection origin
12124                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12125                                 f = bound(0.0f, f, 1.0f);
12126                                 c[cornerindex][0] = r * f;
12127                                 c[cornerindex][1] = g * f;
12128                                 c[cornerindex][2] = b * f;
12129                                 c[cornerindex][3] = 1.0f;
12130                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12131                         }
12132                         if (dynamic)
12133                                 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);
12134                         else
12135                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12136                                         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);
12137                 }
12138         }
12139 }
12140
12141 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12142 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)
12143 {
12144         int renderentityindex;
12145         float worldmins[3];
12146         float worldmaxs[3];
12147         entity_render_t *ent;
12148
12149         if (!cl_decals_newsystem.integer)
12150                 return;
12151
12152         worldmins[0] = worldorigin[0] - worldsize;
12153         worldmins[1] = worldorigin[1] - worldsize;
12154         worldmins[2] = worldorigin[2] - worldsize;
12155         worldmaxs[0] = worldorigin[0] + worldsize;
12156         worldmaxs[1] = worldorigin[1] + worldsize;
12157         worldmaxs[2] = worldorigin[2] + worldsize;
12158
12159         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12160
12161         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12162         {
12163                 ent = r_refdef.scene.entities[renderentityindex];
12164                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12165                         continue;
12166
12167                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12168         }
12169 }
12170
12171 typedef struct r_decalsystem_splatqueue_s
12172 {
12173         vec3_t worldorigin;
12174         vec3_t worldnormal;
12175         float color[4];
12176         float tcrange[4];
12177         float worldsize;
12178         int decalsequence;
12179 }
12180 r_decalsystem_splatqueue_t;
12181
12182 int r_decalsystem_numqueued = 0;
12183 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12184
12185 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)
12186 {
12187         r_decalsystem_splatqueue_t *queue;
12188
12189         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12190                 return;
12191
12192         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12193         VectorCopy(worldorigin, queue->worldorigin);
12194         VectorCopy(worldnormal, queue->worldnormal);
12195         Vector4Set(queue->color, r, g, b, a);
12196         Vector4Set(queue->tcrange, s1, t1, s2, t2);
12197         queue->worldsize = worldsize;
12198         queue->decalsequence = cl.decalsequence++;
12199 }
12200
12201 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12202 {
12203         int i;
12204         r_decalsystem_splatqueue_t *queue;
12205
12206         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12207                 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);
12208         r_decalsystem_numqueued = 0;
12209 }
12210
12211 extern cvar_t cl_decals_max;
12212 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12213 {
12214         int i;
12215         decalsystem_t *decalsystem = &ent->decalsystem;
12216         int numdecals;
12217         int killsequence;
12218         tridecal_t *decal;
12219         float frametime;
12220         float lifetime;
12221
12222         if (!decalsystem->numdecals)
12223                 return;
12224
12225         if (r_showsurfaces.integer)
12226                 return;
12227
12228         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12229         {
12230                 R_DecalSystem_Reset(decalsystem);
12231                 return;
12232         }
12233
12234         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12235         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12236
12237         if (decalsystem->lastupdatetime)
12238                 frametime = (cl.time - decalsystem->lastupdatetime);
12239         else
12240                 frametime = 0;
12241         decalsystem->lastupdatetime = cl.time;
12242         decal = decalsystem->decals;
12243         numdecals = decalsystem->numdecals;
12244
12245         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12246         {
12247                 if (decal->color4ub[0][3])
12248                 {
12249                         decal->lived += frametime;
12250                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12251                         {
12252                                 memset(decal, 0, sizeof(*decal));
12253                                 if (decalsystem->freedecal > i)
12254                                         decalsystem->freedecal = i;
12255                         }
12256                 }
12257         }
12258         decal = decalsystem->decals;
12259         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12260                 numdecals--;
12261
12262         // collapse the array by shuffling the tail decals into the gaps
12263         for (;;)
12264         {
12265                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12266                         decalsystem->freedecal++;
12267                 if (decalsystem->freedecal == numdecals)
12268                         break;
12269                 decal[decalsystem->freedecal] = decal[--numdecals];
12270         }
12271
12272         decalsystem->numdecals = numdecals;
12273
12274         if (numdecals <= 0)
12275         {
12276                 // if there are no decals left, reset decalsystem
12277                 R_DecalSystem_Reset(decalsystem);
12278         }
12279 }
12280
12281 extern skinframe_t *decalskinframe;
12282 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12283 {
12284         int i;
12285         decalsystem_t *decalsystem = &ent->decalsystem;
12286         int numdecals;
12287         tridecal_t *decal;
12288         float faderate;
12289         float alpha;
12290         float *v3f;
12291         float *c4f;
12292         float *t2f;
12293         const int *e;
12294         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12295         int numtris = 0;
12296
12297         numdecals = decalsystem->numdecals;
12298         if (!numdecals)
12299                 return;
12300
12301         if (r_showsurfaces.integer)
12302                 return;
12303
12304         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12305         {
12306                 R_DecalSystem_Reset(decalsystem);
12307                 return;
12308         }
12309
12310         // if the model is static it doesn't matter what value we give for
12311         // wantnormals and wanttangents, so this logic uses only rules applicable
12312         // to a model, knowing that they are meaningless otherwise
12313         if (ent == r_refdef.scene.worldentity)
12314                 RSurf_ActiveWorldEntity();
12315         else
12316                 RSurf_ActiveModelEntity(ent, false, false, false);
12317
12318         decalsystem->lastupdatetime = cl.time;
12319         decal = decalsystem->decals;
12320
12321         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12322
12323         // update vertex positions for animated models
12324         v3f = decalsystem->vertex3f;
12325         c4f = decalsystem->color4f;
12326         t2f = decalsystem->texcoord2f;
12327         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12328         {
12329                 if (!decal->color4ub[0][3])
12330                         continue;
12331
12332                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12333                         continue;
12334
12335                 // update color values for fading decals
12336                 if (decal->lived >= cl_decals_time.value)
12337                 {
12338                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12339                         alpha *= (1.0f/255.0f);
12340                 }
12341                 else
12342                         alpha = 1.0f/255.0f;
12343
12344                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12345                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12346                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12347                 c4f[ 3] = 1;
12348                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12349                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12350                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12351                 c4f[ 7] = 1;
12352                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12353                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12354                 c4f[10] = decal->color4ub[2][2] * alpha;
12355                 c4f[11] = 1;
12356
12357                 t2f[0] = decal->texcoord2f[0][0];
12358                 t2f[1] = decal->texcoord2f[0][1];
12359                 t2f[2] = decal->texcoord2f[1][0];
12360                 t2f[3] = decal->texcoord2f[1][1];
12361                 t2f[4] = decal->texcoord2f[2][0];
12362                 t2f[5] = decal->texcoord2f[2][1];
12363
12364                 // update vertex positions for animated models
12365                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12366                 {
12367                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12368                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12369                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12370                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12371                 }
12372                 else
12373                 {
12374                         VectorCopy(decal->vertex3f[0], v3f);
12375                         VectorCopy(decal->vertex3f[1], v3f + 3);
12376                         VectorCopy(decal->vertex3f[2], v3f + 6);
12377                 }
12378
12379                 if (r_refdef.fogenabled)
12380                 {
12381                         alpha = RSurf_FogVertex(v3f);
12382                         VectorScale(c4f, alpha, c4f);
12383                         alpha = RSurf_FogVertex(v3f + 3);
12384                         VectorScale(c4f + 4, alpha, c4f + 4);
12385                         alpha = RSurf_FogVertex(v3f + 6);
12386                         VectorScale(c4f + 8, alpha, c4f + 8);
12387                 }
12388
12389                 v3f += 9;
12390                 c4f += 12;
12391                 t2f += 6;
12392                 numtris++;
12393         }
12394
12395         if (numtris > 0)
12396         {
12397                 r_refdef.stats.drawndecals += numtris;
12398
12399                 // now render the decals all at once
12400                 // (this assumes they all use one particle font texture!)
12401                 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);
12402                 R_Mesh_ResetTextureState();
12403                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12404                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12405                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12406                 GL_DepthMask(false);
12407                 GL_DepthRange(0, 1);
12408                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12409                 GL_DepthTest(true);
12410                 GL_CullFace(GL_NONE);
12411                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12412                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12413                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12414         }
12415 }
12416
12417 static void R_DrawModelDecals(void)
12418 {
12419         int i, numdecals;
12420
12421         // fade faster when there are too many decals
12422         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12423         for (i = 0;i < r_refdef.scene.numentities;i++)
12424                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12425
12426         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12427         for (i = 0;i < r_refdef.scene.numentities;i++)
12428                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12429                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12430
12431         R_DecalSystem_ApplySplatEntitiesQueue();
12432
12433         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12434         for (i = 0;i < r_refdef.scene.numentities;i++)
12435                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12436
12437         r_refdef.stats.totaldecals += numdecals;
12438
12439         if (r_showsurfaces.integer)
12440                 return;
12441
12442         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12443
12444         for (i = 0;i < r_refdef.scene.numentities;i++)
12445         {
12446                 if (!r_refdef.viewcache.entityvisible[i])
12447                         continue;
12448                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12449                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12450         }
12451 }
12452
12453 extern cvar_t mod_collision_bih;
12454 void R_DrawDebugModel(void)
12455 {
12456         entity_render_t *ent = rsurface.entity;
12457         int i, j, k, l, flagsmask;
12458         const msurface_t *surface;
12459         dp_model_t *model = ent->model;
12460         vec3_t v;
12461
12462         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12463
12464         R_Mesh_ColorPointer(NULL, 0, 0);
12465         R_Mesh_ResetTextureState();
12466         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12467         GL_DepthRange(0, 1);
12468         GL_DepthTest(!r_showdisabledepthtest.integer);
12469         GL_DepthMask(false);
12470         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12471
12472         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12473         {
12474                 int triangleindex;
12475                 int bihleafindex;
12476                 qboolean cullbox = ent == r_refdef.scene.worldentity;
12477                 const q3mbrush_t *brush;
12478                 const bih_t *bih = &model->collision_bih;
12479                 const bih_leaf_t *bihleaf;
12480                 float vertex3f[3][3];
12481                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12482                 cullbox = false;
12483                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12484                 {
12485                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12486                                 continue;
12487                         switch (bihleaf->type)
12488                         {
12489                         case BIH_BRUSH:
12490                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12491                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12492                                 {
12493                                         R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12494                                         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);
12495                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12496                                 }
12497                                 break;
12498                         case BIH_COLLISIONTRIANGLE:
12499                                 triangleindex = bihleaf->itemindex;
12500                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12501                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12502                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12503                                 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12504                                 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);
12505                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12506                                 break;
12507                         case BIH_RENDERTRIANGLE:
12508                                 triangleindex = bihleaf->itemindex;
12509                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12510                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12511                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12512                                 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12513                                 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);
12514                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12515                                 break;
12516                         }
12517                 }
12518         }
12519
12520         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12521
12522         if (r_showtris.integer || r_shownormals.integer)
12523         {
12524                 if (r_showdisabledepthtest.integer)
12525                 {
12526                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12527                         GL_DepthMask(false);
12528                 }
12529                 else
12530                 {
12531                         GL_BlendFunc(GL_ONE, GL_ZERO);
12532                         GL_DepthMask(true);
12533                 }
12534                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12535                 {
12536                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12537                                 continue;
12538                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12539                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12540                         {
12541                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12542                                 if (r_showtris.value > 0)
12543                                 {
12544                                         if (!rsurface.texture->currentlayers->depthmask)
12545                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12546                                         else if (ent == r_refdef.scene.worldentity)
12547                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12548                                         else
12549                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12550                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12551                                         R_Mesh_ColorPointer(NULL, 0, 0);
12552                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12553                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12554                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12555                                         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);
12556                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12557                                         CHECKGLERROR
12558                                 }
12559                                 if (r_shownormals.value < 0)
12560                                 {
12561                                         qglBegin(GL_LINES);
12562                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12563                                         {
12564                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12565                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12566                                                 qglVertex3f(v[0], v[1], v[2]);
12567                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12568                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12569                                                 qglVertex3f(v[0], v[1], v[2]);
12570                                         }
12571                                         qglEnd();
12572                                         CHECKGLERROR
12573                                 }
12574                                 if (r_shownormals.value > 0)
12575                                 {
12576                                         qglBegin(GL_LINES);
12577                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12578                                         {
12579                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12580                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12581                                                 qglVertex3f(v[0], v[1], v[2]);
12582                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12583                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12584                                                 qglVertex3f(v[0], v[1], v[2]);
12585                                         }
12586                                         qglEnd();
12587                                         CHECKGLERROR
12588                                         qglBegin(GL_LINES);
12589                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12590                                         {
12591                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12592                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12593                                                 qglVertex3f(v[0], v[1], v[2]);
12594                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12595                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12596                                                 qglVertex3f(v[0], v[1], v[2]);
12597                                         }
12598                                         qglEnd();
12599                                         CHECKGLERROR
12600                                         qglBegin(GL_LINES);
12601                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12602                                         {
12603                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12604                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12605                                                 qglVertex3f(v[0], v[1], v[2]);
12606                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12607                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12608                                                 qglVertex3f(v[0], v[1], v[2]);
12609                                         }
12610                                         qglEnd();
12611                                         CHECKGLERROR
12612                                 }
12613                         }
12614                 }
12615                 rsurface.texture = NULL;
12616         }
12617 }
12618
12619 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12620 int r_maxsurfacelist = 0;
12621 const msurface_t **r_surfacelist = NULL;
12622 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12623 {
12624         int i, j, endj, flagsmask;
12625         dp_model_t *model = r_refdef.scene.worldmodel;
12626         msurface_t *surfaces;
12627         unsigned char *update;
12628         int numsurfacelist = 0;
12629         if (model == NULL)
12630                 return;
12631
12632         if (r_maxsurfacelist < model->num_surfaces)
12633         {
12634                 r_maxsurfacelist = model->num_surfaces;
12635                 if (r_surfacelist)
12636                         Mem_Free((msurface_t**)r_surfacelist);
12637                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12638         }
12639
12640         RSurf_ActiveWorldEntity();
12641
12642         surfaces = model->data_surfaces;
12643         update = model->brushq1.lightmapupdateflags;
12644
12645         // update light styles on this submodel
12646         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12647         {
12648                 model_brush_lightstyleinfo_t *style;
12649                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12650                 {
12651                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12652                         {
12653                                 int *list = style->surfacelist;
12654                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12655                                 for (j = 0;j < style->numsurfaces;j++)
12656                                         update[list[j]] = true;
12657                         }
12658                 }
12659         }
12660
12661         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12662
12663         if (debug)
12664         {
12665                 R_DrawDebugModel();
12666                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12667                 return;
12668         }
12669
12670         rsurface.uselightmaptexture = false;
12671         rsurface.texture = NULL;
12672         rsurface.rtlight = NULL;
12673         numsurfacelist = 0;
12674         // add visible surfaces to draw list
12675         for (i = 0;i < model->nummodelsurfaces;i++)
12676         {
12677                 j = model->sortedmodelsurfaces[i];
12678                 if (r_refdef.viewcache.world_surfacevisible[j])
12679                         r_surfacelist[numsurfacelist++] = surfaces + j;
12680         }
12681         // update lightmaps if needed
12682         if (model->brushq1.firstrender)
12683         {
12684                 model->brushq1.firstrender = false;
12685                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12686                         if (update[j])
12687                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12688         }
12689         else if (update)
12690         {
12691                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12692                         if (r_refdef.viewcache.world_surfacevisible[j])
12693                                 if (update[j])
12694                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12695         }
12696         // don't do anything if there were no surfaces
12697         if (!numsurfacelist)
12698         {
12699                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12700                 return;
12701         }
12702         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12703         GL_AlphaTest(false);
12704
12705         // add to stats if desired
12706         if (r_speeds.integer && !skysurfaces && !depthonly)
12707         {
12708                 r_refdef.stats.world_surfaces += numsurfacelist;
12709                 for (j = 0;j < numsurfacelist;j++)
12710                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12711         }
12712
12713         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12714 }
12715
12716 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12717 {
12718         int i, j, endj, flagsmask;
12719         dp_model_t *model = ent->model;
12720         msurface_t *surfaces;
12721         unsigned char *update;
12722         int numsurfacelist = 0;
12723         if (model == NULL)
12724                 return;
12725
12726         if (r_maxsurfacelist < model->num_surfaces)
12727         {
12728                 r_maxsurfacelist = model->num_surfaces;
12729                 if (r_surfacelist)
12730                         Mem_Free((msurface_t **)r_surfacelist);
12731                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12732         }
12733
12734         // if the model is static it doesn't matter what value we give for
12735         // wantnormals and wanttangents, so this logic uses only rules applicable
12736         // to a model, knowing that they are meaningless otherwise
12737         if (ent == r_refdef.scene.worldentity)
12738                 RSurf_ActiveWorldEntity();
12739         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12740                 RSurf_ActiveModelEntity(ent, false, false, false);
12741         else if (prepass)
12742                 RSurf_ActiveModelEntity(ent, true, true, true);
12743         else if (depthonly)
12744         {
12745                 switch (vid.renderpath)
12746                 {
12747                 case RENDERPATH_GL20:
12748                 case RENDERPATH_CGGL:
12749                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12750                         break;
12751                 case RENDERPATH_GL13:
12752                 case RENDERPATH_GL11:
12753                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12754                         break;
12755                 }
12756         }
12757         else
12758         {
12759                 switch (vid.renderpath)
12760                 {
12761                 case RENDERPATH_GL20:
12762                 case RENDERPATH_CGGL:
12763                         RSurf_ActiveModelEntity(ent, true, true, false);
12764                         break;
12765                 case RENDERPATH_GL13:
12766                 case RENDERPATH_GL11:
12767                         RSurf_ActiveModelEntity(ent, true, false, false);
12768                         break;
12769                 }
12770         }
12771
12772         surfaces = model->data_surfaces;
12773         update = model->brushq1.lightmapupdateflags;
12774
12775         // update light styles
12776         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12777         {
12778                 model_brush_lightstyleinfo_t *style;
12779                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12780                 {
12781                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12782                         {
12783                                 int *list = style->surfacelist;
12784                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12785                                 for (j = 0;j < style->numsurfaces;j++)
12786                                         update[list[j]] = true;
12787                         }
12788                 }
12789         }
12790
12791         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12792
12793         if (debug)
12794         {
12795                 R_DrawDebugModel();
12796                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12797                 return;
12798         }
12799
12800         rsurface.uselightmaptexture = false;
12801         rsurface.texture = NULL;
12802         rsurface.rtlight = NULL;
12803         numsurfacelist = 0;
12804         // add visible surfaces to draw list
12805         for (i = 0;i < model->nummodelsurfaces;i++)
12806                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12807         // don't do anything if there were no surfaces
12808         if (!numsurfacelist)
12809         {
12810                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12811                 return;
12812         }
12813         // update lightmaps if needed
12814         if (update)
12815         {
12816                 int updated = 0;
12817                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12818                 {
12819                         if (update[j])
12820                         {
12821                                 updated++;
12822                                 R_BuildLightMap(ent, surfaces + j);
12823                         }
12824                 }
12825         }
12826         if (update)
12827                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12828                         if (update[j])
12829                                 R_BuildLightMap(ent, surfaces + j);
12830         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12831         GL_AlphaTest(false);
12832
12833         // add to stats if desired
12834         if (r_speeds.integer && !skysurfaces && !depthonly)
12835         {
12836                 r_refdef.stats.entities_surfaces += numsurfacelist;
12837                 for (j = 0;j < numsurfacelist;j++)
12838                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12839         }
12840
12841         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12842 }
12843
12844 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12845 {
12846         static texture_t texture;
12847         static msurface_t surface;
12848         const msurface_t *surfacelist = &surface;
12849
12850         // fake enough texture and surface state to render this geometry
12851
12852         texture.update_lastrenderframe = -1; // regenerate this texture
12853         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12854         texture.currentskinframe = skinframe;
12855         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12856         texture.offsetmapping = OFFSETMAPPING_OFF;
12857         texture.offsetscale = 1;
12858         texture.specularscalemod = 1;
12859         texture.specularpowermod = 1;
12860
12861         surface.texture = &texture;
12862         surface.num_triangles = numtriangles;
12863         surface.num_firsttriangle = firsttriangle;
12864         surface.num_vertices = numvertices;
12865         surface.num_firstvertex = firstvertex;
12866
12867         // now render it
12868         rsurface.texture = R_GetCurrentTexture(surface.texture);
12869         rsurface.uselightmaptexture = false;
12870         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12871 }
12872
12873 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)
12874 {
12875         static msurface_t surface;
12876         const msurface_t *surfacelist = &surface;
12877
12878         // fake enough texture and surface state to render this geometry
12879
12880         surface.texture = texture;
12881         surface.num_triangles = numtriangles;
12882         surface.num_firsttriangle = firsttriangle;
12883         surface.num_vertices = numvertices;
12884         surface.num_firstvertex = firstvertex;
12885
12886         // now render it
12887         rsurface.texture = R_GetCurrentTexture(surface.texture);
12888         rsurface.uselightmaptexture = false;
12889         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12890 }