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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_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
80 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
81 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
82 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
83 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
84 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)"};
85 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)"};
86 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
87 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
88 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
89 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
90 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
91 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
92 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
93 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."};
94 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
95 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
96 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
97 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."};
98 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
99 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
100 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
101 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
102 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"};
103 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"};
104 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
105 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
106 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
107 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
108 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"};
109
110 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
111 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
112 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
113 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
114 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
115 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
116 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
117 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
118
119 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)"};
120 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"};
121
122 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
125 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
126 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
127
128 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
129 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
130 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
131
132 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)"};
133 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
134 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
135 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
136 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
137 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)"};
138 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)"};
139 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)"};
140 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)"};
141
142 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)"};
143 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
144 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"};
145 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
146 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
147
148 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
149 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
150 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
151 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
152
153 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
154 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
155 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
156 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
157 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
158 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
159 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
160
161 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
162 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
163 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
164 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)"};
165
166 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"};
167
168 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"};
169
170 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
171
172 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
173 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
174 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"};
175 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
176 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
177 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
178 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
179 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)"};
180
181 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
182
183 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)"};
184
185 extern cvar_t v_glslgamma;
186
187 extern qboolean v_flipped_state;
188
189 static struct r_bloomstate_s
190 {
191         qboolean enabled;
192         qboolean hdr;
193
194         int bloomwidth, bloomheight;
195
196         int screentexturewidth, screentextureheight;
197         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
198
199         int bloomtexturewidth, bloomtextureheight;
200         rtexture_t *texture_bloom;
201
202         // arrays for rendering the screen passes
203         float screentexcoord2f[8];
204         float bloomtexcoord2f[8];
205         float offsettexcoord2f[8];
206
207         r_viewport_t viewport;
208 }
209 r_bloomstate;
210
211 r_waterstate_t r_waterstate;
212
213 /// shadow volume bsp struct with automatically growing nodes buffer
214 svbsp_t r_svbsp;
215
216 rtexture_t *r_texture_blanknormalmap;
217 rtexture_t *r_texture_white;
218 rtexture_t *r_texture_grey128;
219 rtexture_t *r_texture_black;
220 rtexture_t *r_texture_notexture;
221 rtexture_t *r_texture_whitecube;
222 rtexture_t *r_texture_normalizationcube;
223 rtexture_t *r_texture_fogattenuation;
224 rtexture_t *r_texture_fogheighttexture;
225 rtexture_t *r_texture_gammaramps;
226 unsigned int r_texture_gammaramps_serial;
227 //rtexture_t *r_texture_fogintensity;
228 rtexture_t *r_texture_reflectcube;
229
230 // TODO: hash lookups?
231 typedef struct cubemapinfo_s
232 {
233         char basename[64];
234         rtexture_t *texture;
235 }
236 cubemapinfo_t;
237
238 int r_texture_numcubemaps;
239 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
240
241 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
242 unsigned int r_numqueries;
243 unsigned int r_maxqueries;
244
245 typedef struct r_qwskincache_s
246 {
247         char name[MAX_QPATH];
248         skinframe_t *skinframe;
249 }
250 r_qwskincache_t;
251
252 static r_qwskincache_t *r_qwskincache;
253 static int r_qwskincache_size;
254
255 /// vertex coordinates for a quad that covers the screen exactly
256 const float r_screenvertex3f[12] =
257 {
258         0, 0, 0,
259         1, 0, 0,
260         1, 1, 0,
261         0, 1, 0
262 };
263
264 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
265 {
266         int i;
267         for (i = 0;i < verts;i++)
268         {
269                 out[0] = in[0] * r;
270                 out[1] = in[1] * g;
271                 out[2] = in[2] * b;
272                 out[3] = in[3];
273                 in += 4;
274                 out += 4;
275         }
276 }
277
278 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
279 {
280         int i;
281         for (i = 0;i < verts;i++)
282         {
283                 out[0] = r;
284                 out[1] = g;
285                 out[2] = b;
286                 out[3] = a;
287                 out += 4;
288         }
289 }
290
291 // FIXME: move this to client?
292 void FOG_clear(void)
293 {
294         if (gamemode == GAME_NEHAHRA)
295         {
296                 Cvar_Set("gl_fogenable", "0");
297                 Cvar_Set("gl_fogdensity", "0.2");
298                 Cvar_Set("gl_fogred", "0.3");
299                 Cvar_Set("gl_foggreen", "0.3");
300                 Cvar_Set("gl_fogblue", "0.3");
301         }
302         r_refdef.fog_density = 0;
303         r_refdef.fog_red = 0;
304         r_refdef.fog_green = 0;
305         r_refdef.fog_blue = 0;
306         r_refdef.fog_alpha = 1;
307         r_refdef.fog_start = 0;
308         r_refdef.fog_end = 16384;
309         r_refdef.fog_height = 1<<30;
310         r_refdef.fog_fadedepth = 128;
311         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
312 }
313
314 static void R_BuildBlankTextures(void)
315 {
316         unsigned char data[4];
317         data[2] = 128; // normal X
318         data[1] = 128; // normal Y
319         data[0] = 255; // normal Z
320         data[3] = 128; // height
321         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
322         data[0] = 255;
323         data[1] = 255;
324         data[2] = 255;
325         data[3] = 255;
326         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
327         data[0] = 128;
328         data[1] = 128;
329         data[2] = 128;
330         data[3] = 255;
331         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
332         data[0] = 0;
333         data[1] = 0;
334         data[2] = 0;
335         data[3] = 255;
336         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
337 }
338
339 static void R_BuildNoTexture(void)
340 {
341         int x, y;
342         unsigned char pix[16][16][4];
343         // this makes a light grey/dark grey checkerboard texture
344         for (y = 0;y < 16;y++)
345         {
346                 for (x = 0;x < 16;x++)
347                 {
348                         if ((y < 8) ^ (x < 8))
349                         {
350                                 pix[y][x][0] = 128;
351                                 pix[y][x][1] = 128;
352                                 pix[y][x][2] = 128;
353                                 pix[y][x][3] = 255;
354                         }
355                         else
356                         {
357                                 pix[y][x][0] = 64;
358                                 pix[y][x][1] = 64;
359                                 pix[y][x][2] = 64;
360                                 pix[y][x][3] = 255;
361                         }
362                 }
363         }
364         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
365 }
366
367 static void R_BuildWhiteCube(void)
368 {
369         unsigned char data[6*1*1*4];
370         memset(data, 255, sizeof(data));
371         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
372 }
373
374 static void R_BuildNormalizationCube(void)
375 {
376         int x, y, side;
377         vec3_t v;
378         vec_t s, t, intensity;
379 #define NORMSIZE 64
380         unsigned char *data;
381         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
382         for (side = 0;side < 6;side++)
383         {
384                 for (y = 0;y < NORMSIZE;y++)
385                 {
386                         for (x = 0;x < NORMSIZE;x++)
387                         {
388                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
389                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
390                                 switch(side)
391                                 {
392                                 default:
393                                 case 0:
394                                         v[0] = 1;
395                                         v[1] = -t;
396                                         v[2] = -s;
397                                         break;
398                                 case 1:
399                                         v[0] = -1;
400                                         v[1] = -t;
401                                         v[2] = s;
402                                         break;
403                                 case 2:
404                                         v[0] = s;
405                                         v[1] = 1;
406                                         v[2] = t;
407                                         break;
408                                 case 3:
409                                         v[0] = s;
410                                         v[1] = -1;
411                                         v[2] = -t;
412                                         break;
413                                 case 4:
414                                         v[0] = s;
415                                         v[1] = -t;
416                                         v[2] = 1;
417                                         break;
418                                 case 5:
419                                         v[0] = -s;
420                                         v[1] = -t;
421                                         v[2] = -1;
422                                         break;
423                                 }
424                                 intensity = 127.0f / sqrt(DotProduct(v, v));
425                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
426                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
427                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
428                                 data[((side*64+y)*64+x)*4+3] = 255;
429                         }
430                 }
431         }
432         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
433         Mem_Free(data);
434 }
435
436 static void R_BuildFogTexture(void)
437 {
438         int x, b;
439 #define FOGWIDTH 256
440         unsigned char data1[FOGWIDTH][4];
441         //unsigned char data2[FOGWIDTH][4];
442         double d, r, alpha;
443
444         r_refdef.fogmasktable_start = r_refdef.fog_start;
445         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
446         r_refdef.fogmasktable_range = r_refdef.fogrange;
447         r_refdef.fogmasktable_density = r_refdef.fog_density;
448
449         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
450         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
451         {
452                 d = (x * r - r_refdef.fogmasktable_start);
453                 if(developer_extra.integer)
454                         Con_DPrintf("%f ", d);
455                 d = max(0, d);
456                 if (r_fog_exp2.integer)
457                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
458                 else
459                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
460                 if(developer_extra.integer)
461                         Con_DPrintf(" : %f ", alpha);
462                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
463                 if(developer_extra.integer)
464                         Con_DPrintf(" = %f\n", alpha);
465                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
466         }
467
468         for (x = 0;x < FOGWIDTH;x++)
469         {
470                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
471                 data1[x][0] = b;
472                 data1[x][1] = b;
473                 data1[x][2] = b;
474                 data1[x][3] = 255;
475                 //data2[x][0] = 255 - b;
476                 //data2[x][1] = 255 - b;
477                 //data2[x][2] = 255 - b;
478                 //data2[x][3] = 255;
479         }
480         if (r_texture_fogattenuation)
481         {
482                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
483                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
484         }
485         else
486         {
487                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
488                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
489         }
490 }
491
492 static void R_BuildFogHeightTexture(void)
493 {
494         unsigned char *inpixels;
495         int size;
496         int x;
497         int y;
498         int j;
499         float c[4];
500         float f;
501         inpixels = NULL;
502         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
503         if (r_refdef.fogheighttexturename[0])
504                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
505         if (!inpixels)
506         {
507                 r_refdef.fog_height_tablesize = 0;
508                 if (r_texture_fogheighttexture)
509                         R_FreeTexture(r_texture_fogheighttexture);
510                 r_texture_fogheighttexture = NULL;
511                 if (r_refdef.fog_height_table2d)
512                         Mem_Free(r_refdef.fog_height_table2d);
513                 r_refdef.fog_height_table2d = NULL;
514                 if (r_refdef.fog_height_table1d)
515                         Mem_Free(r_refdef.fog_height_table1d);
516                 r_refdef.fog_height_table1d = NULL;
517                 return;
518         }
519         size = image_width;
520         r_refdef.fog_height_tablesize = size;
521         r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
522         r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
523         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
524         Mem_Free(inpixels);
525         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
526         // average fog color table accounting for every fog layer between a point
527         // and the camera.  (Note: attenuation is handled separately!)
528         for (y = 0;y < size;y++)
529         {
530                 for (x = 0;x < size;x++)
531                 {
532                         Vector4Clear(c);
533                         f = 0;
534                         if (x < y)
535                         {
536                                 for (j = x;j <= y;j++)
537                                 {
538                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
539                                         f++;
540                                 }
541                         }
542                         else
543                         {
544                                 for (j = x;j >= y;j--)
545                                 {
546                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
547                                         f++;
548                                 }
549                         }
550                         f = 1.0f / f;
551                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
552                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
553                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
554                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
555                 }
556         }
557         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
558 }
559
560 //=======================================================================================================================================================
561
562 static const char *builtinshaderstring =
563 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
564 "// written by Forest 'LordHavoc' Hale\n"
565 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
566 "\n"
567 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
568 "# define USEFOG\n"
569 "#endif\n"
570 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
571 "#define USELIGHTMAP\n"
572 "#endif\n"
573 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
574 "#define USEEYEVECTOR\n"
575 "#endif\n"
576 "\n"
577 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
578 "# extension GL_ARB_texture_rectangle : enable\n"
579 "#endif\n"
580 "\n"
581 "#ifdef USESHADOWMAP2D\n"
582 "# ifdef GL_EXT_gpu_shader4\n"
583 "#   extension GL_EXT_gpu_shader4 : enable\n"
584 "# endif\n"
585 "# ifdef GL_ARB_texture_gather\n"
586 "#   extension GL_ARB_texture_gather : enable\n"
587 "# else\n"
588 "#   ifdef GL_AMD_texture_texture4\n"
589 "#     extension GL_AMD_texture_texture4 : enable\n"
590 "#   endif\n"
591 "# endif\n"
592 "#endif\n"
593 "\n"
594 "#ifdef USESHADOWMAPCUBE\n"
595 "# extension GL_EXT_gpu_shader4 : enable\n"
596 "#endif\n"
597 "\n"
598 "//#ifdef USESHADOWSAMPLER\n"
599 "//# extension GL_ARB_shadow : enable\n"
600 "//#endif\n"
601 "\n"
602 "//#ifdef __GLSL_CG_DATA_TYPES\n"
603 "//# define myhalf half\n"
604 "//# define myhalf2 half2\n"
605 "//# define myhalf3 half3\n"
606 "//# define myhalf4 half4\n"
607 "//#else\n"
608 "# define myhalf float\n"
609 "# define myhalf2 vec2\n"
610 "# define myhalf3 vec3\n"
611 "# define myhalf4 vec4\n"
612 "//#endif\n"
613 "\n"
614 "#ifdef VERTEX_SHADER\n"
615 "uniform mat4 ModelViewProjectionMatrix;\n"
616 "#endif\n"
617 "\n"
618 "#ifdef MODE_DEPTH_OR_SHADOW\n"
619 "#ifdef VERTEX_SHADER\n"
620 "void main(void)\n"
621 "{\n"
622 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
623 "}\n"
624 "#endif\n"
625 "#else // !MODE_DEPTH_ORSHADOW\n"
626 "\n"
627 "\n"
628 "\n"
629 "\n"
630 "#ifdef MODE_SHOWDEPTH\n"
631 "#ifdef VERTEX_SHADER\n"
632 "void main(void)\n"
633 "{\n"
634 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
635 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
636 "}\n"
637 "#endif\n"
638 "\n"
639 "#ifdef FRAGMENT_SHADER\n"
640 "void main(void)\n"
641 "{\n"
642 "       gl_FragColor = gl_Color;\n"
643 "}\n"
644 "#endif\n"
645 "#else // !MODE_SHOWDEPTH\n"
646 "\n"
647 "\n"
648 "\n"
649 "\n"
650 "#ifdef MODE_POSTPROCESS\n"
651 "varying vec2 TexCoord1;\n"
652 "varying vec2 TexCoord2;\n"
653 "\n"
654 "#ifdef VERTEX_SHADER\n"
655 "void main(void)\n"
656 "{\n"
657 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
658 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
659 "#ifdef USEBLOOM\n"
660 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
661 "#endif\n"
662 "}\n"
663 "#endif\n"
664 "\n"
665 "#ifdef FRAGMENT_SHADER\n"
666 "uniform sampler2D Texture_First;\n"
667 "#ifdef USEBLOOM\n"
668 "uniform sampler2D Texture_Second;\n"
669 "#endif\n"
670 "#ifdef USEGAMMARAMPS\n"
671 "uniform sampler2D Texture_GammaRamps;\n"
672 "#endif\n"
673 "#ifdef USESATURATION\n"
674 "uniform float Saturation;\n"
675 "#endif\n"
676 "#ifdef USEVIEWTINT\n"
677 "uniform vec4 ViewTintColor;\n"
678 "#endif\n"
679 "//uncomment these if you want to use them:\n"
680 "uniform vec4 UserVec1;\n"
681 "uniform vec4 UserVec2;\n"
682 "// uniform vec4 UserVec3;\n"
683 "// uniform vec4 UserVec4;\n"
684 "// uniform float ClientTime;\n"
685 "uniform vec2 PixelSize;\n"
686 "void main(void)\n"
687 "{\n"
688 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
689 "#ifdef USEBLOOM\n"
690 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
691 "#endif\n"
692 "#ifdef USEVIEWTINT\n"
693 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
694 "#endif\n"
695 "\n"
696 "#ifdef USEPOSTPROCESSING\n"
697 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
698 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
699 "       float sobel = 1.0;\n"
700 "       // vec2 ts = textureSize(Texture_First, 0);\n"
701 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
702 "       vec2 px = PixelSize;\n"
703 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
704 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
705 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
706 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
707 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
708 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
709 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
710 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
711 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
712 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
713 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
714 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
715 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
716 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
717 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
718 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
719 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
720 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
721 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
722 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
723 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
724 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
725 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
726 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
727 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
728 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
729 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
730 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
731 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
732 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
733 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
734 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
735 "#endif\n"
736 "\n"
737 "#ifdef USESATURATION\n"
738 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
739 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
740 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
741 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
742 "#endif\n"
743 "\n"
744 "#ifdef USEGAMMARAMPS\n"
745 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
746 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
747 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
748 "#endif\n"
749 "}\n"
750 "#endif\n"
751 "#else // !MODE_POSTPROCESS\n"
752 "\n"
753 "\n"
754 "\n"
755 "\n"
756 "#ifdef MODE_GENERIC\n"
757 "#ifdef USEDIFFUSE\n"
758 "varying vec2 TexCoord1;\n"
759 "#endif\n"
760 "#ifdef USESPECULAR\n"
761 "varying vec2 TexCoord2;\n"
762 "#endif\n"
763 "#ifdef VERTEX_SHADER\n"
764 "void main(void)\n"
765 "{\n"
766 "       gl_FrontColor = gl_Color;\n"
767 "#ifdef USEDIFFUSE\n"
768 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
769 "#endif\n"
770 "#ifdef USESPECULAR\n"
771 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
772 "#endif\n"
773 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
774 "}\n"
775 "#endif\n"
776 "\n"
777 "#ifdef FRAGMENT_SHADER\n"
778 "#ifdef USEDIFFUSE\n"
779 "uniform sampler2D Texture_First;\n"
780 "#endif\n"
781 "#ifdef USESPECULAR\n"
782 "uniform sampler2D Texture_Second;\n"
783 "#endif\n"
784 "\n"
785 "void main(void)\n"
786 "{\n"
787 "       gl_FragColor = gl_Color;\n"
788 "#ifdef USEDIFFUSE\n"
789 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
790 "#endif\n"
791 "\n"
792 "#ifdef USESPECULAR\n"
793 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
794 "# ifdef USECOLORMAPPING\n"
795 "       gl_FragColor *= tex2;\n"
796 "# endif\n"
797 "# ifdef USEGLOW\n"
798 "       gl_FragColor += tex2;\n"
799 "# endif\n"
800 "# ifdef USEVERTEXTEXTUREBLEND\n"
801 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
802 "# endif\n"
803 "#endif\n"
804 "}\n"
805 "#endif\n"
806 "#else // !MODE_GENERIC\n"
807 "\n"
808 "\n"
809 "\n"
810 "\n"
811 "#ifdef MODE_BLOOMBLUR\n"
812 "varying TexCoord;\n"
813 "#ifdef VERTEX_SHADER\n"
814 "void main(void)\n"
815 "{\n"
816 "       gl_FrontColor = gl_Color;\n"
817 "       TexCoord = gl_MultiTexCoord0.xy;\n"
818 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
819 "}\n"
820 "#endif\n"
821 "\n"
822 "#ifdef FRAGMENT_SHADER\n"
823 "uniform sampler2D Texture_First;\n"
824 "uniform vec4 BloomBlur_Parameters;\n"
825 "\n"
826 "void main(void)\n"
827 "{\n"
828 "       int i;\n"
829 "       vec2 tc = TexCoord;\n"
830 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
831 "       tc += BloomBlur_Parameters.xy;\n"
832 "       for (i = 1;i < SAMPLES;i++)\n"
833 "       {\n"
834 "               color += texture2D(Texture_First, tc).rgb;\n"
835 "               tc += BloomBlur_Parameters.xy;\n"
836 "       }\n"
837 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
838 "}\n"
839 "#endif\n"
840 "#else // !MODE_BLOOMBLUR\n"
841 "#ifdef MODE_REFRACTION\n"
842 "varying vec2 TexCoord;\n"
843 "varying vec4 ModelViewProjectionPosition;\n"
844 "uniform mat4 TexMatrix;\n"
845 "#ifdef VERTEX_SHADER\n"
846 "\n"
847 "void main(void)\n"
848 "{\n"
849 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
850 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
851 "       ModelViewProjectionPosition = gl_Position;\n"
852 "}\n"
853 "#endif\n"
854 "\n"
855 "#ifdef FRAGMENT_SHADER\n"
856 "uniform sampler2D Texture_Normal;\n"
857 "uniform sampler2D Texture_Refraction;\n"
858 "uniform sampler2D Texture_Reflection;\n"
859 "\n"
860 "uniform vec4 DistortScaleRefractReflect;\n"
861 "uniform vec4 ScreenScaleRefractReflect;\n"
862 "uniform vec4 ScreenCenterRefractReflect;\n"
863 "uniform vec4 RefractColor;\n"
864 "uniform vec4 ReflectColor;\n"
865 "uniform float ReflectFactor;\n"
866 "uniform float ReflectOffset;\n"
867 "\n"
868 "void main(void)\n"
869 "{\n"
870 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
871 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
872 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
873 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
874 "       // FIXME temporary hack to detect the case that the reflection\n"
875 "       // gets blackened at edges due to leaving the area that contains actual\n"
876 "       // content.\n"
877 "       // Remove this 'ack once we have a better way to stop this thing from\n"
878 "       // 'appening.\n"
879 "       float 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 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
883 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
884 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
885 "}\n"
886 "#endif\n"
887 "#else // !MODE_REFRACTION\n"
888 "\n"
889 "\n"
890 "\n"
891 "\n"
892 "#ifdef MODE_WATER\n"
893 "varying vec2 TexCoord;\n"
894 "varying vec3 EyeVector;\n"
895 "varying vec4 ModelViewProjectionPosition;\n"
896 "#ifdef VERTEX_SHADER\n"
897 "uniform vec3 EyePosition;\n"
898 "uniform mat4 TexMatrix;\n"
899 "\n"
900 "void main(void)\n"
901 "{\n"
902 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
903 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
904 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
905 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
906 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
907 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
908 "       ModelViewProjectionPosition = gl_Position;\n"
909 "}\n"
910 "#endif\n"
911 "\n"
912 "#ifdef FRAGMENT_SHADER\n"
913 "uniform sampler2D Texture_Normal;\n"
914 "uniform sampler2D Texture_Refraction;\n"
915 "uniform sampler2D Texture_Reflection;\n"
916 "\n"
917 "uniform vec4 DistortScaleRefractReflect;\n"
918 "uniform vec4 ScreenScaleRefractReflect;\n"
919 "uniform vec4 ScreenCenterRefractReflect;\n"
920 "uniform vec4 RefractColor;\n"
921 "uniform vec4 ReflectColor;\n"
922 "uniform float ReflectFactor;\n"
923 "uniform float ReflectOffset;\n"
924 "\n"
925 "void main(void)\n"
926 "{\n"
927 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
928 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
929 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
930 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
931 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
932 "       // FIXME temporary hack to detect the case that the reflection\n"
933 "       // gets blackened at edges due to leaving the area that contains actual\n"
934 "       // content.\n"
935 "       // Remove this 'ack once we have a better way to stop this thing from\n"
936 "       // 'appening.\n"
937 "       float 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 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
941 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\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 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
946 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
947 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
948 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
949 "}\n"
950 "#endif\n"
951 "#else // !MODE_WATER\n"
952 "\n"
953 "\n"
954 "\n"
955 "\n"
956 "// common definitions between vertex shader and fragment shader:\n"
957 "\n"
958 "varying vec2 TexCoord;\n"
959 "#ifdef USEVERTEXTEXTUREBLEND\n"
960 "varying vec2 TexCoord2;\n"
961 "#endif\n"
962 "#ifdef USELIGHTMAP\n"
963 "varying vec2 TexCoordLightmap;\n"
964 "#endif\n"
965 "\n"
966 "#ifdef MODE_LIGHTSOURCE\n"
967 "varying vec3 CubeVector;\n"
968 "#endif\n"
969 "\n"
970 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
971 "varying vec3 LightVector;\n"
972 "#endif\n"
973 "\n"
974 "#ifdef USEEYEVECTOR\n"
975 "varying vec3 EyeVector;\n"
976 "#endif\n"
977 "#ifdef USEFOG\n"
978 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
979 "#endif\n"
980 "\n"
981 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
982 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
983 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
984 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
985 "#endif\n"
986 "\n"
987 "#ifdef USEREFLECTION\n"
988 "varying vec4 ModelViewProjectionPosition;\n"
989 "#endif\n"
990 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
991 "uniform vec3 LightPosition;\n"
992 "varying vec4 ModelViewPosition;\n"
993 "#endif\n"
994 "\n"
995 "#ifdef MODE_LIGHTSOURCE\n"
996 "uniform vec3 LightPosition;\n"
997 "#endif\n"
998 "uniform vec3 EyePosition;\n"
999 "#ifdef MODE_LIGHTDIRECTION\n"
1000 "uniform vec3 LightDir;\n"
1001 "#endif\n"
1002 "uniform vec4 FogPlane;\n"
1003 "\n"
1004 "#ifdef USESHADOWMAPORTHO\n"
1005 "varying vec3 ShadowMapTC;\n"
1006 "#endif\n"
1007 "\n"
1008 "\n"
1009 "\n"
1010 "\n"
1011 "\n"
1012 "// 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"
1013 "\n"
1014 "// fragment shader specific:\n"
1015 "#ifdef FRAGMENT_SHADER\n"
1016 "\n"
1017 "uniform sampler2D Texture_Normal;\n"
1018 "uniform sampler2D Texture_Color;\n"
1019 "uniform sampler2D Texture_Gloss;\n"
1020 "#ifdef USEGLOW\n"
1021 "uniform sampler2D Texture_Glow;\n"
1022 "#endif\n"
1023 "#ifdef USEVERTEXTEXTUREBLEND\n"
1024 "uniform sampler2D Texture_SecondaryNormal;\n"
1025 "uniform sampler2D Texture_SecondaryColor;\n"
1026 "uniform sampler2D Texture_SecondaryGloss;\n"
1027 "#ifdef USEGLOW\n"
1028 "uniform sampler2D Texture_SecondaryGlow;\n"
1029 "#endif\n"
1030 "#endif\n"
1031 "#ifdef USECOLORMAPPING\n"
1032 "uniform sampler2D Texture_Pants;\n"
1033 "uniform sampler2D Texture_Shirt;\n"
1034 "#endif\n"
1035 "#ifdef USEFOG\n"
1036 "#ifdef USEFOGHEIGHTTEXTURE\n"
1037 "uniform sampler2D Texture_FogHeightTexture;\n"
1038 "#endif\n"
1039 "uniform sampler2D Texture_FogMask;\n"
1040 "#endif\n"
1041 "#ifdef USELIGHTMAP\n"
1042 "uniform sampler2D Texture_Lightmap;\n"
1043 "#endif\n"
1044 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1045 "uniform sampler2D Texture_Deluxemap;\n"
1046 "#endif\n"
1047 "#ifdef USEREFLECTION\n"
1048 "uniform sampler2D Texture_Reflection;\n"
1049 "#endif\n"
1050 "\n"
1051 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1052 "uniform sampler2D Texture_ScreenDepth;\n"
1053 "uniform sampler2D Texture_ScreenNormalMap;\n"
1054 "#endif\n"
1055 "#ifdef USEDEFERREDLIGHTMAP\n"
1056 "uniform sampler2D Texture_ScreenDiffuse;\n"
1057 "uniform sampler2D Texture_ScreenSpecular;\n"
1058 "#endif\n"
1059 "\n"
1060 "uniform myhalf3 Color_Pants;\n"
1061 "uniform myhalf3 Color_Shirt;\n"
1062 "uniform myhalf3 FogColor;\n"
1063 "\n"
1064 "#ifdef USEFOG\n"
1065 "uniform float FogRangeRecip;\n"
1066 "uniform float FogPlaneViewDist;\n"
1067 "uniform float FogHeightFade;\n"
1068 "vec3 FogVertex(vec3 surfacecolor)\n"
1069 "{\n"
1070 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1071 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1072 "       float fogfrac;\n"
1073 "#ifdef USEFOGHEIGHTTEXTURE\n"
1074 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1075 "       fogfrac = fogheightpixel.a;\n"
1076 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1077 "#else\n"
1078 "# ifdef USEFOGOUTSIDE\n"
1079 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1080 "# else\n"
1081 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1082 "# endif\n"
1083 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1084 "#endif\n"
1085 "}\n"
1086 "#endif\n"
1087 "\n"
1088 "#ifdef USEOFFSETMAPPING\n"
1089 "uniform float OffsetMapping_Scale;\n"
1090 "vec2 OffsetMapping(vec2 TexCoord)\n"
1091 "{\n"
1092 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1093 "       // 14 sample relief mapping: linear search and then binary search\n"
1094 "       // this basically steps forward a small amount repeatedly until it finds\n"
1095 "       // itself inside solid, then jitters forward and back using decreasing\n"
1096 "       // amounts to find the impact\n"
1097 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1098 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1099 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1100 "       vec3 RT = vec3(TexCoord, 1);\n"
1101 "       OffsetVector *= 0.1;\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);\n"
1111 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1112 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1113 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1114 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1115 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1116 "       return RT.xy;\n"
1117 "#else\n"
1118 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1119 "       // this basically moves forward the full distance, and then backs up based\n"
1120 "       // on height of samples\n"
1121 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1122 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1123 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1124 "       TexCoord += OffsetVector;\n"
1125 "       OffsetVector *= 0.333;\n"
1126 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1128 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1129 "       return TexCoord;\n"
1130 "#endif\n"
1131 "}\n"
1132 "#endif // USEOFFSETMAPPING\n"
1133 "\n"
1134 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1135 "uniform sampler2D Texture_Attenuation;\n"
1136 "uniform samplerCube Texture_Cube;\n"
1137 "#endif\n"
1138 "\n"
1139 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1140 "\n"
1141 "#ifdef USESHADOWMAPRECT\n"
1142 "# ifdef USESHADOWSAMPLER\n"
1143 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1144 "# else\n"
1145 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1146 "# endif\n"
1147 "#endif\n"
1148 "\n"
1149 "#ifdef USESHADOWMAP2D\n"
1150 "# ifdef USESHADOWSAMPLER\n"
1151 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1152 "# else\n"
1153 "uniform sampler2D Texture_ShadowMap2D;\n"
1154 "# endif\n"
1155 "#endif\n"
1156 "\n"
1157 "#ifdef USESHADOWMAPVSDCT\n"
1158 "uniform samplerCube Texture_CubeProjection;\n"
1159 "#endif\n"
1160 "\n"
1161 "#ifdef USESHADOWMAPCUBE\n"
1162 "# ifdef USESHADOWSAMPLER\n"
1163 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1164 "# else\n"
1165 "uniform samplerCube Texture_ShadowMapCube;\n"
1166 "# endif\n"
1167 "#endif\n"
1168 "\n"
1169 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1170 "uniform vec2 ShadowMap_TextureScale;\n"
1171 "uniform vec4 ShadowMap_Parameters;\n"
1172 "#endif\n"
1173 "\n"
1174 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1175 "# ifdef USESHADOWMAPORTHO\n"
1176 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1177 "# else\n"
1178 "#  ifdef USESHADOWMAPVSDCT\n"
1179 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1180 "{\n"
1181 "       vec3 adir = abs(dir);\n"
1182 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1183 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1184 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1185 "}\n"
1186 "#  else\n"
1187 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1188 "{\n"
1189 "       vec3 adir = abs(dir);\n"
1190 "       float ma = adir.z;\n"
1191 "       vec4 proj = vec4(dir, 2.5);\n"
1192 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1193 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1194 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1195 "       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"
1196 "}\n"
1197 "#  endif\n"
1198 "# endif\n"
1199 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1200 "\n"
1201 "#ifdef USESHADOWMAPCUBE\n"
1202 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1203 "{\n"
1204 "       vec3 adir = abs(dir);\n"
1205 "       return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1206 "}\n"
1207 "#endif\n"
1208 "\n"
1209 "# ifdef USESHADOWMAPRECT\n"
1210 "float ShadowMapCompare(vec3 dir)\n"
1211 "{\n"
1212 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1213 "       float f;\n"
1214 "#  ifdef USESHADOWSAMPLER\n"
1215 "\n"
1216 "#    ifdef USESHADOWMAPPCF\n"
1217 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1218 "       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"
1219 "#    else\n"
1220 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1221 "#    endif\n"
1222 "\n"
1223 "#  else\n"
1224 "\n"
1225 "#    ifdef USESHADOWMAPPCF\n"
1226 "#      if USESHADOWMAPPCF > 1\n"
1227 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1228 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1229 "       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"
1230 "       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"
1231 "       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"
1232 "       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"
1233 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1234 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1235 "#      else\n"
1236 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1237 "       vec2 offset = fract(shadowmaptc.xy);\n"
1238 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1239 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1240 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1241 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1242 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1243 "#      endif\n"
1244 "#    else\n"
1245 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1246 "#    endif\n"
1247 "\n"
1248 "#  endif\n"
1249 "#  ifdef USESHADOWMAPORTHO\n"
1250 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1251 "#  else\n"
1252 "       return f;\n"
1253 "#  endif\n"
1254 "}\n"
1255 "# endif\n"
1256 "\n"
1257 "# ifdef USESHADOWMAP2D\n"
1258 "float ShadowMapCompare(vec3 dir)\n"
1259 "{\n"
1260 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1261 "       float f;\n"
1262 "\n"
1263 "#  ifdef USESHADOWSAMPLER\n"
1264 "#    ifdef USESHADOWMAPPCF\n"
1265 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1266 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1267 "       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"
1268 "#    else\n"
1269 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1270 "#    endif\n"
1271 "#  else\n"
1272 "#    ifdef USESHADOWMAPPCF\n"
1273 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1274 "#      ifdef GL_ARB_texture_gather\n"
1275 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1276 "#      else\n"
1277 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1278 "#      endif\n"
1279 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1280 "#      if USESHADOWMAPPCF > 1\n"
1281 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1282 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1283 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1284 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1285 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1286 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1287 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1288 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1289 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1290 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1291 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1292 "       locols.yz += group2.ab;\n"
1293 "       hicols.yz += group8.rg;\n"
1294 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1295 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1296 "                               mix(locols, hicols, offset.y);\n"
1297 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1298 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1299 "       f = dot(cols, vec4(1.0/25.0));\n"
1300 "#      else\n"
1301 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1302 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1303 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1304 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1305 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1306 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1307 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1308 "#      endif\n"
1309 "#     else\n"
1310 "#      ifdef GL_EXT_gpu_shader4\n"
1311 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1312 "#      else\n"
1313 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1314 "#      endif\n"
1315 "#      if USESHADOWMAPPCF > 1\n"
1316 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1317 "       center *= ShadowMap_TextureScale;\n"
1318 "       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"
1319 "       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"
1320 "       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"
1321 "       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"
1322 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1323 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1324 "#      else\n"
1325 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1326 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1327 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1328 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1329 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1330 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1331 "#      endif\n"
1332 "#     endif\n"
1333 "#    else\n"
1334 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1335 "#    endif\n"
1336 "#  endif\n"
1337 "#  ifdef USESHADOWMAPORTHO\n"
1338 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1339 "#  else\n"
1340 "       return f;\n"
1341 "#  endif\n"
1342 "}\n"
1343 "# endif\n"
1344 "\n"
1345 "# ifdef USESHADOWMAPCUBE\n"
1346 "float ShadowMapCompare(vec3 dir)\n"
1347 "{\n"
1348 "       // apply depth texture cubemap as light filter\n"
1349 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1350 "       float f;\n"
1351 "#  ifdef USESHADOWSAMPLER\n"
1352 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1353 "#  else\n"
1354 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1355 "#  endif\n"
1356 "       return f;\n"
1357 "}\n"
1358 "# endif\n"
1359 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1360 "#endif // FRAGMENT_SHADER\n"
1361 "\n"
1362 "\n"
1363 "\n"
1364 "\n"
1365 "#ifdef MODE_DEFERREDGEOMETRY\n"
1366 "#ifdef VERTEX_SHADER\n"
1367 "uniform mat4 TexMatrix;\n"
1368 "#ifdef USEVERTEXTEXTUREBLEND\n"
1369 "uniform mat4 BackgroundTexMatrix;\n"
1370 "#endif\n"
1371 "uniform mat4 ModelViewMatrix;\n"
1372 "void main(void)\n"
1373 "{\n"
1374 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1375 "#ifdef USEVERTEXTEXTUREBLEND\n"
1376 "       gl_FrontColor = gl_Color;\n"
1377 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1378 "#endif\n"
1379 "\n"
1380 "       // transform unnormalized eye direction into tangent space\n"
1381 "#ifdef USEOFFSETMAPPING\n"
1382 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1383 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1384 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1385 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1386 "#endif\n"
1387 "\n"
1388 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1389 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1390 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1391 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1392 "}\n"
1393 "#endif // VERTEX_SHADER\n"
1394 "\n"
1395 "#ifdef FRAGMENT_SHADER\n"
1396 "void main(void)\n"
1397 "{\n"
1398 "#ifdef USEOFFSETMAPPING\n"
1399 "       // apply offsetmapping\n"
1400 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1401 "#define TexCoord TexCoordOffset\n"
1402 "#endif\n"
1403 "\n"
1404 "#ifdef USEALPHAKILL\n"
1405 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1406 "               discard;\n"
1407 "#endif\n"
1408 "\n"
1409 "#ifdef USEVERTEXTEXTUREBLEND\n"
1410 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1411 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1412 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1413 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1414 "#endif\n"
1415 "\n"
1416 "#ifdef USEVERTEXTEXTUREBLEND\n"
1417 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1418 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1419 "#else\n"
1420 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1421 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1422 "#endif\n"
1423 "\n"
1424 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1425 "}\n"
1426 "#endif // FRAGMENT_SHADER\n"
1427 "#else // !MODE_DEFERREDGEOMETRY\n"
1428 "\n"
1429 "\n"
1430 "\n"
1431 "\n"
1432 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1433 "#ifdef VERTEX_SHADER\n"
1434 "uniform mat4 ModelViewMatrix;\n"
1435 "void main(void)\n"
1436 "{\n"
1437 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1438 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1439 "}\n"
1440 "#endif // VERTEX_SHADER\n"
1441 "\n"
1442 "#ifdef FRAGMENT_SHADER\n"
1443 "uniform mat4 ViewToLight;\n"
1444 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1445 "uniform vec2 ScreenToDepth;\n"
1446 "uniform myhalf3 DeferredColor_Ambient;\n"
1447 "uniform myhalf3 DeferredColor_Diffuse;\n"
1448 "#ifdef USESPECULAR\n"
1449 "uniform myhalf3 DeferredColor_Specular;\n"
1450 "uniform myhalf SpecularPower;\n"
1451 "#endif\n"
1452 "uniform myhalf2 PixelToScreenTexCoord;\n"
1453 "void main(void)\n"
1454 "{\n"
1455 "       // calculate viewspace pixel position\n"
1456 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1457 "       vec3 position;\n"
1458 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1459 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1460 "       // decode viewspace pixel normal\n"
1461 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1462 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1463 "       // surfacenormal = pixel normal in viewspace\n"
1464 "       // LightVector = pixel to light in viewspace\n"
1465 "       // CubeVector = position in lightspace\n"
1466 "       // eyevector = pixel to view in viewspace\n"
1467 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1468 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1469 "#ifdef USEDIFFUSE\n"
1470 "       // calculate diffuse shading\n"
1471 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1472 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1473 "#endif\n"
1474 "#ifdef USESPECULAR\n"
1475 "       // calculate directional shading\n"
1476 "       vec3 eyevector = position * -1.0;\n"
1477 "#  ifdef USEEXACTSPECULARMATH\n"
1478 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1479 "#  else\n"
1480 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1481 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1482 "#  endif\n"
1483 "#endif\n"
1484 "\n"
1485 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1486 "       fade *= ShadowMapCompare(CubeVector);\n"
1487 "#endif\n"
1488 "\n"
1489 "#ifdef USEDIFFUSE\n"
1490 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1491 "#else\n"
1492 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1493 "#endif\n"
1494 "#ifdef USESPECULAR\n"
1495 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1496 "#else\n"
1497 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1498 "#endif\n"
1499 "\n"
1500 "# ifdef USECUBEFILTER\n"
1501 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1502 "       gl_FragData[0].rgb *= cubecolor;\n"
1503 "       gl_FragData[1].rgb *= cubecolor;\n"
1504 "# endif\n"
1505 "}\n"
1506 "#endif // FRAGMENT_SHADER\n"
1507 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1508 "\n"
1509 "\n"
1510 "\n"
1511 "\n"
1512 "#ifdef VERTEX_SHADER\n"
1513 "uniform mat4 TexMatrix;\n"
1514 "#ifdef USEVERTEXTEXTUREBLEND\n"
1515 "uniform mat4 BackgroundTexMatrix;\n"
1516 "#endif\n"
1517 "#ifdef MODE_LIGHTSOURCE\n"
1518 "uniform mat4 ModelToLight;\n"
1519 "#endif\n"
1520 "#ifdef USESHADOWMAPORTHO\n"
1521 "uniform mat4 ShadowMapMatrix;\n"
1522 "#endif\n"
1523 "void main(void)\n"
1524 "{\n"
1525 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1526 "       gl_FrontColor = gl_Color;\n"
1527 "#endif\n"
1528 "       // copy the surface texcoord\n"
1529 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1530 "#ifdef USEVERTEXTEXTUREBLEND\n"
1531 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1532 "#endif\n"
1533 "#ifdef USELIGHTMAP\n"
1534 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1535 "#endif\n"
1536 "\n"
1537 "#ifdef MODE_LIGHTSOURCE\n"
1538 "       // transform vertex position into light attenuation/cubemap space\n"
1539 "       // (-1 to +1 across the light box)\n"
1540 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1541 "\n"
1542 "# ifdef USEDIFFUSE\n"
1543 "       // transform unnormalized light direction into tangent space\n"
1544 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1545 "       //  normalize it per pixel)\n"
1546 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1547 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1548 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1549 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1550 "# endif\n"
1551 "#endif\n"
1552 "\n"
1553 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1554 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1555 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1556 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1557 "#endif\n"
1558 "\n"
1559 "       // transform unnormalized eye direction into tangent space\n"
1560 "#ifdef USEEYEVECTOR\n"
1561 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1562 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1563 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1564 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1565 "#endif\n"
1566 "\n"
1567 "#ifdef USEFOG\n"
1568 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1569 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1570 "#endif\n"
1571 "\n"
1572 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1573 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1574 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1575 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1576 "#endif\n"
1577 "\n"
1578 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1579 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1580 "\n"
1581 "#ifdef USESHADOWMAPORTHO\n"
1582 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1583 "#endif\n"
1584 "\n"
1585 "#ifdef USEREFLECTION\n"
1586 "       ModelViewProjectionPosition = gl_Position;\n"
1587 "#endif\n"
1588 "}\n"
1589 "#endif // VERTEX_SHADER\n"
1590 "\n"
1591 "\n"
1592 "\n"
1593 "\n"
1594 "#ifdef FRAGMENT_SHADER\n"
1595 "#ifdef USEDEFERREDLIGHTMAP\n"
1596 "uniform myhalf2 PixelToScreenTexCoord;\n"
1597 "uniform myhalf3 DeferredMod_Diffuse;\n"
1598 "uniform myhalf3 DeferredMod_Specular;\n"
1599 "#endif\n"
1600 "uniform myhalf3 Color_Ambient;\n"
1601 "uniform myhalf3 Color_Diffuse;\n"
1602 "uniform myhalf3 Color_Specular;\n"
1603 "uniform myhalf SpecularPower;\n"
1604 "#ifdef USEGLOW\n"
1605 "uniform myhalf3 Color_Glow;\n"
1606 "#endif\n"
1607 "uniform myhalf Alpha;\n"
1608 "#ifdef USEREFLECTION\n"
1609 "uniform vec4 DistortScaleRefractReflect;\n"
1610 "uniform vec4 ScreenScaleRefractReflect;\n"
1611 "uniform vec4 ScreenCenterRefractReflect;\n"
1612 "uniform myhalf4 ReflectColor;\n"
1613 "#endif\n"
1614 "#ifdef USEREFLECTCUBE\n"
1615 "uniform mat4 ModelToReflectCube;\n"
1616 "uniform sampler2D Texture_ReflectMask;\n"
1617 "uniform samplerCube Texture_ReflectCube;\n"
1618 "#endif\n"
1619 "#ifdef MODE_LIGHTDIRECTION\n"
1620 "uniform myhalf3 LightColor;\n"
1621 "#endif\n"
1622 "#ifdef MODE_LIGHTSOURCE\n"
1623 "uniform myhalf3 LightColor;\n"
1624 "#endif\n"
1625 "void main(void)\n"
1626 "{\n"
1627 "#ifdef USEOFFSETMAPPING\n"
1628 "       // apply offsetmapping\n"
1629 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1630 "#define TexCoord TexCoordOffset\n"
1631 "#endif\n"
1632 "\n"
1633 "       // combine the diffuse textures (base, pants, shirt)\n"
1634 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1635 "#ifdef USEALPHAKILL\n"
1636 "       if (color.a < 0.5)\n"
1637 "               discard;\n"
1638 "#endif\n"
1639 "       color.a *= Alpha;\n"
1640 "#ifdef USECOLORMAPPING\n"
1641 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1642 "#endif\n"
1643 "#ifdef USEVERTEXTEXTUREBLEND\n"
1644 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1645 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1646 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1647 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1648 "       color.a = 1.0;\n"
1649 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1650 "#endif\n"
1651 "\n"
1652 "       // get the surface normal\n"
1653 "#ifdef USEVERTEXTEXTUREBLEND\n"
1654 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1655 "#else\n"
1656 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1657 "#endif\n"
1658 "\n"
1659 "       // get the material colors\n"
1660 "       myhalf3 diffusetex = color.rgb;\n"
1661 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1662 "# ifdef USEVERTEXTEXTUREBLEND\n"
1663 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1664 "# else\n"
1665 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1666 "# endif\n"
1667 "#endif\n"
1668 "\n"
1669 "#ifdef USEREFLECTCUBE\n"
1670 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1671 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1672 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1673 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1674 "#endif\n"
1675 "\n"
1676 "\n"
1677 "\n"
1678 "\n"
1679 "#ifdef MODE_LIGHTSOURCE\n"
1680 "       // light source\n"
1681 "#ifdef USEDIFFUSE\n"
1682 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1683 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1684 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1685 "#ifdef USESPECULAR\n"
1686 "#ifdef USEEXACTSPECULARMATH\n"
1687 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1688 "#else\n"
1689 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1690 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1691 "#endif\n"
1692 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1693 "#endif\n"
1694 "#else\n"
1695 "       color.rgb = diffusetex * Color_Ambient;\n"
1696 "#endif\n"
1697 "       color.rgb *= LightColor;\n"
1698 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1699 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1700 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1701 "#endif\n"
1702 "# ifdef USECUBEFILTER\n"
1703 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1704 "# endif\n"
1705 "#endif // MODE_LIGHTSOURCE\n"
1706 "\n"
1707 "\n"
1708 "\n"
1709 "\n"
1710 "#ifdef MODE_LIGHTDIRECTION\n"
1711 "#define SHADING\n"
1712 "#ifdef USEDIFFUSE\n"
1713 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1714 "#endif\n"
1715 "#define lightcolor LightColor\n"
1716 "#endif // MODE_LIGHTDIRECTION\n"
1717 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1718 "#define SHADING\n"
1719 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1720 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1721 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1722 "       // convert modelspace light vector to tangentspace\n"
1723 "       myhalf3 lightnormal;\n"
1724 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1725 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1726 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1727 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1728 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1729 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1730 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1731 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1732 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1733 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1734 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1735 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1736 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1737 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1738 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1739 "#define SHADING\n"
1740 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1741 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1742 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1743 "#endif\n"
1744 "\n"
1745 "\n"
1746 "\n"
1747 "\n"
1748 "#ifdef MODE_LIGHTMAP\n"
1749 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1750 "#endif // MODE_LIGHTMAP\n"
1751 "#ifdef MODE_VERTEXCOLOR\n"
1752 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1753 "#endif // MODE_VERTEXCOLOR\n"
1754 "#ifdef MODE_FLATCOLOR\n"
1755 "       color.rgb = diffusetex * Color_Ambient;\n"
1756 "#endif // MODE_FLATCOLOR\n"
1757 "\n"
1758 "\n"
1759 "\n"
1760 "\n"
1761 "#ifdef SHADING\n"
1762 "# ifdef USEDIFFUSE\n"
1763 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1764 "#  ifdef USESPECULAR\n"
1765 "#   ifdef USEEXACTSPECULARMATH\n"
1766 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1767 "#   else\n"
1768 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1769 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1770 "#   endif\n"
1771 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1772 "#  else\n"
1773 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1774 "#  endif\n"
1775 "# else\n"
1776 "       color.rgb = diffusetex * Color_Ambient;\n"
1777 "# endif\n"
1778 "#endif\n"
1779 "\n"
1780 "#ifdef USESHADOWMAPORTHO\n"
1781 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1782 "#endif\n"
1783 "\n"
1784 "#ifdef USEDEFERREDLIGHTMAP\n"
1785 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1786 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1787 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1788 "#endif\n"
1789 "\n"
1790 "#ifdef USEGLOW\n"
1791 "#ifdef USEVERTEXTEXTUREBLEND\n"
1792 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1793 "#else\n"
1794 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1795 "#endif\n"
1796 "#endif\n"
1797 "\n"
1798 "#ifdef USEFOG\n"
1799 "       color.rgb = FogVertex(color.rgb);\n"
1800 "#endif\n"
1801 "\n"
1802 "       // 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"
1803 "#ifdef USEREFLECTION\n"
1804 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1805 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1806 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1807 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1808 "       // FIXME temporary hack to detect the case that the reflection\n"
1809 "       // gets blackened at edges due to leaving the area that contains actual\n"
1810 "       // content.\n"
1811 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1812 "       // 'appening.\n"
1813 "       float 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 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1817 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1818 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1819 "#endif\n"
1820 "\n"
1821 "       gl_FragColor = vec4(color);\n"
1822 "}\n"
1823 "#endif // FRAGMENT_SHADER\n"
1824 "\n"
1825 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1826 "#endif // !MODE_DEFERREDGEOMETRY\n"
1827 "#endif // !MODE_WATER\n"
1828 "#endif // !MODE_REFRACTION\n"
1829 "#endif // !MODE_BLOOMBLUR\n"
1830 "#endif // !MODE_GENERIC\n"
1831 "#endif // !MODE_POSTPROCESS\n"
1832 "#endif // !MODE_SHOWDEPTH\n"
1833 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1834 ;
1835
1836 /*
1837 =========================================================================================================================================================
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1839
1840
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1843
1844
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1846
1847
1848
1849 =========================================================================================================================================================
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1851
1852
1853 =========================================================================================================================================================
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1855
1856
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1859
1860
1861 =========================================================================================================================================================
1862 */
1863
1864 const char *builtincgshaderstring =
1865 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1866 "// written by Forest 'LordHavoc' Hale\n"
1867 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1868 "\n"
1869 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1870 "#if defined(USEREFLECTION)\n"
1871 "#undef USESHADOWMAPORTHO\n"
1872 "#endif\n"
1873 "\n"
1874 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1875 "# define USEFOG\n"
1876 "#endif\n"
1877 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1878 "#define USELIGHTMAP\n"
1879 "#endif\n"
1880 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1881 "#define USEEYEVECTOR\n"
1882 "#endif\n"
1883 "\n"
1884 "#ifdef FRAGMENT_SHADER\n"
1885 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1886 "#endif\n"
1887 "\n"
1888 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1889 "#ifdef VERTEX_SHADER\n"
1890 "void main\n"
1891 "(\n"
1892 "float4 gl_Vertex : POSITION,\n"
1893 "uniform float4x4 ModelViewProjectionMatrix,\n"
1894 "out float4 gl_Position : POSITION\n"
1895 ")\n"
1896 "{\n"
1897 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1898 "}\n"
1899 "#endif\n"
1900 "#else // !MODE_DEPTH_ORSHADOW\n"
1901 "\n"
1902 "\n"
1903 "\n"
1904 "\n"
1905 "#ifdef MODE_SHOWDEPTH\n"
1906 "#ifdef VERTEX_SHADER\n"
1907 "void main\n"
1908 "(\n"
1909 "float4 gl_Vertex : POSITION,\n"
1910 "uniform float4x4 ModelViewProjectionMatrix,\n"
1911 "out float4 gl_Position : POSITION,\n"
1912 "out float4 gl_FrontColor : COLOR0\n"
1913 ")\n"
1914 "{\n"
1915 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1916 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1917 "}\n"
1918 "#endif\n"
1919 "\n"
1920 "#ifdef FRAGMENT_SHADER\n"
1921 "void main\n"
1922 "(\n"
1923 "float4 gl_FrontColor : COLOR0,\n"
1924 "out float4 gl_FragColor : COLOR\n"
1925 ")\n"
1926 "{\n"
1927 "       gl_FragColor = gl_FrontColor;\n"
1928 "}\n"
1929 "#endif\n"
1930 "#else // !MODE_SHOWDEPTH\n"
1931 "\n"
1932 "\n"
1933 "\n"
1934 "\n"
1935 "#ifdef MODE_POSTPROCESS\n"
1936 "\n"
1937 "#ifdef VERTEX_SHADER\n"
1938 "void main\n"
1939 "(\n"
1940 "float4 gl_Vertex : POSITION,\n"
1941 "uniform float4x4 ModelViewProjectionMatrix,\n"
1942 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1943 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1944 "out float4 gl_Position : POSITION,\n"
1945 "out float2 TexCoord1 : TEXCOORD0,\n"
1946 "out float2 TexCoord2 : TEXCOORD1\n"
1947 ")\n"
1948 "{\n"
1949 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1950 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1951 "#ifdef USEBLOOM\n"
1952 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1953 "#endif\n"
1954 "}\n"
1955 "#endif\n"
1956 "\n"
1957 "#ifdef FRAGMENT_SHADER\n"
1958 "void main\n"
1959 "(\n"
1960 "float2 TexCoord1 : TEXCOORD0,\n"
1961 "float2 TexCoord2 : TEXCOORD1,\n"
1962 "uniform sampler2D Texture_First,\n"
1963 "#ifdef USEBLOOM\n"
1964 "uniform sampler2D Texture_Second,\n"
1965 "#endif\n"
1966 "#ifdef USEGAMMARAMPS\n"
1967 "uniform sampler2D Texture_GammaRamps,\n"
1968 "#endif\n"
1969 "#ifdef USESATURATION\n"
1970 "uniform float Saturation,\n"
1971 "#endif\n"
1972 "#ifdef USEVIEWTINT\n"
1973 "uniform float4 ViewTintColor,\n"
1974 "#endif\n"
1975 "uniform float4 UserVec1,\n"
1976 "uniform float4 UserVec2,\n"
1977 "uniform float4 UserVec3,\n"
1978 "uniform float4 UserVec4,\n"
1979 "uniform float ClientTime,\n"
1980 "uniform float2 PixelSize,\n"
1981 "out float4 gl_FragColor : COLOR\n"
1982 ")\n"
1983 "{\n"
1984 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1985 "#ifdef USEBLOOM\n"
1986 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1987 "#endif\n"
1988 "#ifdef USEVIEWTINT\n"
1989 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1990 "#endif\n"
1991 "\n"
1992 "#ifdef USEPOSTPROCESSING\n"
1993 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1994 "// 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"
1995 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1996 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1997 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1998 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1999 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
2000 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2001 "#endif\n"
2002 "\n"
2003 "#ifdef USESATURATION\n"
2004 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2005 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2006 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2007 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2008 "#endif\n"
2009 "\n"
2010 "#ifdef USEGAMMARAMPS\n"
2011 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2012 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2013 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2014 "#endif\n"
2015 "}\n"
2016 "#endif\n"
2017 "#else // !MODE_POSTPROCESS\n"
2018 "\n"
2019 "\n"
2020 "\n"
2021 "\n"
2022 "#ifdef MODE_GENERIC\n"
2023 "#ifdef VERTEX_SHADER\n"
2024 "void main\n"
2025 "(\n"
2026 "float4 gl_Vertex : POSITION,\n"
2027 "uniform float4x4 ModelViewProjectionMatrix,\n"
2028 "float4 gl_Color : COLOR0,\n"
2029 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2030 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2031 "out float4 gl_Position : POSITION,\n"
2032 "out float4 gl_FrontColor : COLOR,\n"
2033 "out float2 TexCoord1 : TEXCOORD0,\n"
2034 "out float2 TexCoord2 : TEXCOORD1\n"
2035 ")\n"
2036 "{\n"
2037 "       gl_FrontColor = gl_Color;\n"
2038 "#ifdef USEDIFFUSE\n"
2039 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2040 "#endif\n"
2041 "#ifdef USESPECULAR\n"
2042 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2043 "#endif\n"
2044 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2045 "}\n"
2046 "#endif\n"
2047 "\n"
2048 "#ifdef FRAGMENT_SHADER\n"
2049 "\n"
2050 "void main\n"
2051 "(\n"
2052 "float4 gl_FrontColor : COLOR,\n"
2053 "float2 TexCoord1 : TEXCOORD0,\n"
2054 "float2 TexCoord2 : TEXCOORD1,\n"
2055 "#ifdef USEDIFFUSE\n"
2056 "uniform sampler2D Texture_First,\n"
2057 "#endif\n"
2058 "#ifdef USESPECULAR\n"
2059 "uniform sampler2D Texture_Second,\n"
2060 "#endif\n"
2061 "out float4 gl_FragColor : COLOR\n"
2062 ")\n"
2063 "{\n"
2064 "       gl_FragColor = gl_FrontColor;\n"
2065 "#ifdef USEDIFFUSE\n"
2066 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2067 "#endif\n"
2068 "\n"
2069 "#ifdef USESPECULAR\n"
2070 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2071 "# ifdef USECOLORMAPPING\n"
2072 "       gl_FragColor *= tex2;\n"
2073 "# endif\n"
2074 "# ifdef USEGLOW\n"
2075 "       gl_FragColor += tex2;\n"
2076 "# endif\n"
2077 "# ifdef USEVERTEXTEXTUREBLEND\n"
2078 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2079 "# endif\n"
2080 "#endif\n"
2081 "}\n"
2082 "#endif\n"
2083 "#else // !MODE_GENERIC\n"
2084 "\n"
2085 "\n"
2086 "\n"
2087 "\n"
2088 "#ifdef MODE_BLOOMBLUR\n"
2089 "#ifdef VERTEX_SHADER\n"
2090 "void main\n"
2091 "(\n"
2092 "float4 gl_Vertex : POSITION,\n"
2093 "uniform float4x4 ModelViewProjectionMatrix,\n"
2094 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2095 "out float4 gl_Position : POSITION,\n"
2096 "out float2 TexCoord : TEXCOORD0\n"
2097 ")\n"
2098 "{\n"
2099 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2100 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2101 "}\n"
2102 "#endif\n"
2103 "\n"
2104 "#ifdef FRAGMENT_SHADER\n"
2105 "\n"
2106 "void main\n"
2107 "(\n"
2108 "float2 TexCoord : TEXCOORD0,\n"
2109 "uniform sampler2D Texture_First,\n"
2110 "uniform float4 BloomBlur_Parameters,\n"
2111 "out float4 gl_FragColor : COLOR\n"
2112 ")\n"
2113 "{\n"
2114 "       int i;\n"
2115 "       float2 tc = TexCoord;\n"
2116 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2117 "       tc += BloomBlur_Parameters.xy;\n"
2118 "       for (i = 1;i < SAMPLES;i++)\n"
2119 "       {\n"
2120 "               color += tex2D(Texture_First, tc).rgb;\n"
2121 "               tc += BloomBlur_Parameters.xy;\n"
2122 "       }\n"
2123 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2124 "}\n"
2125 "#endif\n"
2126 "#else // !MODE_BLOOMBLUR\n"
2127 "#ifdef MODE_REFRACTION\n"
2128 "#ifdef VERTEX_SHADER\n"
2129 "void main\n"
2130 "(\n"
2131 "float4 gl_Vertex : POSITION,\n"
2132 "uniform float4x4 ModelViewProjectionMatrix,\n"
2133 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2134 "uniform float4x4 TexMatrix,\n"
2135 "uniform float3 EyePosition,\n"
2136 "out float4 gl_Position : POSITION,\n"
2137 "out float2 TexCoord : TEXCOORD0,\n"
2138 "out float3 EyeVector : TEXCOORD1,\n"
2139 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2140 ")\n"
2141 "{\n"
2142 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2143 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2144 "       ModelViewProjectionPosition = gl_Position;\n"
2145 "}\n"
2146 "#endif\n"
2147 "\n"
2148 "#ifdef FRAGMENT_SHADER\n"
2149 "void main\n"
2150 "(\n"
2151 "float2 TexCoord : TEXCOORD0,\n"
2152 "float3 EyeVector : TEXCOORD1,\n"
2153 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2154 "uniform sampler2D Texture_Normal,\n"
2155 "uniform sampler2D Texture_Refraction,\n"
2156 "uniform sampler2D Texture_Reflection,\n"
2157 "uniform float4 DistortScaleRefractReflect,\n"
2158 "uniform float4 ScreenScaleRefractReflect,\n"
2159 "uniform float4 ScreenCenterRefractReflect,\n"
2160 "uniform float4 RefractColor,\n"
2161 "out float4 gl_FragColor : COLOR\n"
2162 ")\n"
2163 "{\n"
2164 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2165 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2166 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2167 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2168 "       // FIXME temporary hack to detect the case that the reflection\n"
2169 "       // gets blackened at edges due to leaving the area that contains actual\n"
2170 "       // content.\n"
2171 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2172 "       // 'appening.\n"
2173 "       float 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 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2177 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2178 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2179 "}\n"
2180 "#endif\n"
2181 "#else // !MODE_REFRACTION\n"
2182 "\n"
2183 "\n"
2184 "\n"
2185 "\n"
2186 "#ifdef MODE_WATER\n"
2187 "#ifdef VERTEX_SHADER\n"
2188 "\n"
2189 "void main\n"
2190 "(\n"
2191 "float4 gl_Vertex : POSITION,\n"
2192 "uniform float4x4 ModelViewProjectionMatrix,\n"
2193 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2194 "uniform float4x4 TexMatrix,\n"
2195 "uniform float3 EyePosition,\n"
2196 "out float4 gl_Position : POSITION,\n"
2197 "out float2 TexCoord : TEXCOORD0,\n"
2198 "out float3 EyeVector : TEXCOORD1,\n"
2199 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2200 ")\n"
2201 "{\n"
2202 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2203 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2204 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2205 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2206 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2207 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2208 "       ModelViewProjectionPosition = gl_Position;\n"
2209 "}\n"
2210 "#endif\n"
2211 "\n"
2212 "#ifdef FRAGMENT_SHADER\n"
2213 "void main\n"
2214 "(\n"
2215 "float2 TexCoord : TEXCOORD0,\n"
2216 "float3 EyeVector : TEXCOORD1,\n"
2217 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2218 "uniform sampler2D Texture_Normal,\n"
2219 "uniform sampler2D Texture_Refraction,\n"
2220 "uniform sampler2D Texture_Reflection,\n"
2221 "uniform float4 DistortScaleRefractReflect,\n"
2222 "uniform float4 ScreenScaleRefractReflect,\n"
2223 "uniform float4 ScreenCenterRefractReflect,\n"
2224 "uniform float4 RefractColor,\n"
2225 "uniform float4 ReflectColor,\n"
2226 "uniform float ReflectFactor,\n"
2227 "uniform float ReflectOffset,\n"
2228 "out float4 gl_FragColor : COLOR\n"
2229 ")\n"
2230 "{\n"
2231 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2232 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2233 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2234 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2235 "       // FIXME temporary hack to detect the case that the reflection\n"
2236 "       // gets blackened at edges due to leaving the area that contains actual\n"
2237 "       // content.\n"
2238 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2239 "       // 'appening.\n"
2240 "       float 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 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2244 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\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 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2249 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2250 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2251 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2252 "}\n"
2253 "#endif\n"
2254 "#else // !MODE_WATER\n"
2255 "\n"
2256 "\n"
2257 "\n"
2258 "\n"
2259 "// 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"
2260 "\n"
2261 "// fragment shader specific:\n"
2262 "#ifdef FRAGMENT_SHADER\n"
2263 "\n"
2264 "#ifdef USEFOG\n"
2265 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2266 "{\n"
2267 "       float fogfrac;\n"
2268 "#ifdef USEFOGHEIGHTTEXTURE\n"
2269 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2270 "       fogfrac = fogheightpixel.a;\n"
2271 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2272 "#else\n"
2273 "# ifdef USEFOGOUTSIDE\n"
2274 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2275 "# else\n"
2276 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2277 "# endif\n"
2278 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2279 "#endif\n"
2280 "}\n"
2281 "#endif\n"
2282 "\n"
2283 "#ifdef USEOFFSETMAPPING\n"
2284 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2285 "{\n"
2286 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2287 "       // 14 sample relief mapping: linear search and then binary search\n"
2288 "       // this basically steps forward a small amount repeatedly until it finds\n"
2289 "       // itself inside solid, then jitters forward and back using decreasing\n"
2290 "       // amounts to find the impact\n"
2291 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2292 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2294 "       float3 RT = float3(TexCoord, 1);\n"
2295 "       OffsetVector *= 0.1;\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);\n"
2305 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2306 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2307 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2308 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2309 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2310 "       return RT.xy;\n"
2311 "#else\n"
2312 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2313 "       // this basically moves forward the full distance, and then backs up based\n"
2314 "       // on height of samples\n"
2315 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2316 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2317 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2318 "       TexCoord += OffsetVector;\n"
2319 "       OffsetVector *= 0.333;\n"
2320 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2323 "       return TexCoord;\n"
2324 "#endif\n"
2325 "}\n"
2326 "#endif // USEOFFSETMAPPING\n"
2327 "\n"
2328 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2329 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2330 "# ifdef USESHADOWMAPORTHO\n"
2331 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2332 "# else\n"
2333 "#  ifdef USESHADOWMAPVSDCT\n"
2334 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2335 "{\n"
2336 "       float3 adir = abs(dir);\n"
2337 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2338 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2339 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2340 "}\n"
2341 "#  else\n"
2342 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2343 "{\n"
2344 "       float3 adir = abs(dir);\n"
2345 "       float ma = adir.z;\n"
2346 "       float4 proj = float4(dir, 2.5);\n"
2347 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2348 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2349 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2350 "       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"
2351 "}\n"
2352 "#  endif\n"
2353 "# endif\n"
2354 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2355 "\n"
2356 "#ifdef USESHADOWMAPCUBE\n"
2357 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2358 "{\n"
2359 "    float3 adir = abs(dir);\n"
2360 "    return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2361 "}\n"
2362 "#endif\n"
2363 "\n"
2364 "# ifdef USESHADOWMAPRECT\n"
2365 "#ifdef USESHADOWMAPVSDCT\n"
2366 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2367 "#else\n"
2368 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2369 "#endif\n"
2370 "{\n"
2371 "#ifdef USESHADOWMAPVSDCT\n"
2372 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2373 "#else\n"
2374 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2375 "#endif\n"
2376 "       float f;\n"
2377 "#  ifdef USESHADOWSAMPLER\n"
2378 "\n"
2379 "#    ifdef USESHADOWMAPPCF\n"
2380 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2381 "    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"
2382 "#    else\n"
2383 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2384 "#    endif\n"
2385 "\n"
2386 "#  else\n"
2387 "\n"
2388 "#    ifdef USESHADOWMAPPCF\n"
2389 "#      if USESHADOWMAPPCF > 1\n"
2390 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2391 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2392 "    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"
2393 "    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"
2394 "    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"
2395 "    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"
2396 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2397 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2398 "#      else\n"
2399 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2400 "    float2 offset = frac(shadowmaptc.xy);\n"
2401 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2402 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2403 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2404 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2405 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2406 "#      endif\n"
2407 "#    else\n"
2408 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2409 "#    endif\n"
2410 "\n"
2411 "#  endif\n"
2412 "#  ifdef USESHADOWMAPORTHO\n"
2413 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2414 "#  else\n"
2415 "       return f;\n"
2416 "#  endif\n"
2417 "}\n"
2418 "# endif\n"
2419 "\n"
2420 "# ifdef USESHADOWMAP2D\n"
2421 "#ifdef USESHADOWMAPVSDCT\n"
2422 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2423 "#else\n"
2424 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2425 "#endif\n"
2426 "{\n"
2427 "#ifdef USESHADOWMAPVSDCT\n"
2428 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2429 "#else\n"
2430 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2431 "#endif\n"
2432 "    float f;\n"
2433 "\n"
2434 "#  ifdef USESHADOWSAMPLER\n"
2435 "#    ifdef USESHADOWMAPPCF\n"
2436 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2437 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2438 "    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"
2439 "#    else\n"
2440 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2441 "#    endif\n"
2442 "#  else\n"
2443 "#    ifdef USESHADOWMAPPCF\n"
2444 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2445 "#      ifdef GL_ARB_texture_gather\n"
2446 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2447 "#      else\n"
2448 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2449 "#      endif\n"
2450 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2451 "    center *= ShadowMap_TextureScale;\n"
2452 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2453 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2454 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2455 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2456 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2457 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2458 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2459 "#     else\n"
2460 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2461 "#      if USESHADOWMAPPCF > 1\n"
2462 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2463 "    center *= ShadowMap_TextureScale;\n"
2464 "    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"
2465 "    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"
2466 "    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"
2467 "    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"
2468 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2469 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2470 "#      else\n"
2471 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2472 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2473 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2474 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2475 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2476 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2477 "#      endif\n"
2478 "#     endif\n"
2479 "#    else\n"
2480 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2481 "#    endif\n"
2482 "#  endif\n"
2483 "#  ifdef USESHADOWMAPORTHO\n"
2484 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2485 "#  else\n"
2486 "       return f;\n"
2487 "#  endif\n"
2488 "}\n"
2489 "# endif\n"
2490 "\n"
2491 "# ifdef USESHADOWMAPCUBE\n"
2492 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2493 "{\n"
2494 "    // apply depth texture cubemap as light filter\n"
2495 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2496 "    float f;\n"
2497 "#  ifdef USESHADOWSAMPLER\n"
2498 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2499 "#  else\n"
2500 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2501 "#  endif\n"
2502 "    return f;\n"
2503 "}\n"
2504 "# endif\n"
2505 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2506 "#endif // FRAGMENT_SHADER\n"
2507 "\n"
2508 "\n"
2509 "\n"
2510 "\n"
2511 "#ifdef MODE_DEFERREDGEOMETRY\n"
2512 "#ifdef VERTEX_SHADER\n"
2513 "void main\n"
2514 "(\n"
2515 "float4 gl_Vertex : POSITION,\n"
2516 "uniform float4x4 ModelViewProjectionMatrix,\n"
2517 "#ifdef USEVERTEXTEXTUREBLEND\n"
2518 "float4 gl_Color : COLOR0,\n"
2519 "#endif\n"
2520 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2521 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2522 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2523 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2524 "uniform float4x4 TexMatrix,\n"
2525 "#ifdef USEVERTEXTEXTUREBLEND\n"
2526 "uniform float4x4 BackgroundTexMatrix,\n"
2527 "#endif\n"
2528 "uniform float4x4 ModelViewMatrix,\n"
2529 "#ifdef USEOFFSETMAPPING\n"
2530 "uniform float3 EyePosition,\n"
2531 "#endif\n"
2532 "out float4 gl_Position : POSITION,\n"
2533 "out float4 gl_FrontColor : COLOR,\n"
2534 "out float4 TexCoordBoth : TEXCOORD0,\n"
2535 "#ifdef USEOFFSETMAPPING\n"
2536 "out float3 EyeVector : TEXCOORD2,\n"
2537 "#endif\n"
2538 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2539 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2540 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2541 ")\n"
2542 "{\n"
2543 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2544 "#ifdef USEVERTEXTEXTUREBLEND\n"
2545 "       gl_FrontColor = gl_Color;\n"
2546 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2547 "#endif\n"
2548 "\n"
2549 "       // transform unnormalized eye direction into tangent space\n"
2550 "#ifdef USEOFFSETMAPPING\n"
2551 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2552 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2553 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2554 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2555 "#endif\n"
2556 "\n"
2557 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2558 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2559 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2560 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2561 "}\n"
2562 "#endif // VERTEX_SHADER\n"
2563 "\n"
2564 "#ifdef FRAGMENT_SHADER\n"
2565 "void main\n"
2566 "(\n"
2567 "float4 TexCoordBoth : TEXCOORD0,\n"
2568 "float3 EyeVector : TEXCOORD2,\n"
2569 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2570 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2571 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2572 "uniform sampler2D Texture_Normal,\n"
2573 "#ifdef USEALPHAKILL\n"
2574 "uniform sampler2D Texture_Color,\n"
2575 "#endif\n"
2576 "uniform sampler2D Texture_Gloss,\n"
2577 "#ifdef USEVERTEXTEXTUREBLEND\n"
2578 "uniform sampler2D Texture_SecondaryNormal,\n"
2579 "uniform sampler2D Texture_SecondaryGloss,\n"
2580 "#endif\n"
2581 "#ifdef USEOFFSETMAPPING\n"
2582 "uniform float OffsetMapping_Scale,\n"
2583 "#endif\n"
2584 "uniform half SpecularPower,\n"
2585 "out float4 gl_FragColor : COLOR\n"
2586 ")\n"
2587 "{\n"
2588 "       float2 TexCoord = TexCoordBoth.xy;\n"
2589 "#ifdef USEOFFSETMAPPING\n"
2590 "       // apply offsetmapping\n"
2591 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2592 "#define TexCoord TexCoordOffset\n"
2593 "#endif\n"
2594 "\n"
2595 "#ifdef USEALPHAKILL\n"
2596 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2597 "               discard;\n"
2598 "#endif\n"
2599 "\n"
2600 "#ifdef USEVERTEXTEXTUREBLEND\n"
2601 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2602 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2603 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2604 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2605 "#endif\n"
2606 "\n"
2607 "#ifdef USEVERTEXTEXTUREBLEND\n"
2608 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2609 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2610 "#else\n"
2611 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2612 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2613 "#endif\n"
2614 "\n"
2615 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2616 "}\n"
2617 "#endif // FRAGMENT_SHADER\n"
2618 "#else // !MODE_DEFERREDGEOMETRY\n"
2619 "\n"
2620 "\n"
2621 "\n"
2622 "\n"
2623 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2624 "#ifdef VERTEX_SHADER\n"
2625 "void main\n"
2626 "(\n"
2627 "float4 gl_Vertex : POSITION,\n"
2628 "uniform float4x4 ModelViewProjectionMatrix,\n"
2629 "uniform float4x4 ModelViewMatrix,\n"
2630 "out float4 gl_Position : POSITION,\n"
2631 "out float4 ModelViewPosition : TEXCOORD0\n"
2632 ")\n"
2633 "{\n"
2634 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2635 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2636 "}\n"
2637 "#endif // VERTEX_SHADER\n"
2638 "\n"
2639 "#ifdef FRAGMENT_SHADER\n"
2640 "void main\n"
2641 "(\n"
2642 "float2 Pixel : WPOS,\n"
2643 "float4 ModelViewPosition : TEXCOORD0,\n"
2644 "uniform float4x4 ViewToLight,\n"
2645 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2646 "uniform float3 LightPosition,\n"
2647 "uniform half2 PixelToScreenTexCoord,\n"
2648 "uniform half3 DeferredColor_Ambient,\n"
2649 "uniform half3 DeferredColor_Diffuse,\n"
2650 "#ifdef USESPECULAR\n"
2651 "uniform half3 DeferredColor_Specular,\n"
2652 "uniform half SpecularPower,\n"
2653 "#endif\n"
2654 "uniform sampler2D Texture_Attenuation,\n"
2655 "uniform sampler2D Texture_ScreenDepth,\n"
2656 "uniform sampler2D Texture_ScreenNormalMap,\n"
2657 "\n"
2658 "#ifdef USECUBEFILTER\n"
2659 "uniform samplerCUBE Texture_Cube,\n"
2660 "#endif\n"
2661 "\n"
2662 "#ifdef USESHADOWMAPRECT\n"
2663 "# ifdef USESHADOWSAMPLER\n"
2664 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2665 "# else\n"
2666 "uniform samplerRECT Texture_ShadowMapRect,\n"
2667 "# endif\n"
2668 "#endif\n"
2669 "\n"
2670 "#ifdef USESHADOWMAP2D\n"
2671 "# ifdef USESHADOWSAMPLER\n"
2672 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2673 "# else\n"
2674 "uniform sampler2D Texture_ShadowMap2D,\n"
2675 "# endif\n"
2676 "#endif\n"
2677 "\n"
2678 "#ifdef USESHADOWMAPVSDCT\n"
2679 "uniform samplerCUBE Texture_CubeProjection,\n"
2680 "#endif\n"
2681 "\n"
2682 "#ifdef USESHADOWMAPCUBE\n"
2683 "# ifdef USESHADOWSAMPLER\n"
2684 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2685 "# else\n"
2686 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2687 "# endif\n"
2688 "#endif\n"
2689 "\n"
2690 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2691 "uniform float2 ShadowMap_TextureScale,\n"
2692 "uniform float4 ShadowMap_Parameters,\n"
2693 "#endif\n"
2694 "\n"
2695 "out float4 gl_FragData0 : COLOR0,\n"
2696 "out float4 gl_FragData1 : COLOR1\n"
2697 ")\n"
2698 "{\n"
2699 "       // calculate viewspace pixel position\n"
2700 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2701 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2702 "       float3 position;\n"
2703 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2704 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2705 "       // decode viewspace pixel normal\n"
2706 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2707 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2708 "       // surfacenormal = pixel normal in viewspace\n"
2709 "       // LightVector = pixel to light in viewspace\n"
2710 "       // CubeVector = position in lightspace\n"
2711 "       // eyevector = pixel to view in viewspace\n"
2712 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2713 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2714 "#ifdef USEDIFFUSE\n"
2715 "       // calculate diffuse shading\n"
2716 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2717 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2718 "#endif\n"
2719 "#ifdef USESPECULAR\n"
2720 "       // calculate directional shading\n"
2721 "       float3 eyevector = position * -1.0;\n"
2722 "#  ifdef USEEXACTSPECULARMATH\n"
2723 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2724 "#  else\n"
2725 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2726 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2727 "#  endif\n"
2728 "#endif\n"
2729 "\n"
2730 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2731 "       fade *= ShadowMapCompare(CubeVector,\n"
2732 "# if defined(USESHADOWMAP2D)\n"
2733 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2734 "# endif\n"
2735 "# if defined(USESHADOWMAPRECT)\n"
2736 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2737 "# endif\n"
2738 "# if defined(USESHADOWMAPCUBE)\n"
2739 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2740 "# endif\n"
2741 "\n"
2742 "#ifdef USESHADOWMAPVSDCT\n"
2743 ", Texture_CubeProjection\n"
2744 "#endif\n"
2745 "       );\n"
2746 "#endif\n"
2747 "\n"
2748 "#ifdef USEDIFFUSE\n"
2749 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2750 "#else\n"
2751 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2752 "#endif\n"
2753 "#ifdef USESPECULAR\n"
2754 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2755 "#else\n"
2756 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2757 "#endif\n"
2758 "\n"
2759 "# ifdef USECUBEFILTER\n"
2760 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2761 "       gl_FragData0.rgb *= cubecolor;\n"
2762 "       gl_FragData1.rgb *= cubecolor;\n"
2763 "# endif\n"
2764 "}\n"
2765 "#endif // FRAGMENT_SHADER\n"
2766 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2767 "\n"
2768 "\n"
2769 "\n"
2770 "\n"
2771 "#ifdef VERTEX_SHADER\n"
2772 "void main\n"
2773 "(\n"
2774 "float4 gl_Vertex : POSITION,\n"
2775 "uniform float4x4 ModelViewProjectionMatrix,\n"
2776 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2777 "float4 gl_Color : COLOR0,\n"
2778 "#endif\n"
2779 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2780 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2781 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2782 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2783 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2784 "\n"
2785 "uniform float3 EyePosition,\n"
2786 "uniform float4x4 TexMatrix,\n"
2787 "#ifdef USEVERTEXTEXTUREBLEND\n"
2788 "uniform float4x4 BackgroundTexMatrix,\n"
2789 "#endif\n"
2790 "#ifdef MODE_LIGHTSOURCE\n"
2791 "uniform float4x4 ModelToLight,\n"
2792 "#endif\n"
2793 "#ifdef MODE_LIGHTSOURCE\n"
2794 "uniform float3 LightPosition,\n"
2795 "#endif\n"
2796 "#ifdef MODE_LIGHTDIRECTION\n"
2797 "uniform float3 LightDir,\n"
2798 "#endif\n"
2799 "uniform float4 FogPlane,\n"
2800 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2801 "uniform float3 LightPosition,\n"
2802 "#endif\n"
2803 "#ifdef USESHADOWMAPORTHO\n"
2804 "uniform float4x4 ShadowMapMatrix,\n"
2805 "#endif\n"
2806 "\n"
2807 "out float4 gl_FrontColor : COLOR,\n"
2808 "out float4 TexCoordBoth : TEXCOORD0,\n"
2809 "#ifdef USELIGHTMAP\n"
2810 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2811 "#endif\n"
2812 "#ifdef USEEYEVECTOR\n"
2813 "out float3 EyeVector : TEXCOORD2,\n"
2814 "#endif\n"
2815 "#ifdef USEREFLECTION\n"
2816 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2817 "#endif\n"
2818 "#ifdef USEFOG\n"
2819 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2820 "#endif\n"
2821 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2822 "out float3 LightVector : TEXCOORD1,\n"
2823 "#endif\n"
2824 "#ifdef MODE_LIGHTSOURCE\n"
2825 "out float3 CubeVector : TEXCOORD3,\n"
2826 "#endif\n"
2827 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2828 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2829 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2830 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2831 "#endif\n"
2832 "#ifdef USESHADOWMAPORTHO\n"
2833 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2834 "#endif\n"
2835 "out float4 gl_Position : POSITION\n"
2836 ")\n"
2837 "{\n"
2838 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2839 "       gl_FrontColor = gl_Color;\n"
2840 "#endif\n"
2841 "       // copy the surface texcoord\n"
2842 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2843 "#ifdef USEVERTEXTEXTUREBLEND\n"
2844 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2845 "#endif\n"
2846 "#ifdef USELIGHTMAP\n"
2847 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2848 "#endif\n"
2849 "\n"
2850 "#ifdef MODE_LIGHTSOURCE\n"
2851 "       // transform vertex position into light attenuation/cubemap space\n"
2852 "       // (-1 to +1 across the light box)\n"
2853 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2854 "\n"
2855 "# ifdef USEDIFFUSE\n"
2856 "       // transform unnormalized light direction into tangent space\n"
2857 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2858 "       //  normalize it per pixel)\n"
2859 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2860 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2861 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2862 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2863 "# endif\n"
2864 "#endif\n"
2865 "\n"
2866 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2867 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2868 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2869 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2870 "#endif\n"
2871 "\n"
2872 "       // transform unnormalized eye direction into tangent space\n"
2873 "#ifdef USEEYEVECTOR\n"
2874 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2875 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2876 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2877 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2878 "#endif\n"
2879 "\n"
2880 "#ifdef USEFOG\n"
2881 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2882 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2883 "#endif\n"
2884 "\n"
2885 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2886 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2887 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2888 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2889 "#endif\n"
2890 "\n"
2891 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2892 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2893 "\n"
2894 "#ifdef USESHADOWMAPORTHO\n"
2895 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2896 "#endif\n"
2897 "\n"
2898 "#ifdef USEREFLECTION\n"
2899 "       ModelViewProjectionPosition = gl_Position;\n"
2900 "#endif\n"
2901 "}\n"
2902 "#endif // VERTEX_SHADER\n"
2903 "\n"
2904 "\n"
2905 "\n"
2906 "\n"
2907 "#ifdef FRAGMENT_SHADER\n"
2908 "void main\n"
2909 "(\n"
2910 "#ifdef USEDEFERREDLIGHTMAP\n"
2911 "float2 Pixel : WPOS,\n"
2912 "#endif\n"
2913 "float4 gl_FrontColor : COLOR,\n"
2914 "float4 TexCoordBoth : TEXCOORD0,\n"
2915 "#ifdef USELIGHTMAP\n"
2916 "float2 TexCoordLightmap : TEXCOORD1,\n"
2917 "#endif\n"
2918 "#ifdef USEEYEVECTOR\n"
2919 "float3 EyeVector : TEXCOORD2,\n"
2920 "#endif\n"
2921 "#ifdef USEREFLECTION\n"
2922 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2923 "#endif\n"
2924 "#ifdef USEFOG\n"
2925 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2926 "#endif\n"
2927 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2928 "float3 LightVector : TEXCOORD1,\n"
2929 "#endif\n"
2930 "#ifdef MODE_LIGHTSOURCE\n"
2931 "float3 CubeVector : TEXCOORD3,\n"
2932 "#endif\n"
2933 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2934 "float4 ModelViewPosition : TEXCOORD0,\n"
2935 "#endif\n"
2936 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2937 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2938 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2939 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2940 "#endif\n"
2941 "#ifdef USESHADOWMAPORTHO\n"
2942 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2943 "#endif\n"
2944 "\n"
2945 "uniform sampler2D Texture_Normal,\n"
2946 "uniform sampler2D Texture_Color,\n"
2947 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2948 "uniform sampler2D Texture_Gloss,\n"
2949 "#endif\n"
2950 "#ifdef USEGLOW\n"
2951 "uniform sampler2D Texture_Glow,\n"
2952 "#endif\n"
2953 "#ifdef USEVERTEXTEXTUREBLEND\n"
2954 "uniform sampler2D Texture_SecondaryNormal,\n"
2955 "uniform sampler2D Texture_SecondaryColor,\n"
2956 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2957 "uniform sampler2D Texture_SecondaryGloss,\n"
2958 "#endif\n"
2959 "#ifdef USEGLOW\n"
2960 "uniform sampler2D Texture_SecondaryGlow,\n"
2961 "#endif\n"
2962 "#endif\n"
2963 "#ifdef USECOLORMAPPING\n"
2964 "uniform sampler2D Texture_Pants,\n"
2965 "uniform sampler2D Texture_Shirt,\n"
2966 "#endif\n"
2967 "#ifdef USEFOG\n"
2968 "uniform sampler2D Texture_FogHeightTexture,\n"
2969 "uniform sampler2D Texture_FogMask,\n"
2970 "#endif\n"
2971 "#ifdef USELIGHTMAP\n"
2972 "uniform sampler2D Texture_Lightmap,\n"
2973 "#endif\n"
2974 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2975 "uniform sampler2D Texture_Deluxemap,\n"
2976 "#endif\n"
2977 "#ifdef USEREFLECTION\n"
2978 "uniform sampler2D Texture_Reflection,\n"
2979 "#endif\n"
2980 "\n"
2981 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2982 "uniform sampler2D Texture_ScreenDepth,\n"
2983 "uniform sampler2D Texture_ScreenNormalMap,\n"
2984 "#endif\n"
2985 "#ifdef USEDEFERREDLIGHTMAP\n"
2986 "uniform sampler2D Texture_ScreenDiffuse,\n"
2987 "uniform sampler2D Texture_ScreenSpecular,\n"
2988 "#endif\n"
2989 "\n"
2990 "#ifdef USECOLORMAPPING\n"
2991 "uniform half3 Color_Pants,\n"
2992 "uniform half3 Color_Shirt,\n"
2993 "#endif\n"
2994 "#ifdef USEFOG\n"
2995 "uniform float3 FogColor,\n"
2996 "uniform float FogRangeRecip,\n"
2997 "uniform float FogPlaneViewDist,\n"
2998 "uniform float FogHeightFade,\n"
2999 "#endif\n"
3000 "\n"
3001 "#ifdef USEOFFSETMAPPING\n"
3002 "uniform float OffsetMapping_Scale,\n"
3003 "#endif\n"
3004 "\n"
3005 "#ifdef USEDEFERREDLIGHTMAP\n"
3006 "uniform half2 PixelToScreenTexCoord,\n"
3007 "uniform half3 DeferredMod_Diffuse,\n"
3008 "uniform half3 DeferredMod_Specular,\n"
3009 "#endif\n"
3010 "uniform half3 Color_Ambient,\n"
3011 "uniform half3 Color_Diffuse,\n"
3012 "uniform half3 Color_Specular,\n"
3013 "uniform half SpecularPower,\n"
3014 "#ifdef USEGLOW\n"
3015 "uniform half3 Color_Glow,\n"
3016 "#endif\n"
3017 "uniform half Alpha,\n"
3018 "#ifdef USEREFLECTION\n"
3019 "uniform float4 DistortScaleRefractReflect,\n"
3020 "uniform float4 ScreenScaleRefractReflect,\n"
3021 "uniform float4 ScreenCenterRefractReflect,\n"
3022 "uniform half4 ReflectColor,\n"
3023 "#endif\n"
3024 "#ifdef USEREFLECTCUBE\n"
3025 "uniform float4x4 ModelToReflectCube,\n"
3026 "uniform sampler2D Texture_ReflectMask,\n"
3027 "uniform samplerCUBE Texture_ReflectCube,\n"
3028 "#endif\n"
3029 "#ifdef MODE_LIGHTDIRECTION\n"
3030 "uniform half3 LightColor,\n"
3031 "#endif\n"
3032 "#ifdef MODE_LIGHTSOURCE\n"
3033 "uniform half3 LightColor,\n"
3034 "#endif\n"
3035 "\n"
3036 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3037 "uniform sampler2D Texture_Attenuation,\n"
3038 "uniform samplerCUBE Texture_Cube,\n"
3039 "#endif\n"
3040 "\n"
3041 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3042 "\n"
3043 "#ifdef USESHADOWMAPRECT\n"
3044 "# ifdef USESHADOWSAMPLER\n"
3045 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3046 "# else\n"
3047 "uniform samplerRECT Texture_ShadowMapRect,\n"
3048 "# endif\n"
3049 "#endif\n"
3050 "\n"
3051 "#ifdef USESHADOWMAP2D\n"
3052 "# ifdef USESHADOWSAMPLER\n"
3053 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3054 "# else\n"
3055 "uniform sampler2D Texture_ShadowMap2D,\n"
3056 "# endif\n"
3057 "#endif\n"
3058 "\n"
3059 "#ifdef USESHADOWMAPVSDCT\n"
3060 "uniform samplerCUBE Texture_CubeProjection,\n"
3061 "#endif\n"
3062 "\n"
3063 "#ifdef USESHADOWMAPCUBE\n"
3064 "# ifdef USESHADOWSAMPLER\n"
3065 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3066 "# else\n"
3067 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3068 "# endif\n"
3069 "#endif\n"
3070 "\n"
3071 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3072 "uniform float2 ShadowMap_TextureScale,\n"
3073 "uniform float4 ShadowMap_Parameters,\n"
3074 "#endif\n"
3075 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3076 "\n"
3077 "out float4 gl_FragColor : COLOR\n"
3078 ")\n"
3079 "{\n"
3080 "       float2 TexCoord = TexCoordBoth.xy;\n"
3081 "#ifdef USEVERTEXTEXTUREBLEND\n"
3082 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3083 "#endif\n"
3084 "#ifdef USEOFFSETMAPPING\n"
3085 "       // apply offsetmapping\n"
3086 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3087 "#define TexCoord TexCoordOffset\n"
3088 "#endif\n"
3089 "\n"
3090 "       // combine the diffuse textures (base, pants, shirt)\n"
3091 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3092 "#ifdef USEALPHAKILL\n"
3093 "       if (color.a < 0.5)\n"
3094 "               discard;\n"
3095 "#endif\n"
3096 "       color.a *= Alpha;\n"
3097 "#ifdef USECOLORMAPPING\n"
3098 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3099 "#endif\n"
3100 "#ifdef USEVERTEXTEXTUREBLEND\n"
3101 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3102 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3103 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3104 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3105 "       color.a = 1.0;\n"
3106 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3107 "#endif\n"
3108 "\n"
3109 "       // get the surface normal\n"
3110 "#ifdef USEVERTEXTEXTUREBLEND\n"
3111 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3112 "#else\n"
3113 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3114 "#endif\n"
3115 "\n"
3116 "       // get the material colors\n"
3117 "       half3 diffusetex = color.rgb;\n"
3118 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3119 "# ifdef USEVERTEXTEXTUREBLEND\n"
3120 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3121 "# else\n"
3122 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3123 "# endif\n"
3124 "#endif\n"
3125 "\n"
3126 "#ifdef USEREFLECTCUBE\n"
3127 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3128 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3129 "       float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3130 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3131 "#endif\n"
3132 "\n"
3133 "\n"
3134 "\n"
3135 "\n"
3136 "#ifdef MODE_LIGHTSOURCE\n"
3137 "       // light source\n"
3138 "#ifdef USEDIFFUSE\n"
3139 "       half3 lightnormal = half3(normalize(LightVector));\n"
3140 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3141 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3142 "#ifdef USESPECULAR\n"
3143 "#ifdef USEEXACTSPECULARMATH\n"
3144 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3145 "#else\n"
3146 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3147 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3148 "#endif\n"
3149 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3150 "#endif\n"
3151 "#else\n"
3152 "       color.rgb = diffusetex * Color_Ambient;\n"
3153 "#endif\n"
3154 "       color.rgb *= LightColor;\n"
3155 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3156 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3157 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3158 "# if defined(USESHADOWMAP2D)\n"
3159 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3160 "# endif\n"
3161 "# if defined(USESHADOWMAPRECT)\n"
3162 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3163 "# endif\n"
3164 "# if defined(USESHADOWMAPCUBE)\n"
3165 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3166 "# endif\n"
3167 "\n"
3168 "#ifdef USESHADOWMAPVSDCT\n"
3169 ", Texture_CubeProjection\n"
3170 "#endif\n"
3171 "       );\n"
3172 "\n"
3173 "#endif\n"
3174 "# ifdef USECUBEFILTER\n"
3175 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3176 "# endif\n"
3177 "#endif // MODE_LIGHTSOURCE\n"
3178 "\n"
3179 "\n"
3180 "\n"
3181 "\n"
3182 "#ifdef MODE_LIGHTDIRECTION\n"
3183 "#define SHADING\n"
3184 "#ifdef USEDIFFUSE\n"
3185 "       half3 lightnormal = half3(normalize(LightVector));\n"
3186 "#endif\n"
3187 "#define lightcolor LightColor\n"
3188 "#endif // MODE_LIGHTDIRECTION\n"
3189 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3190 "#define SHADING\n"
3191 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3192 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3193 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3194 "       // convert modelspace light vector to tangentspace\n"
3195 "       half3 lightnormal;\n"
3196 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3197 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3198 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3199 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3200 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3201 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3202 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3203 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3204 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3205 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3206 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3207 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3208 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3209 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3210 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3211 "#define SHADING\n"
3212 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3213 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3214 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3215 "#endif\n"
3216 "\n"
3217 "\n"
3218 "\n"
3219 "\n"
3220 "#ifdef MODE_LIGHTMAP\n"
3221 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3222 "#endif // MODE_LIGHTMAP\n"
3223 "#ifdef MODE_VERTEXCOLOR\n"
3224 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3225 "#endif // MODE_VERTEXCOLOR\n"
3226 "#ifdef MODE_FLATCOLOR\n"
3227 "       color.rgb = diffusetex * Color_Ambient;\n"
3228 "#endif // MODE_FLATCOLOR\n"
3229 "\n"
3230 "\n"
3231 "\n"
3232 "\n"
3233 "#ifdef SHADING\n"
3234 "# ifdef USEDIFFUSE\n"
3235 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3236 "#  ifdef USESPECULAR\n"
3237 "#   ifdef USEEXACTSPECULARMATH\n"
3238 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3239 "#   else\n"
3240 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3241 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3242 "#   endif\n"
3243 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3244 "#  else\n"
3245 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3246 "#  endif\n"
3247 "# else\n"
3248 "       color.rgb = diffusetex * Color_Ambient;\n"
3249 "# endif\n"
3250 "#endif\n"
3251 "\n"
3252 "#ifdef USESHADOWMAPORTHO\n"
3253 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3254 "# if defined(USESHADOWMAP2D)\n"
3255 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3256 "# endif\n"
3257 "# if defined(USESHADOWMAPRECT)\n"
3258 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3259 "# endif\n"
3260 "       );\n"
3261 "#endif\n"
3262 "\n"
3263 "#ifdef USEDEFERREDLIGHTMAP\n"
3264 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3265 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3266 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3267 "#endif\n"
3268 "\n"
3269 "#ifdef USEGLOW\n"
3270 "#ifdef USEVERTEXTEXTUREBLEND\n"
3271 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3272 "#else\n"
3273 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3274 "#endif\n"
3275 "#endif\n"
3276 "\n"
3277 "#ifdef USEFOG\n"
3278 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3279 "#endif\n"
3280 "\n"
3281 "       // 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"
3282 "#ifdef USEREFLECTION\n"
3283 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3284 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3285 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3286 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3287 "       // FIXME temporary hack to detect the case that the reflection\n"
3288 "       // gets blackened at edges due to leaving the area that contains actual\n"
3289 "       // content.\n"
3290 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3291 "       // 'appening.\n"
3292 "       float 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 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3296 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3297 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3298 "#endif\n"
3299 "\n"
3300 "       gl_FragColor = float4(color);\n"
3301 "}\n"
3302 "#endif // FRAGMENT_SHADER\n"
3303 "\n"
3304 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3305 "#endif // !MODE_DEFERREDGEOMETRY\n"
3306 "#endif // !MODE_WATER\n"
3307 "#endif // !MODE_REFRACTION\n"
3308 "#endif // !MODE_BLOOMBLUR\n"
3309 "#endif // !MODE_GENERIC\n"
3310 "#endif // !MODE_POSTPROCESS\n"
3311 "#endif // !MODE_SHOWDEPTH\n"
3312 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3313 ;
3314
3315 char *glslshaderstring = NULL;
3316 char *cgshaderstring = NULL;
3317
3318 //=======================================================================================================================================================
3319
3320 typedef struct shaderpermutationinfo_s
3321 {
3322         const char *pretext;
3323         const char *name;
3324 }
3325 shaderpermutationinfo_t;
3326
3327 typedef struct shadermodeinfo_s
3328 {
3329         const char *vertexfilename;
3330         const char *geometryfilename;
3331         const char *fragmentfilename;
3332         const char *pretext;
3333         const char *name;
3334 }
3335 shadermodeinfo_t;
3336
3337 typedef enum shaderpermutation_e
3338 {
3339         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3340         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3341         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3342         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3343         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3344         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3345         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3346         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3347         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3348         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3349         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3350         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3351         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3352         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3353         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3354         SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3355         SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3356         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3357         SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3358         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3359         SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3360         SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3361         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3362         SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3363         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3364         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3365         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3366         SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3367         SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3368         SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3369         SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3370 }
3371 shaderpermutation_t;
3372
3373 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3374 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3375 {
3376         {"#define USEDIFFUSE\n", " diffuse"},
3377         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3378         {"#define USEVIEWTINT\n", " viewtint"},
3379         {"#define USECOLORMAPPING\n", " colormapping"},
3380         {"#define USESATURATION\n", " saturation"},
3381         {"#define USEFOGINSIDE\n", " foginside"},
3382         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3383         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3384         {"#define USEGAMMARAMPS\n", " gammaramps"},
3385         {"#define USECUBEFILTER\n", " cubefilter"},
3386         {"#define USEGLOW\n", " glow"},
3387         {"#define USEBLOOM\n", " bloom"},
3388         {"#define USESPECULAR\n", " specular"},
3389         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3390         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3391         {"#define USEREFLECTION\n", " reflection"},
3392         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3393         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3394         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3395         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3396         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3397         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3398         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3399         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3400         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3401         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3402         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3403         {"#define USEALPHAKILL\n", " alphakill"},
3404         {"#define USEREFLECTCUBE\n", " reflectcube"},
3405 };
3406
3407 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3408 typedef enum shadermode_e
3409 {
3410         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3411         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3412         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3413         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3414         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3415         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3416         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3417         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3418         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3419         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3420         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3421         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3422         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3423         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3424         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3425         SHADERMODE_COUNT
3426 }
3427 shadermode_t;
3428
3429 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3430 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3431 {
3432         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3433         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3434         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3435         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3436         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3437         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3438         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3439         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3440         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3441         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3442         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3443         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3444         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3445         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3446         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3447 };
3448
3449 #ifdef SUPPORTCG
3450 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3451 {
3452         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3453         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3454         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3455         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3456         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3457         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3458         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3459         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3460         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3461         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3462         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3463         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3464         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3465         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3466         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3467 };
3468 #endif
3469
3470 struct r_glsl_permutation_s;
3471 typedef struct r_glsl_permutation_s
3472 {
3473         /// hash lookup data
3474         struct r_glsl_permutation_s *hashnext;
3475         unsigned int mode;
3476         unsigned int permutation;
3477
3478         /// indicates if we have tried compiling this permutation already
3479         qboolean compiled;
3480         /// 0 if compilation failed
3481         int program;
3482         /// locations of detected uniforms in program object, or -1 if not found
3483         int loc_Texture_First;
3484         int loc_Texture_Second;
3485         int loc_Texture_GammaRamps;
3486         int loc_Texture_Normal;
3487         int loc_Texture_Color;
3488         int loc_Texture_Gloss;
3489         int loc_Texture_Glow;
3490         int loc_Texture_SecondaryNormal;
3491         int loc_Texture_SecondaryColor;
3492         int loc_Texture_SecondaryGloss;
3493         int loc_Texture_SecondaryGlow;
3494         int loc_Texture_Pants;
3495         int loc_Texture_Shirt;
3496         int loc_Texture_FogHeightTexture;
3497         int loc_Texture_FogMask;
3498         int loc_Texture_Lightmap;
3499         int loc_Texture_Deluxemap;
3500         int loc_Texture_Attenuation;
3501         int loc_Texture_Cube;
3502         int loc_Texture_Refraction;
3503         int loc_Texture_Reflection;
3504         int loc_Texture_ShadowMapRect;
3505         int loc_Texture_ShadowMapCube;
3506         int loc_Texture_ShadowMap2D;
3507         int loc_Texture_CubeProjection;
3508         int loc_Texture_ScreenDepth;
3509         int loc_Texture_ScreenNormalMap;
3510         int loc_Texture_ScreenDiffuse;
3511         int loc_Texture_ScreenSpecular;
3512         int loc_Texture_ReflectMask;
3513         int loc_Texture_ReflectCube;
3514         int loc_Alpha;
3515         int loc_BloomBlur_Parameters;
3516         int loc_ClientTime;
3517         int loc_Color_Ambient;
3518         int loc_Color_Diffuse;
3519         int loc_Color_Specular;
3520         int loc_Color_Glow;
3521         int loc_Color_Pants;
3522         int loc_Color_Shirt;
3523         int loc_DeferredColor_Ambient;
3524         int loc_DeferredColor_Diffuse;
3525         int loc_DeferredColor_Specular;
3526         int loc_DeferredMod_Diffuse;
3527         int loc_DeferredMod_Specular;
3528         int loc_DistortScaleRefractReflect;
3529         int loc_EyePosition;
3530         int loc_FogColor;
3531         int loc_FogHeightFade;
3532         int loc_FogPlane;
3533         int loc_FogPlaneViewDist;
3534         int loc_FogRangeRecip;
3535         int loc_LightColor;
3536         int loc_LightDir;
3537         int loc_LightPosition;
3538         int loc_OffsetMapping_Scale;
3539         int loc_PixelSize;
3540         int loc_ReflectColor;
3541         int loc_ReflectFactor;
3542         int loc_ReflectOffset;
3543         int loc_RefractColor;
3544         int loc_Saturation;
3545         int loc_ScreenCenterRefractReflect;
3546         int loc_ScreenScaleRefractReflect;
3547         int loc_ScreenToDepth;
3548         int loc_ShadowMap_Parameters;
3549         int loc_ShadowMap_TextureScale;
3550         int loc_SpecularPower;
3551         int loc_UserVec1;
3552         int loc_UserVec2;
3553         int loc_UserVec3;
3554         int loc_UserVec4;
3555         int loc_ViewTintColor;
3556         int loc_ViewToLight;
3557         int loc_ModelToLight;
3558         int loc_TexMatrix;
3559         int loc_BackgroundTexMatrix;
3560         int loc_ModelViewProjectionMatrix;
3561         int loc_ModelViewMatrix;
3562         int loc_PixelToScreenTexCoord;
3563         int loc_ModelToReflectCube;
3564         int loc_ShadowMapMatrix;        
3565 }
3566 r_glsl_permutation_t;
3567
3568 #define SHADERPERMUTATION_HASHSIZE 256
3569
3570 /// information about each possible shader permutation
3571 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3572 /// currently selected permutation
3573 r_glsl_permutation_t *r_glsl_permutation;
3574 /// storage for permutations linked in the hash table
3575 memexpandablearray_t r_glsl_permutationarray;
3576
3577 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3578 {
3579         //unsigned int hashdepth = 0;
3580         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3581         r_glsl_permutation_t *p;
3582         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3583         {
3584                 if (p->mode == mode && p->permutation == permutation)
3585                 {
3586                         //if (hashdepth > 10)
3587                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3588                         return p;
3589                 }
3590                 //hashdepth++;
3591         }
3592         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3593         p->mode = mode;
3594         p->permutation = permutation;
3595         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3596         r_glsl_permutationhash[mode][hashindex] = p;
3597         //if (hashdepth > 10)
3598         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3599         return p;
3600 }
3601
3602 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3603 {
3604         char *shaderstring;
3605         if (!filename || !filename[0])
3606                 return NULL;
3607         if (!strcmp(filename, "glsl/default.glsl"))
3608         {
3609                 if (!glslshaderstring)
3610                 {
3611                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3612                         if (glslshaderstring)
3613                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3614                         else
3615                                 glslshaderstring = (char *)builtinshaderstring;
3616                 }
3617                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3618                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3619                 return shaderstring;
3620         }
3621         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3622         if (shaderstring)
3623         {
3624                 if (printfromdisknotice)
3625                         Con_DPrintf("from disk %s... ", filename);
3626                 return shaderstring;
3627         }
3628         return shaderstring;
3629 }
3630
3631 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3632 {
3633         int i;
3634         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3635         int vertstrings_count = 0;
3636         int geomstrings_count = 0;
3637         int fragstrings_count = 0;
3638         char *vertexstring, *geometrystring, *fragmentstring;
3639         const char *vertstrings_list[32+3];
3640         const char *geomstrings_list[32+3];
3641         const char *fragstrings_list[32+3];
3642         char permutationname[256];
3643
3644         if (p->compiled)
3645                 return;
3646         p->compiled = true;
3647         p->program = 0;
3648
3649         permutationname[0] = 0;
3650         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3651         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3652         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3653
3654         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3655
3656         // the first pretext is which type of shader to compile as
3657         // (later these will all be bound together as a program object)
3658         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3659         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3660         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3661
3662         // the second pretext is the mode (for example a light source)
3663         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3664         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3665         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3666         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3667
3668         // now add all the permutation pretexts
3669         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3670         {
3671                 if (permutation & (1<<i))
3672                 {
3673                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3674                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3675                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3676                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3677                 }
3678                 else
3679                 {
3680                         // keep line numbers correct
3681                         vertstrings_list[vertstrings_count++] = "\n";
3682                         geomstrings_list[geomstrings_count++] = "\n";
3683                         fragstrings_list[fragstrings_count++] = "\n";
3684                 }
3685         }
3686
3687         // now append the shader text itself
3688         vertstrings_list[vertstrings_count++] = vertexstring;
3689         geomstrings_list[geomstrings_count++] = geometrystring;
3690         fragstrings_list[fragstrings_count++] = fragmentstring;
3691
3692         // if any sources were NULL, clear the respective list
3693         if (!vertexstring)
3694                 vertstrings_count = 0;
3695         if (!geometrystring)
3696                 geomstrings_count = 0;
3697         if (!fragmentstring)
3698                 fragstrings_count = 0;
3699
3700         // compile the shader program
3701         if (vertstrings_count + geomstrings_count + fragstrings_count)
3702                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3703         if (p->program)
3704         {
3705                 CHECKGLERROR
3706                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3707                 // look up all the uniform variable names we care about, so we don't
3708                 // have to look them up every time we set them
3709
3710                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3711                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3712                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3713                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3714                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3715                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3716                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3717                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3718                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3719                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3720                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3721                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3722                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3723                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3724                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3725                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3726                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3727                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3728                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3729                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3730                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3731                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3732                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3733                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3734                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3735                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3736                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3737                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3738                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3739                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3740                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3741                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3742                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3743                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3744                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3745                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3746                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3747                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3748                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3749                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3750                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3751                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3752                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3753                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3754                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3755                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3756                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3757                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3758                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3759                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3760                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3761                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3762                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3763                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3764                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3765                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3766                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3767                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3768                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3769                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3770                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3771                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3772                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3773                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3774                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3775                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3776                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3777                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3778                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3779                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3780                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3781                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3782                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3783                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3784                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3785                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3786                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3787                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3788                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3789                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3790                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3791                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
3792                 // initialize the samplers to refer to the texture units we use
3793                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3794                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3795                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3796                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3797                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3798                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3799                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3800                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3801                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3802                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3803                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3804                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3805                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3806                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3807                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3808                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3809                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3810                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3811                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3812                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3813                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3814                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3815                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3816                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3817                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3818                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3819                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3820                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3821                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3822                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3823                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3824                 CHECKGLERROR
3825                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3826         }
3827         else
3828                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3829
3830         // free the strings
3831         if (vertexstring)
3832                 Mem_Free(vertexstring);
3833         if (geometrystring)
3834                 Mem_Free(geometrystring);
3835         if (fragmentstring)
3836                 Mem_Free(fragmentstring);
3837 }
3838
3839 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3840 {
3841         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3842         if (r_glsl_permutation != perm)
3843         {
3844                 r_glsl_permutation = perm;
3845                 if (!r_glsl_permutation->program)
3846                 {
3847                         if (!r_glsl_permutation->compiled)
3848                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3849                         if (!r_glsl_permutation->program)
3850                         {
3851                                 // remove features until we find a valid permutation
3852                                 int i;
3853                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3854                                 {
3855                                         // reduce i more quickly whenever it would not remove any bits
3856                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3857                                         if (!(permutation & j))
3858                                                 continue;
3859                                         permutation -= j;
3860                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3861                                         if (!r_glsl_permutation->compiled)
3862                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3863                                         if (r_glsl_permutation->program)
3864                                                 break;
3865                                 }
3866                                 if (i >= SHADERPERMUTATION_COUNT)
3867                                 {
3868                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3869                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3870                                         qglUseProgramObjectARB(0);CHECKGLERROR
3871                                         return; // no bit left to clear, entire mode is broken
3872                                 }
3873                         }
3874                 }
3875                 CHECKGLERROR
3876                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3877         }
3878         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3879         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3880         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3881 }
3882
3883 #ifdef SUPPORTCG
3884 #include <Cg/cgGL.h>
3885 struct r_cg_permutation_s;
3886 typedef struct r_cg_permutation_s
3887 {
3888         /// hash lookup data
3889         struct r_cg_permutation_s *hashnext;
3890         unsigned int mode;
3891         unsigned int permutation;
3892
3893         /// indicates if we have tried compiling this permutation already
3894         qboolean compiled;
3895         /// 0 if compilation failed
3896         CGprogram vprogram;
3897         CGprogram fprogram;
3898         /// locations of detected parameters in programs, or NULL if not found
3899         CGparameter vp_EyePosition;
3900         CGparameter vp_FogPlane;
3901         CGparameter vp_LightDir;
3902         CGparameter vp_LightPosition;
3903         CGparameter vp_ModelToLight;
3904         CGparameter vp_TexMatrix;
3905         CGparameter vp_BackgroundTexMatrix;
3906         CGparameter vp_ModelViewProjectionMatrix;
3907         CGparameter vp_ModelViewMatrix;
3908         CGparameter vp_ShadowMapMatrix;
3909
3910         CGparameter fp_Texture_First;
3911         CGparameter fp_Texture_Second;
3912         CGparameter fp_Texture_GammaRamps;
3913         CGparameter fp_Texture_Normal;
3914         CGparameter fp_Texture_Color;
3915         CGparameter fp_Texture_Gloss;
3916         CGparameter fp_Texture_Glow;
3917         CGparameter fp_Texture_SecondaryNormal;
3918         CGparameter fp_Texture_SecondaryColor;
3919         CGparameter fp_Texture_SecondaryGloss;
3920         CGparameter fp_Texture_SecondaryGlow;
3921         CGparameter fp_Texture_Pants;
3922         CGparameter fp_Texture_Shirt;
3923         CGparameter fp_Texture_FogHeightTexture;
3924         CGparameter fp_Texture_FogMask;
3925         CGparameter fp_Texture_Lightmap;
3926         CGparameter fp_Texture_Deluxemap;
3927         CGparameter fp_Texture_Attenuation;
3928         CGparameter fp_Texture_Cube;
3929         CGparameter fp_Texture_Refraction;
3930         CGparameter fp_Texture_Reflection;
3931         CGparameter fp_Texture_ShadowMapRect;
3932         CGparameter fp_Texture_ShadowMapCube;
3933         CGparameter fp_Texture_ShadowMap2D;
3934         CGparameter fp_Texture_CubeProjection;
3935         CGparameter fp_Texture_ScreenDepth;
3936         CGparameter fp_Texture_ScreenNormalMap;
3937         CGparameter fp_Texture_ScreenDiffuse;
3938         CGparameter fp_Texture_ScreenSpecular;
3939         CGparameter fp_Texture_ReflectMask;
3940         CGparameter fp_Texture_ReflectCube;
3941         CGparameter fp_Alpha;
3942         CGparameter fp_BloomBlur_Parameters;
3943         CGparameter fp_ClientTime;
3944         CGparameter fp_Color_Ambient;
3945         CGparameter fp_Color_Diffuse;
3946         CGparameter fp_Color_Specular;
3947         CGparameter fp_Color_Glow;
3948         CGparameter fp_Color_Pants;
3949         CGparameter fp_Color_Shirt;
3950         CGparameter fp_DeferredColor_Ambient;
3951         CGparameter fp_DeferredColor_Diffuse;
3952         CGparameter fp_DeferredColor_Specular;
3953         CGparameter fp_DeferredMod_Diffuse;
3954         CGparameter fp_DeferredMod_Specular;
3955         CGparameter fp_DistortScaleRefractReflect;
3956         CGparameter fp_EyePosition;
3957         CGparameter fp_FogColor;
3958         CGparameter fp_FogHeightFade;
3959         CGparameter fp_FogPlane;
3960         CGparameter fp_FogPlaneViewDist;
3961         CGparameter fp_FogRangeRecip;
3962         CGparameter fp_LightColor;
3963         CGparameter fp_LightDir;
3964         CGparameter fp_LightPosition;
3965         CGparameter fp_OffsetMapping_Scale;
3966         CGparameter fp_PixelSize;
3967         CGparameter fp_ReflectColor;
3968         CGparameter fp_ReflectFactor;
3969         CGparameter fp_ReflectOffset;
3970         CGparameter fp_RefractColor;
3971         CGparameter fp_Saturation;
3972         CGparameter fp_ScreenCenterRefractReflect;
3973         CGparameter fp_ScreenScaleRefractReflect;
3974         CGparameter fp_ScreenToDepth;
3975         CGparameter fp_ShadowMap_Parameters;
3976         CGparameter fp_ShadowMap_TextureScale;
3977         CGparameter fp_SpecularPower;
3978         CGparameter fp_UserVec1;
3979         CGparameter fp_UserVec2;
3980         CGparameter fp_UserVec3;
3981         CGparameter fp_UserVec4;
3982         CGparameter fp_ViewTintColor;
3983         CGparameter fp_ViewToLight;
3984         CGparameter fp_PixelToScreenTexCoord;
3985         CGparameter fp_ModelToReflectCube;
3986 }
3987 r_cg_permutation_t;
3988
3989 /// information about each possible shader permutation
3990 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3991 /// currently selected permutation
3992 r_cg_permutation_t *r_cg_permutation;
3993 /// storage for permutations linked in the hash table
3994 memexpandablearray_t r_cg_permutationarray;
3995
3996 #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));}}
3997
3998 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3999 {
4000         //unsigned int hashdepth = 0;
4001         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4002         r_cg_permutation_t *p;
4003         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4004         {
4005                 if (p->mode == mode && p->permutation == permutation)
4006                 {
4007                         //if (hashdepth > 10)
4008                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4009                         return p;
4010                 }
4011                 //hashdepth++;
4012         }
4013         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4014         p->mode = mode;
4015         p->permutation = permutation;
4016         p->hashnext = r_cg_permutationhash[mode][hashindex];
4017         r_cg_permutationhash[mode][hashindex] = p;
4018         //if (hashdepth > 10)
4019         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4020         return p;
4021 }
4022
4023 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4024 {
4025         char *shaderstring;
4026         if (!filename || !filename[0])
4027                 return NULL;
4028         if (!strcmp(filename, "cg/default.cg"))
4029         {
4030                 if (!cgshaderstring)
4031                 {
4032                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4033                         if (cgshaderstring)
4034                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4035                         else
4036                                 cgshaderstring = (char *)builtincgshaderstring;
4037                 }
4038                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4039                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4040                 return shaderstring;
4041         }
4042         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4043         if (shaderstring)
4044         {
4045                 if (printfromdisknotice)
4046                         Con_DPrintf("from disk %s... ", filename);
4047                 return shaderstring;
4048         }
4049         return shaderstring;
4050 }
4051
4052 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4053 {
4054         // TODO: load or create .fp and .vp shader files
4055 }
4056
4057 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4058 {
4059         int i;
4060         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4061         int vertstrings_count = 0, vertstring_length = 0;
4062         int geomstrings_count = 0, geomstring_length = 0;
4063         int fragstrings_count = 0, fragstring_length = 0;
4064         char *t;
4065         char *vertexstring, *geometrystring, *fragmentstring;
4066         char *vertstring, *geomstring, *fragstring;
4067         const char *vertstrings_list[32+3];
4068         const char *geomstrings_list[32+3];
4069         const char *fragstrings_list[32+3];
4070         char permutationname[256];
4071         char cachename[256];
4072         CGprofile vertexProfile;
4073         CGprofile fragmentProfile;
4074
4075         if (p->compiled)
4076                 return;
4077         p->compiled = true;
4078         p->vprogram = NULL;
4079         p->fprogram = NULL;
4080
4081         permutationname[0] = 0;
4082         cachename[0] = 0;
4083         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4084         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4085         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4086
4087         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4088         strlcat(cachename, "cg/", sizeof(cachename));
4089
4090         // the first pretext is which type of shader to compile as
4091         // (later these will all be bound together as a program object)
4092         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4093         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4094         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4095
4096         // the second pretext is the mode (for example a light source)
4097         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4098         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4099         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4100         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4101         strlcat(cachename, modeinfo->name, sizeof(cachename));
4102
4103         // now add all the permutation pretexts
4104         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4105         {
4106                 if (permutation & (1<<i))
4107                 {
4108                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4109                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4110                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4111                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4112                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4113                 }
4114                 else
4115                 {
4116                         // keep line numbers correct
4117                         vertstrings_list[vertstrings_count++] = "\n";
4118                         geomstrings_list[geomstrings_count++] = "\n";
4119                         fragstrings_list[fragstrings_count++] = "\n";
4120                 }
4121         }
4122
4123         // replace spaces in the cachename with _ characters
4124         for (i = 0;cachename[i];i++)
4125                 if (cachename[i] == ' ')
4126                         cachename[i] = '_';
4127
4128         // now append the shader text itself
4129         vertstrings_list[vertstrings_count++] = vertexstring;
4130         geomstrings_list[geomstrings_count++] = geometrystring;
4131         fragstrings_list[fragstrings_count++] = fragmentstring;
4132
4133         // if any sources were NULL, clear the respective list
4134         if (!vertexstring)
4135                 vertstrings_count = 0;
4136         if (!geometrystring)
4137                 geomstrings_count = 0;
4138         if (!fragmentstring)
4139                 fragstrings_count = 0;
4140
4141         vertstring_length = 0;
4142         for (i = 0;i < vertstrings_count;i++)
4143                 vertstring_length += strlen(vertstrings_list[i]);
4144         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4145         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4146                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4147
4148         geomstring_length = 0;
4149         for (i = 0;i < geomstrings_count;i++)
4150                 geomstring_length += strlen(geomstrings_list[i]);
4151         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4152         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4153                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4154
4155         fragstring_length = 0;
4156         for (i = 0;i < fragstrings_count;i++)
4157                 fragstring_length += strlen(fragstrings_list[i]);
4158         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4159         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4160                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4161
4162         CHECKGLERROR
4163         CHECKCGERROR
4164         //vertexProfile = CG_PROFILE_ARBVP1;
4165         //fragmentProfile = CG_PROFILE_ARBFP1;
4166         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4167         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4168         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4169         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4170         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4171         CHECKGLERROR
4172
4173         // try to load the cached shader, or generate one
4174         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4175
4176         // if caching failed, do a dynamic compile for now
4177         CHECKCGERROR
4178         if (vertstring[0] && !p->vprogram)
4179                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4180         CHECKCGERROR
4181         if (fragstring[0] && !p->fprogram)
4182                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4183         CHECKCGERROR
4184
4185         // look up all the uniform variable names we care about, so we don't
4186         // have to look them up every time we set them
4187         if (p->vprogram)
4188         {
4189                 CHECKCGERROR
4190                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4191                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4192                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4193                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4194                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4195                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4196                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4197                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4198                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4199                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4200                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4201                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4202                 CHECKCGERROR
4203         }
4204         if (p->fprogram)
4205         {
4206                 CHECKCGERROR
4207                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4208                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4209                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4210                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4211                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4212                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4213                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4214                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4215                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4216                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4217                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4218                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4219                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4220                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4221                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4222                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4223                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4224                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4225                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4226                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4227                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4228                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4229                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4230                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4231                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4232                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4233                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4234                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4235                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4236                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4237                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4238                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4239                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4240                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4241                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4242                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4243                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4244                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4245                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4246                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4247                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4248                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4249                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4250                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4251                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4252                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4253                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4254                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4255                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4256                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4257                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4258                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4259                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4260                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4261                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4262                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4263                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4264                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4265                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4266                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4267                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4268                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4269                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4270                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4271                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4272                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4273                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4274                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4275                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4276                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4277                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4278                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4279                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4280                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4281                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4282                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4283                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4284                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4285                 CHECKCGERROR
4286         }
4287
4288         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4289                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4290         else
4291                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4292
4293         // free the strings
4294         if (vertstring)
4295                 Mem_Free(vertstring);
4296         if (geomstring)
4297                 Mem_Free(geomstring);
4298         if (fragstring)
4299                 Mem_Free(fragstring);
4300         if (vertexstring)
4301                 Mem_Free(vertexstring);
4302         if (geometrystring)
4303                 Mem_Free(geometrystring);
4304         if (fragmentstring)
4305                 Mem_Free(fragmentstring);
4306 }
4307
4308 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4309 {
4310         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4311         CHECKGLERROR
4312         CHECKCGERROR
4313         if (r_cg_permutation != perm)
4314         {
4315                 r_cg_permutation = perm;
4316                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4317                 {
4318                         if (!r_cg_permutation->compiled)
4319                                 R_CG_CompilePermutation(perm, mode, permutation);
4320                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4321                         {
4322                                 // remove features until we find a valid permutation
4323                                 int i;
4324                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4325                                 {
4326                                         // reduce i more quickly whenever it would not remove any bits
4327                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4328                                         if (!(permutation & j))
4329                                                 continue;
4330                                         permutation -= j;
4331                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4332                                         if (!r_cg_permutation->compiled)
4333                                                 R_CG_CompilePermutation(perm, mode, permutation);
4334                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4335                                                 break;
4336                                 }
4337                                 if (i >= SHADERPERMUTATION_COUNT)
4338                                 {
4339                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4340                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4341                                         return; // no bit left to clear, entire mode is broken
4342                                 }
4343                         }
4344                 }
4345                 CHECKGLERROR
4346                 CHECKCGERROR
4347                 if (r_cg_permutation->vprogram)
4348                 {
4349                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4350                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4351                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4352                 }
4353                 else
4354                 {
4355                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4356                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4357                 }
4358                 if (r_cg_permutation->fprogram)
4359                 {
4360                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4361                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4362                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4363                 }
4364                 else
4365                 {
4366                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4367                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4368                 }
4369         }
4370         CHECKCGERROR
4371         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4372         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4373         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4374 }
4375
4376 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4377 {
4378         cgGLSetTextureParameter(param, R_GetTexture(tex));
4379         cgGLEnableTextureParameter(param);
4380 }
4381 #endif
4382
4383 void R_GLSL_Restart_f(void)
4384 {
4385         unsigned int i, limit;
4386         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4387                 Mem_Free(glslshaderstring);
4388         glslshaderstring = NULL;
4389         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4390                 Mem_Free(cgshaderstring);
4391         cgshaderstring = NULL;
4392         switch(vid.renderpath)
4393         {
4394         case RENDERPATH_GL20:
4395                 {
4396                         r_glsl_permutation_t *p;
4397                         r_glsl_permutation = NULL;
4398                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4399                         for (i = 0;i < limit;i++)
4400                         {
4401                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4402                                 {
4403                                         GL_Backend_FreeProgram(p->program);
4404                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4405                                 }
4406                         }
4407                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4408                 }
4409                 break;
4410         case RENDERPATH_CGGL:
4411 #ifdef SUPPORTCG
4412                 {
4413                         r_cg_permutation_t *p;
4414                         r_cg_permutation = NULL;
4415                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4416                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4417                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4418                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4419                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4420                         for (i = 0;i < limit;i++)
4421                         {
4422                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4423                                 {
4424                                         if (p->vprogram)
4425                                                 cgDestroyProgram(p->vprogram);
4426                                         if (p->fprogram)
4427                                                 cgDestroyProgram(p->fprogram);
4428                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4429                                 }
4430                         }
4431                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4432                 }
4433                 break;
4434 #endif
4435         case RENDERPATH_GL13:
4436         case RENDERPATH_GL11:
4437                 break;
4438         }
4439 }
4440
4441 void R_GLSL_DumpShader_f(void)
4442 {
4443         int i;
4444         qfile_t *file;
4445
4446         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4447         if (file)
4448         {
4449                 FS_Print(file, "/* The engine may define the following macros:\n");
4450                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4451                 for (i = 0;i < SHADERMODE_COUNT;i++)
4452                         FS_Print(file, glslshadermodeinfo[i].pretext);
4453                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4454                         FS_Print(file, shaderpermutationinfo[i].pretext);
4455                 FS_Print(file, "*/\n");
4456                 FS_Print(file, builtinshaderstring);
4457                 FS_Close(file);
4458                 Con_Printf("glsl/default.glsl written\n");
4459         }
4460         else
4461                 Con_Printf("failed to write to glsl/default.glsl\n");
4462
4463 #ifdef SUPPORTCG
4464         file = FS_OpenRealFile("cg/default.cg", "w", false);
4465         if (file)
4466         {
4467                 FS_Print(file, "/* The engine may define the following macros:\n");
4468                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4469                 for (i = 0;i < SHADERMODE_COUNT;i++)
4470                         FS_Print(file, cgshadermodeinfo[i].pretext);
4471                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4472                         FS_Print(file, shaderpermutationinfo[i].pretext);
4473                 FS_Print(file, "*/\n");
4474                 FS_Print(file, builtincgshaderstring);
4475                 FS_Close(file);
4476                 Con_Printf("cg/default.cg written\n");
4477         }
4478         else
4479                 Con_Printf("failed to write to cg/default.cg\n");
4480 #endif
4481 }
4482
4483 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4484 {
4485         if (!second)
4486                 texturemode = GL_MODULATE;
4487         switch (vid.renderpath)
4488         {
4489         case RENDERPATH_GL20:
4490                 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))));
4491                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4492                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4493                 break;
4494         case RENDERPATH_CGGL:
4495 #ifdef SUPPORTCG
4496                 CHECKCGERROR
4497                 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))));
4498                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4499                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4500 #endif
4501                 break;
4502         case RENDERPATH_GL13:
4503                 R_Mesh_TexBind(0, first );
4504                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4505                 R_Mesh_TexBind(1, second);
4506                 if (second)
4507                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4508                 break;
4509         case RENDERPATH_GL11:
4510                 R_Mesh_TexBind(0, first );
4511                 break;
4512         }
4513 }
4514
4515 void R_SetupShader_DepthOrShadow(void)
4516 {
4517         switch (vid.renderpath)
4518         {
4519         case RENDERPATH_GL20:
4520                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4521                 break;
4522         case RENDERPATH_CGGL:
4523 #ifdef SUPPORTCG
4524                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4525 #endif
4526                 break;
4527         case RENDERPATH_GL13:
4528                 R_Mesh_TexBind(0, 0);
4529                 R_Mesh_TexBind(1, 0);
4530                 break;
4531         case RENDERPATH_GL11:
4532                 R_Mesh_TexBind(0, 0);
4533                 break;
4534         }
4535 }
4536
4537 void R_SetupShader_ShowDepth(void)
4538 {
4539         switch (vid.renderpath)
4540         {
4541         case RENDERPATH_GL20:
4542                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4543                 break;
4544         case RENDERPATH_CGGL:
4545 #ifdef SUPPORTCG
4546                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4547 #endif
4548                 break;
4549         case RENDERPATH_GL13:
4550                 break;
4551         case RENDERPATH_GL11:
4552                 break;
4553         }
4554 }
4555
4556 extern qboolean r_shadow_usingdeferredprepass;
4557 extern cvar_t r_shadow_deferred_8bitrange;
4558 extern rtexture_t *r_shadow_attenuationgradienttexture;
4559 extern rtexture_t *r_shadow_attenuation2dtexture;
4560 extern rtexture_t *r_shadow_attenuation3dtexture;
4561 extern qboolean r_shadow_usingshadowmaprect;
4562 extern qboolean r_shadow_usingshadowmapcube;
4563 extern qboolean r_shadow_usingshadowmap2d;
4564 extern qboolean r_shadow_usingshadowmaportho;
4565 extern float r_shadow_shadowmap_texturescale[2];
4566 extern float r_shadow_shadowmap_parameters[4];
4567 extern qboolean r_shadow_shadowmapvsdct;
4568 extern qboolean r_shadow_shadowmapsampler;
4569 extern int r_shadow_shadowmappcf;
4570 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4571 extern rtexture_t *r_shadow_shadowmap2dtexture;
4572 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4573 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4574 extern matrix4x4_t r_shadow_shadowmapmatrix;
4575 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4576 extern int r_shadow_prepass_width;
4577 extern int r_shadow_prepass_height;
4578 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4579 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4580 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4581 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4582 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
4583 {
4584         // a blendfunc allows colormod if:
4585         // a) it can never keep the destination pixel invariant, or
4586         // b) it can keep the destination pixel invariant, and still can do so if colormodded
4587         // this is to prevent unintended side effects from colormod
4588
4589         // in formulas:
4590         // IF there is a (s, sa) for which for all (d, da),
4591         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
4592         // THEN, for this (s, sa) and all (colormod, d, da):
4593         //   s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
4594         // OBVIOUSLY, this means that
4595         //   s*colormod * src(s*colormod, d, sa, da) = 0
4596         //   dst(s*colormod, d, sa, da)              = 1
4597
4598         // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
4599
4600         // main condition to leave dst color invariant:
4601         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
4602         //   src == GL_ZERO:
4603         //     s * 0 + d * dst(s, d, sa, da) == d
4604         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4605         //       => colormod is a problem for GL_SRC_COLOR only
4606         //   src == GL_ONE:
4607         //     s + d * dst(s, d, sa, da) == d
4608         //       => s == 0
4609         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4610         //       => colormod is never problematic for these
4611         //   src == GL_SRC_COLOR:
4612         //     s*s + d * dst(s, d, sa, da) == d
4613         //       => s == 0
4614         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4615         //       => colormod is never problematic for these
4616         //   src == GL_ONE_MINUS_SRC_COLOR:
4617         //     s*(1-s) + d * dst(s, d, sa, da) == d
4618         //       => s == 0 or s == 1
4619         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4620         //       => colormod is a problem for GL_SRC_COLOR only
4621         //   src == GL_DST_COLOR
4622         //     s*d + d * dst(s, d, sa, da) == d
4623         //       => s == 1
4624         //       => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4625         //       => colormod is always a problem
4626         //     or
4627         //       => s == 0
4628         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4629         //       => colormod is never problematic for these
4630         //       => BUT, we do not know s! We must assume it is problematic
4631         //       then... except in GL_ONE case, where we know all invariant
4632         //       cases are fine
4633         //   src == GL_ONE_MINUS_DST_COLOR
4634         //     s*(1-d) + d * dst(s, d, sa, da) == d
4635         //       => s == 0 (1-d is impossible to handle for our desired result)
4636         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4637         //       => colormod is never problematic for these
4638         //   src == GL_SRC_ALPHA
4639         //     s*sa + d * dst(s, d, sa, da) == d
4640         //       => s == 0, or sa == 0
4641         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4642         //       => colormod breaks in the case GL_SRC_COLOR only
4643         //   src == GL_ONE_MINUS_SRC_ALPHA
4644         //     s*(1-sa) + d * dst(s, d, sa, da) == d
4645         //       => s == 0, or sa == 1
4646         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4647         //       => colormod breaks in the case GL_SRC_COLOR only
4648         //   src == GL_DST_ALPHA
4649         //     s*da + d * dst(s, d, sa, da) == d
4650         //       => s == 0
4651         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4652         //       => colormod is never problematic for these
4653
4654         switch(src)
4655         {
4656                 case GL_ZERO:
4657                 case GL_ONE_MINUS_SRC_COLOR:
4658                 case GL_SRC_ALPHA:
4659                 case GL_ONE_MINUS_SRC_ALPHA:
4660                         if(dst == GL_SRC_COLOR)
4661                                 return false;
4662                         return true;
4663                 case GL_ONE:
4664                 case GL_SRC_COLOR:
4665                 case GL_ONE_MINUS_DST_COLOR:
4666                 case GL_DST_ALPHA:
4667                 case GL_ONE_MINUS_DST_ALPHA:
4668                         return true;
4669                 case GL_DST_COLOR:
4670                         if(dst == GL_ONE)
4671                                 return true;
4672                         return false;
4673                 default:
4674                         return false;
4675         }
4676 }
4677 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4678 {
4679         // select a permutation of the lighting shader appropriate to this
4680         // combination of texture, entity, light source, and fogging, only use the
4681         // minimum features necessary to avoid wasting rendering time in the
4682         // fragment shader on features that are not being used
4683         unsigned int permutation = 0;
4684         unsigned int mode = 0;
4685         qboolean allow_colormod;
4686         static float dummy_colormod[3] = {1, 1, 1};
4687         float *colormod = rsurface.colormod;
4688         float m16f[16];
4689         if (rsurfacepass == RSURFPASS_BACKGROUND)
4690         {
4691                 // distorted background
4692                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4693                 {
4694                         mode = SHADERMODE_WATER;
4695                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4696                         allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4697                 }
4698                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4699                 {
4700                         mode = SHADERMODE_REFRACTION;
4701                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4702                         allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4703                 }
4704                 else
4705                 {
4706                         mode = SHADERMODE_GENERIC;
4707                         permutation |= SHADERPERMUTATION_DIFFUSE;
4708                         GL_BlendFunc(GL_ONE, GL_ZERO);
4709                         allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4710                 }
4711                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4712                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4713                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4714                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4715                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4716                 R_Mesh_ColorPointer(NULL, 0, 0);
4717                 GL_AlphaTest(false);
4718         }
4719         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4720         {
4721                 if (r_glsl_offsetmapping.integer)
4722                 {
4723                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4724                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4725                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4726                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4727                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4728                         {
4729                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4730                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4731                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4732                         }
4733                 }
4734                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4735                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4736                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4737                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4738                 // normalmap (deferred prepass), may use alpha test on diffuse
4739                 mode = SHADERMODE_DEFERREDGEOMETRY;
4740                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4741                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4742                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4743                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4744                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4745                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4746                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4747                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4748                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4749                 else
4750                         R_Mesh_ColorPointer(NULL, 0, 0);
4751                 GL_AlphaTest(false);
4752                 GL_BlendFunc(GL_ONE, GL_ZERO);
4753                 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4754         }
4755         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4756         {
4757                 if (r_glsl_offsetmapping.integer)
4758                 {
4759                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4760                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4761                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4762                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4763                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4764                         {
4765                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4766                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4767                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4768                         }
4769                 }
4770                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4771                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4772                 // light source
4773                 mode = SHADERMODE_LIGHTSOURCE;
4774                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4775                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4776                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4777                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4778                 if (diffusescale > 0)
4779                         permutation |= SHADERPERMUTATION_DIFFUSE;
4780                 if (specularscale > 0)
4781                 {
4782                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4783                         if (r_shadow_glossexact.integer)
4784                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4785                 }
4786                 if (r_refdef.fogenabled)
4787                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4788                 if (rsurface.texture->colormapping)
4789                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4790                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4791                 {
4792                         if (r_shadow_usingshadowmaprect)
4793                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4794                         if (r_shadow_usingshadowmap2d)
4795                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4796                         if (r_shadow_usingshadowmapcube)
4797                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4798                         else if(r_shadow_shadowmapvsdct)
4799                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4800
4801                         if (r_shadow_shadowmapsampler)
4802                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4803                         if (r_shadow_shadowmappcf > 1)
4804                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4805                         else if (r_shadow_shadowmappcf)
4806                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4807                 }
4808                 if (rsurface.texture->reflectmasktexture)
4809                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4810                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4811                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4812                 {
4813                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4814                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4815                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4816                 }
4817                 else
4818                 {
4819                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4820                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4821                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4822                 }
4823                 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4824                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4825                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4826                 else
4827                         R_Mesh_ColorPointer(NULL, 0, 0);
4828                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4829                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4830                 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
4831         }
4832         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4833         {
4834                 if (r_glsl_offsetmapping.integer)
4835                 {
4836                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4837                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4838                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4839                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4840                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4841                         {
4842                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4843                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4844                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4845                         }
4846                 }
4847                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4848                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4849                 // unshaded geometry (fullbright or ambient model lighting)
4850                 mode = SHADERMODE_FLATCOLOR;
4851                 ambientscale = diffusescale = specularscale = 0;
4852                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4853                         permutation |= SHADERPERMUTATION_GLOW;
4854                 if (r_refdef.fogenabled)
4855                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4856                 if (rsurface.texture->colormapping)
4857                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4858                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4859                 {
4860                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4861                         if (r_shadow_usingshadowmaprect)
4862                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4863                         if (r_shadow_usingshadowmap2d)
4864                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4865
4866                         if (r_shadow_shadowmapsampler)
4867                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4868                         if (r_shadow_shadowmappcf > 1)
4869                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4870                         else if (r_shadow_shadowmappcf)
4871                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4872                 }
4873                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4874                         permutation |= SHADERPERMUTATION_REFLECTION;
4875                 if (rsurface.texture->reflectmasktexture)
4876                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4877                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4878                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4879                 {
4880                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4881                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4882                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4883                 }
4884                 else
4885                 {
4886                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4887                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4888                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4889                 }
4890                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4891                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4892                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4893                 else
4894                         R_Mesh_ColorPointer(NULL, 0, 0);
4895                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4896                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4897                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4898         }
4899         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4900         {
4901                 if (r_glsl_offsetmapping.integer)
4902                 {
4903                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4904                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4905                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4906                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4907                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4908                         {
4909                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4910                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4911                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4912                         }
4913                 }
4914                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4915                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4916                 // directional model lighting
4917                 mode = SHADERMODE_LIGHTDIRECTION;
4918                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4919                         permutation |= SHADERPERMUTATION_GLOW;
4920                 permutation |= SHADERPERMUTATION_DIFFUSE;
4921                 if (specularscale > 0)
4922                 {
4923                         permutation |= SHADERPERMUTATION_SPECULAR;
4924                         if (r_shadow_glossexact.integer)
4925                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4926                 }
4927                 if (r_refdef.fogenabled)
4928                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4929                 if (rsurface.texture->colormapping)
4930                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4931                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4932                 {
4933                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4934                         if (r_shadow_usingshadowmaprect)
4935                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4936                         if (r_shadow_usingshadowmap2d)
4937                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4938
4939                         if (r_shadow_shadowmapsampler)
4940                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4941                         if (r_shadow_shadowmappcf > 1)
4942                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4943                         else if (r_shadow_shadowmappcf)
4944                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4945                 }
4946                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4947                         permutation |= SHADERPERMUTATION_REFLECTION;
4948                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4949                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4950                 if (rsurface.texture->reflectmasktexture)
4951                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4952                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4953                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4954                 {
4955                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4956                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4957                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4958                 }
4959                 else
4960                 {
4961                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4962                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4963                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4964                 }
4965                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4966                 R_Mesh_ColorPointer(NULL, 0, 0);
4967                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4968                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4969                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4970         }
4971         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4972         {
4973                 if (r_glsl_offsetmapping.integer)
4974                 {
4975                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4976                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4977                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4978                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4979                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4980                         {
4981                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4982                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4983                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4984                         }
4985                 }
4986                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4987                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4988                 // ambient model lighting
4989                 mode = SHADERMODE_LIGHTDIRECTION;
4990                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4991                         permutation |= SHADERPERMUTATION_GLOW;
4992                 if (r_refdef.fogenabled)
4993                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4994                 if (rsurface.texture->colormapping)
4995                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4996                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4997                 {
4998                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4999                         if (r_shadow_usingshadowmaprect)
5000                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5001                         if (r_shadow_usingshadowmap2d)
5002                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5003
5004                         if (r_shadow_shadowmapsampler)
5005                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5006                         if (r_shadow_shadowmappcf > 1)
5007                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5008                         else if (r_shadow_shadowmappcf)
5009                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5010                 }
5011                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5012                         permutation |= SHADERPERMUTATION_REFLECTION;
5013                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5014                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5015                 if (rsurface.texture->reflectmasktexture)
5016                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5017                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5018                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5019                 {
5020                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5021                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5022                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5023                 }
5024                 else
5025                 {
5026                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5027                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5028                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5029                 }
5030                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5031                 R_Mesh_ColorPointer(NULL, 0, 0);
5032                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5033                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5034                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5035         }
5036         else
5037         {
5038                 if (r_glsl_offsetmapping.integer)
5039                 {
5040                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5041                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5042                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5043                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5044                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5045                         {
5046                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5047                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5048                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5049                         }
5050                 }
5051                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5052                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5053                 // lightmapped wall
5054                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5055                         permutation |= SHADERPERMUTATION_GLOW;
5056                 if (r_refdef.fogenabled)
5057                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5058                 if (rsurface.texture->colormapping)
5059                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5060                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5061                 {
5062                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5063                         if (r_shadow_usingshadowmaprect)
5064                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5065                         if (r_shadow_usingshadowmap2d)
5066                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5067
5068                         if (r_shadow_shadowmapsampler)
5069                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5070                         if (r_shadow_shadowmappcf > 1)
5071                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5072                         else if (r_shadow_shadowmappcf)
5073                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5074                 }
5075                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5076                         permutation |= SHADERPERMUTATION_REFLECTION;
5077                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5078                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5079                 if (rsurface.texture->reflectmasktexture)
5080                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5081                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5082                 {
5083                         // deluxemapping (light direction texture)
5084                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5085                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5086                         else
5087                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5088                         permutation |= SHADERPERMUTATION_DIFFUSE;
5089                         if (specularscale > 0)
5090                         {
5091                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5092                                 if (r_shadow_glossexact.integer)
5093                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5094                         }
5095                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5096                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5097                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5098                         else
5099                                 R_Mesh_ColorPointer(NULL, 0, 0);
5100                 }
5101                 else if (r_glsl_deluxemapping.integer >= 2)
5102                 {
5103                         // fake deluxemapping (uniform light direction in tangentspace)
5104                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5105                         permutation |= SHADERPERMUTATION_DIFFUSE;
5106                         if (specularscale > 0)
5107                         {
5108                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5109                                 if (r_shadow_glossexact.integer)
5110                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5111                         }
5112                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5113                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5114                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5115                         else
5116                                 R_Mesh_ColorPointer(NULL, 0, 0);
5117                 }
5118                 else if (rsurface.uselightmaptexture)
5119                 {
5120                         // ordinary lightmapping (q1bsp, q3bsp)
5121                         mode = SHADERMODE_LIGHTMAP;
5122                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5123                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5124                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5125                         else
5126                                 R_Mesh_ColorPointer(NULL, 0, 0);
5127                 }
5128                 else
5129                 {
5130                         // ordinary vertex coloring (q3bsp)
5131                         mode = SHADERMODE_VERTEXCOLOR;
5132                         R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5133                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5134                 }
5135                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5136                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5137                 {
5138                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5139                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5140                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5141                 }
5142                 else
5143                 {
5144                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5145                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5146                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5147                 }
5148                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5149                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5150                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5151         }
5152         if(!allow_colormod)
5153                 colormod = dummy_colormod;
5154         switch(vid.renderpath)
5155         {
5156         case RENDERPATH_GL20:
5157                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5158                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5159                 if (mode == SHADERMODE_LIGHTSOURCE)
5160                 {
5161                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5162                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5163                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5164                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5165                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5166                         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);
5167         
5168                         // additive passes are only darkened by fog, not tinted
5169                         if (r_glsl_permutation->loc_FogColor >= 0)
5170                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5171                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5172                 }
5173                 else
5174                 {
5175                         if (mode == SHADERMODE_FLATCOLOR)
5176                         {
5177                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5178                         }
5179                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5180                         {
5181                                 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) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5182                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5183                                 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);
5184                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5185                                 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);
5186                                 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]);
5187                                 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]);
5188                         }
5189                         else
5190                         {
5191                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5192                                 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]);
5193                                 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);
5194                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5195                                 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);
5196                         }
5197                         // additive passes are only darkened by fog, not tinted
5198                         if (r_glsl_permutation->loc_FogColor >= 0)
5199                         {
5200                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5201                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5202                                 else
5203                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5204                         }
5205                         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);
5206                         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]);
5207                         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]);
5208                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5209                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5210                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5211                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5212                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5213                 }
5214                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5215                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5216                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5217                 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]);
5218                 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]);
5219
5220                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5221                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5222                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5223                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5224                 {
5225                         if (rsurface.texture->pantstexture)
5226                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5227                         else
5228                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5229                 }
5230                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5231                 {
5232                         if (rsurface.texture->shirttexture)
5233                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5234                         else
5235                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5236                 }
5237                 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]);
5238                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5239                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5240                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5241                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5242                 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]);
5243                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5244
5245         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5246         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5247         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5248                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5249                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5250                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5251                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5252                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5253                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5254                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5255                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5256                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5257                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5258                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5259                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5260                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5261                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5262                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
5263                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , r_texture_blanknormalmap                            );
5264                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5265                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
5266                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
5267                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5268                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5269                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5270                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5271                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5272                 {
5273                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5274                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5275                         if (rsurface.rtlight)
5276                         {
5277                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5278                                 if (r_shadow_usingshadowmapcube)
5279                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5280                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5281                         }
5282                 }
5283                 CHECKGLERROR
5284                 break;
5285         case RENDERPATH_CGGL:
5286 #ifdef SUPPORTCG
5287                 R_SetupShader_SetPermutationCG(mode, permutation);
5288                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5289                 if (mode == SHADERMODE_LIGHTSOURCE)
5290                 {
5291                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5292                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5293                 }
5294                 else
5295                 {
5296                         if (mode == SHADERMODE_LIGHTDIRECTION)
5297                         {
5298                                 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
5299                         }
5300                 }
5301                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5302                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5303                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5304                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5305                 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
5306                 CHECKGLERROR
5307
5308                 if (mode == SHADERMODE_LIGHTSOURCE)
5309                 {
5310                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5311                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5312                         if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5313                         if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5314                         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
5315
5316                         // additive passes are only darkened by fog, not tinted
5317                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5318                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5319                 }
5320                 else
5321                 {
5322                         if (mode == SHADERMODE_FLATCOLOR)
5323                         {
5324                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5325                         }
5326                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5327                         {
5328                                 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) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR
5329                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR
5330                                 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
5331                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5332                                 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
5333                                 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
5334                                 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
5335                         }
5336                         else
5337                         {
5338                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR
5339                                 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
5340                                 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
5341                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5342                                 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
5343                         }
5344                         // additive passes are only darkened by fog, not tinted
5345                         if (r_cg_permutation->fp_FogColor)
5346                         {
5347                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5348                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5349                                 else
5350                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5351                                 CHECKCGERROR
5352                         }
5353                         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
5354                         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
5355                         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
5356                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5357                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5358                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5359                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5360                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5361                 }
5362                 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
5363                 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
5364                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5365                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5366                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5367                 if (r_cg_permutation->fp_Color_Pants)
5368                 {
5369                         if (rsurface.texture->pantstexture)
5370                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5371                         else
5372                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5373                         CHECKCGERROR
5374                 }
5375                 if (r_cg_permutation->fp_Color_Shirt)
5376                 {
5377                         if (rsurface.texture->shirttexture)
5378                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5379                         else
5380                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5381                         CHECKCGERROR
5382                 }
5383                 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
5384                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5385                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5386                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5387                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5388                 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
5389                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5390
5391         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5392         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5393         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5394                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5395                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5396                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5397                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5398                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5399                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5400                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5401                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5402                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5403                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5404                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5405                 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
5406                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
5407                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5408                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5409                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5410                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5411                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5412                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5413                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5414                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5415                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5416                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5417                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5418                 {
5419                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5420                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5421                         if (rsurface.rtlight)
5422                         {
5423                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5424                                 if (r_shadow_usingshadowmapcube)
5425                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5426                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5427                         }
5428                 }
5429
5430                 CHECKGLERROR
5431 #endif
5432                 break;
5433         case RENDERPATH_GL13:
5434         case RENDERPATH_GL11:
5435                 break;
5436         }
5437 }
5438
5439 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5440 {
5441         // select a permutation of the lighting shader appropriate to this
5442         // combination of texture, entity, light source, and fogging, only use the
5443         // minimum features necessary to avoid wasting rendering time in the
5444         // fragment shader on features that are not being used
5445         unsigned int permutation = 0;
5446         unsigned int mode = 0;
5447         const float *lightcolorbase = rtlight->currentcolor;
5448         float ambientscale = rtlight->ambientscale;
5449         float diffusescale = rtlight->diffusescale;
5450         float specularscale = rtlight->specularscale;
5451         // this is the location of the light in view space
5452         vec3_t viewlightorigin;
5453         // this transforms from view space (camera) to light space (cubemap)
5454         matrix4x4_t viewtolight;
5455         matrix4x4_t lighttoview;
5456         float viewtolight16f[16];
5457         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5458         // light source
5459         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5460         if (rtlight->currentcubemap != r_texture_whitecube)
5461                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5462         if (diffusescale > 0)
5463                 permutation |= SHADERPERMUTATION_DIFFUSE;
5464         if (specularscale > 0)
5465         {
5466                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5467                 if (r_shadow_glossexact.integer)
5468                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5469         }
5470         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5471         {
5472                 if (r_shadow_usingshadowmaprect)
5473                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5474                 if (r_shadow_usingshadowmap2d)
5475                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5476                 if (r_shadow_usingshadowmapcube)
5477                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5478                 else if(r_shadow_shadowmapvsdct)
5479                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5480
5481                 if (r_shadow_shadowmapsampler)
5482                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5483                 if (r_shadow_shadowmappcf > 1)
5484                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5485                 else if (r_shadow_shadowmappcf)
5486                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5487         }
5488         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5489         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5490         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5491         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5492         switch(vid.renderpath)
5493         {
5494         case RENDERPATH_GL20:
5495                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5496                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5497                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5498                 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);
5499                 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);
5500                 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);
5501                 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]);
5502                 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]);
5503                 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));
5504                 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]);
5505                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5506
5507                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5508                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5509                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5510                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5511                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5512                 if (r_shadow_usingshadowmapcube)
5513                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5514                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5515                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5516                 break;
5517         case RENDERPATH_CGGL:
5518 #ifdef SUPPORTCG
5519                 R_SetupShader_SetPermutationCG(mode, permutation);
5520                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5521                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5522                 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
5523                 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
5524                 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
5525                 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
5526                 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
5527                 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
5528                 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
5529                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5530
5531                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5532                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5533                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5534                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5535                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5536                 if (r_shadow_usingshadowmapcube)
5537                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5538                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5539                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5540 #endif
5541                 break;
5542         case RENDERPATH_GL13:
5543         case RENDERPATH_GL11:
5544                 break;
5545         }
5546 }
5547
5548 #define SKINFRAME_HASH 1024
5549
5550 typedef struct
5551 {
5552         int loadsequence; // incremented each level change
5553         memexpandablearray_t array;
5554         skinframe_t *hash[SKINFRAME_HASH];
5555 }
5556 r_skinframe_t;
5557 r_skinframe_t r_skinframe;
5558
5559 void R_SkinFrame_PrepareForPurge(void)
5560 {
5561         r_skinframe.loadsequence++;
5562         // wrap it without hitting zero
5563         if (r_skinframe.loadsequence >= 200)
5564                 r_skinframe.loadsequence = 1;
5565 }
5566
5567 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5568 {
5569         if (!skinframe)
5570                 return;
5571         // mark the skinframe as used for the purging code
5572         skinframe->loadsequence = r_skinframe.loadsequence;
5573 }
5574
5575 void R_SkinFrame_Purge(void)
5576 {
5577         int i;
5578         skinframe_t *s;
5579         for (i = 0;i < SKINFRAME_HASH;i++)
5580         {
5581                 for (s = r_skinframe.hash[i];s;s = s->next)
5582                 {
5583                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5584                         {
5585                                 if (s->merged == s->base)
5586                                         s->merged = NULL;
5587                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5588                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5589                                 R_PurgeTexture(s->merged);s->merged = NULL;
5590                                 R_PurgeTexture(s->base  );s->base   = NULL;
5591                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5592                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5593                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5594                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5595                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5596                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5597                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5598                                 s->loadsequence = 0;
5599                         }
5600                 }
5601         }
5602 }
5603
5604 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5605         skinframe_t *item;
5606         char basename[MAX_QPATH];
5607
5608         Image_StripImageExtension(name, basename, sizeof(basename));
5609
5610         if( last == NULL ) {
5611                 int hashindex;
5612                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5613                 item = r_skinframe.hash[hashindex];
5614         } else {
5615                 item = last->next;
5616         }
5617
5618         // linearly search through the hash bucket
5619         for( ; item ; item = item->next ) {
5620                 if( !strcmp( item->basename, basename ) ) {
5621                         return item;
5622                 }
5623         }
5624         return NULL;
5625 }
5626
5627 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5628 {
5629         skinframe_t *item;
5630         int hashindex;
5631         char basename[MAX_QPATH];
5632
5633         Image_StripImageExtension(name, basename, sizeof(basename));
5634
5635         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5636         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5637                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5638                         break;
5639
5640         if (!item) {
5641                 rtexture_t *dyntexture;
5642                 // check whether its a dynamic texture
5643                 dyntexture = CL_GetDynTexture( basename );
5644                 if (!add && !dyntexture)
5645                         return NULL;
5646                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5647                 memset(item, 0, sizeof(*item));
5648                 strlcpy(item->basename, basename, sizeof(item->basename));
5649                 item->base = dyntexture; // either NULL or dyntexture handle
5650                 item->textureflags = textureflags;
5651                 item->comparewidth = comparewidth;
5652                 item->compareheight = compareheight;
5653                 item->comparecrc = comparecrc;
5654                 item->next = r_skinframe.hash[hashindex];
5655                 r_skinframe.hash[hashindex] = item;
5656         }
5657         else if( item->base == NULL )
5658         {
5659                 rtexture_t *dyntexture;
5660                 // check whether its a dynamic texture
5661                 // 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]
5662                 dyntexture = CL_GetDynTexture( basename );
5663                 item->base = dyntexture; // either NULL or dyntexture handle
5664         }
5665
5666         R_SkinFrame_MarkUsed(item);
5667         return item;
5668 }
5669
5670 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5671         { \
5672                 unsigned long long avgcolor[5], wsum; \
5673                 int pix, comp, w; \
5674                 avgcolor[0] = 0; \
5675                 avgcolor[1] = 0; \
5676                 avgcolor[2] = 0; \
5677                 avgcolor[3] = 0; \
5678                 avgcolor[4] = 0; \
5679                 wsum = 0; \
5680                 for(pix = 0; pix < cnt; ++pix) \
5681                 { \
5682                         w = 0; \
5683                         for(comp = 0; comp < 3; ++comp) \
5684                                 w += getpixel; \
5685                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5686                         { \
5687                                 ++wsum; \
5688                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5689                                 w = getpixel; \
5690                                 for(comp = 0; comp < 3; ++comp) \
5691                                         avgcolor[comp] += getpixel * w; \
5692                                 avgcolor[3] += w; \
5693                         } \
5694                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5695                         avgcolor[4] += getpixel; \
5696                 } \
5697                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5698                         avgcolor[3] = 1; \
5699                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5700                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5701                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5702                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5703         }
5704
5705 extern cvar_t gl_picmip;
5706 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5707 {
5708         int j;
5709         unsigned char *pixels;
5710         unsigned char *bumppixels;
5711         unsigned char *basepixels = NULL;
5712         int basepixels_width = 0;
5713         int basepixels_height = 0;
5714         skinframe_t *skinframe;
5715         rtexture_t *ddsbase = NULL;
5716         qboolean ddshasalpha = false;
5717         float ddsavgcolor[4];
5718         char basename[MAX_QPATH];
5719         int miplevel = R_PicmipForFlags(textureflags);
5720         int savemiplevel = miplevel;
5721         int mymiplevel;
5722
5723         if (cls.state == ca_dedicated)
5724                 return NULL;
5725
5726         // return an existing skinframe if already loaded
5727         // if loading of the first image fails, don't make a new skinframe as it
5728         // would cause all future lookups of this to be missing
5729         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5730         if (skinframe && skinframe->base)
5731                 return skinframe;
5732
5733         Image_StripImageExtension(name, basename, sizeof(basename));
5734
5735         // check for DDS texture file first
5736         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
5737         {
5738                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer, &miplevel);
5739                 if (basepixels == NULL)
5740                         return NULL;
5741         }
5742
5743         // FIXME handle miplevel
5744
5745         if (developer_loading.integer)
5746                 Con_Printf("loading skin \"%s\"\n", name);
5747
5748         // we've got some pixels to store, so really allocate this new texture now
5749         if (!skinframe)
5750                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5751         skinframe->stain = NULL;
5752         skinframe->merged = NULL;
5753         skinframe->base = NULL;
5754         skinframe->pants = NULL;
5755         skinframe->shirt = NULL;
5756         skinframe->nmap = NULL;
5757         skinframe->gloss = NULL;
5758         skinframe->glow = NULL;
5759         skinframe->fog = NULL;
5760         skinframe->reflect = NULL;
5761         skinframe->hasalpha = false;
5762
5763         if (ddsbase)
5764         {
5765                 skinframe->base = ddsbase;
5766                 skinframe->hasalpha = ddshasalpha;
5767                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5768                 if (r_loadfog && skinframe->hasalpha)
5769                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
5770                 //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]);
5771         }
5772         else
5773         {
5774                 basepixels_width = image_width;
5775                 basepixels_height = image_height;
5776                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
5777                 if (textureflags & TEXF_ALPHA)
5778                 {
5779                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5780                         {
5781                                 if (basepixels[j] < 255)
5782                                 {
5783                                         skinframe->hasalpha = true;
5784                                         break;
5785                                 }
5786                         }
5787                         if (r_loadfog && skinframe->hasalpha)
5788                         {
5789                                 // has transparent pixels
5790                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5791                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5792                                 {
5793                                         pixels[j+0] = 255;
5794                                         pixels[j+1] = 255;
5795                                         pixels[j+2] = 255;
5796                                         pixels[j+3] = basepixels[j+3];
5797                                 }
5798                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
5799                                 Mem_Free(pixels);
5800                         }
5801                 }
5802                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5803                 //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]);
5804                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5805                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
5806                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5807                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
5808         }
5809
5810         if (r_loaddds)
5811         {
5812                 mymiplevel = savemiplevel;
5813                 if (r_loadnormalmap)
5814                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
5815                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5816                 if (r_loadgloss)
5817                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5818                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5819                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5820                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5821         }
5822
5823         // _norm is the name used by tenebrae and has been adopted as standard
5824         if (r_loadnormalmap && skinframe->nmap == NULL)
5825         {
5826                 mymiplevel = savemiplevel;
5827                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5828                 {
5829                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5830                         Mem_Free(pixels);
5831                         pixels = NULL;
5832                 }
5833                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5834                 {
5835                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5836                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5837                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5838                         Mem_Free(pixels);
5839                         Mem_Free(bumppixels);
5840                 }
5841                 else if (r_shadow_bumpscale_basetexture.value > 0)
5842                 {
5843                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5844                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5845                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5846                         Mem_Free(pixels);
5847                 }
5848                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5849                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
5850         }
5851
5852         // _luma is supported only for tenebrae compatibility
5853         // _glow is the preferred name
5854         mymiplevel = savemiplevel;
5855         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel))))
5856         {
5857                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5858                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5859                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
5860                 Mem_Free(pixels);pixels = NULL;
5861         }
5862
5863         mymiplevel = savemiplevel;
5864         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5865         {
5866                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5867                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5868                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
5869                 Mem_Free(pixels);
5870                 pixels = NULL;
5871         }
5872
5873         mymiplevel = savemiplevel;
5874         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5875         {
5876                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5877                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5878                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
5879                 Mem_Free(pixels);
5880                 pixels = NULL;
5881         }
5882
5883         mymiplevel = savemiplevel;
5884         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5885         {
5886                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5887                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5888                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
5889                 Mem_Free(pixels);
5890                 pixels = NULL;
5891         }
5892
5893         mymiplevel = savemiplevel;
5894         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5895         {
5896                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5897                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5898                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
5899                 Mem_Free(pixels);
5900                 pixels = NULL;
5901         }
5902
5903         if (basepixels)
5904                 Mem_Free(basepixels);
5905
5906         return skinframe;
5907 }
5908
5909 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5910 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5911 {
5912         int i;
5913         unsigned char *temp1, *temp2;
5914         skinframe_t *skinframe;
5915
5916         if (cls.state == ca_dedicated)
5917                 return NULL;
5918
5919         // if already loaded just return it, otherwise make a new skinframe
5920         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5921         if (skinframe && skinframe->base)
5922                 return skinframe;
5923
5924         skinframe->stain = NULL;
5925         skinframe->merged = NULL;
5926         skinframe->base = NULL;
5927         skinframe->pants = NULL;
5928         skinframe->shirt = NULL;
5929         skinframe->nmap = NULL;
5930         skinframe->gloss = NULL;
5931         skinframe->glow = NULL;
5932         skinframe->fog = NULL;
5933         skinframe->reflect = NULL;
5934         skinframe->hasalpha = false;
5935
5936         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5937         if (!skindata)
5938                 return NULL;
5939
5940         if (developer_loading.integer)
5941                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5942
5943         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5944         {
5945                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5946                 temp2 = temp1 + width * height * 4;
5947                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5948                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
5949                 Mem_Free(temp1);
5950         }
5951         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
5952         if (textureflags & TEXF_ALPHA)
5953         {
5954                 for (i = 3;i < width * height * 4;i += 4)
5955                 {
5956                         if (skindata[i] < 255)
5957                         {
5958                                 skinframe->hasalpha = true;
5959                                 break;
5960                         }
5961                 }
5962                 if (r_loadfog && skinframe->hasalpha)
5963                 {
5964                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5965                         memcpy(fogpixels, skindata, width * height * 4);
5966                         for (i = 0;i < width * height * 4;i += 4)
5967                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5968                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
5969                         Mem_Free(fogpixels);
5970                 }
5971         }
5972
5973         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5974         //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]);
5975
5976         return skinframe;
5977 }
5978
5979 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5980 {
5981         int i;
5982         int featuresmask;
5983         skinframe_t *skinframe;
5984
5985         if (cls.state == ca_dedicated)
5986                 return NULL;
5987
5988         // if already loaded just return it, otherwise make a new skinframe
5989         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5990         if (skinframe && skinframe->base)
5991                 return skinframe;
5992
5993         skinframe->stain = NULL;
5994         skinframe->merged = NULL;
5995         skinframe->base = NULL;
5996         skinframe->pants = NULL;
5997         skinframe->shirt = NULL;
5998         skinframe->nmap = NULL;
5999         skinframe->gloss = NULL;
6000         skinframe->glow = NULL;
6001         skinframe->fog = NULL;
6002         skinframe->reflect = NULL;
6003         skinframe->hasalpha = false;
6004
6005         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6006         if (!skindata)
6007                 return NULL;
6008
6009         if (developer_loading.integer)
6010                 Con_Printf("loading quake skin \"%s\"\n", name);
6011
6012         // 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)
6013         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
6014         memcpy(skinframe->qpixels, skindata, width*height);
6015         skinframe->qwidth = width;
6016         skinframe->qheight = height;
6017
6018         featuresmask = 0;
6019         for (i = 0;i < width * height;i++)
6020                 featuresmask |= palette_featureflags[skindata[i]];
6021
6022         skinframe->hasalpha = false;
6023         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6024         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6025         skinframe->qgeneratemerged = true;
6026         skinframe->qgeneratebase = skinframe->qhascolormapping;
6027         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6028
6029         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6030         //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]);
6031
6032         return skinframe;
6033 }
6034
6035 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6036 {
6037         int width;
6038         int height;
6039         unsigned char *skindata;
6040
6041         if (!skinframe->qpixels)
6042                 return;
6043
6044         if (!skinframe->qhascolormapping)
6045                 colormapped = false;
6046
6047         if (colormapped)
6048         {
6049                 if (!skinframe->qgeneratebase)
6050                         return;
6051         }
6052         else
6053         {
6054                 if (!skinframe->qgeneratemerged)
6055                         return;
6056         }
6057
6058         width = skinframe->qwidth;
6059         height = skinframe->qheight;
6060         skindata = skinframe->qpixels;
6061
6062         if (skinframe->qgeneratenmap)
6063         {
6064                 unsigned char *temp1, *temp2;
6065                 skinframe->qgeneratenmap = false;
6066                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6067                 temp2 = temp1 + width * height * 4;
6068                 // use either a custom palette or the quake palette
6069                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6070                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6071                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6072                 Mem_Free(temp1);
6073         }
6074
6075         if (skinframe->qgenerateglow)
6076         {
6077                 skinframe->qgenerateglow = false;
6078                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6079         }
6080
6081         if (colormapped)
6082         {
6083                 skinframe->qgeneratebase = false;
6084                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
6085                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6086                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6087         }
6088         else
6089         {
6090                 skinframe->qgeneratemerged = false;
6091                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
6092         }
6093
6094         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6095         {
6096                 Mem_Free(skinframe->qpixels);
6097                 skinframe->qpixels = NULL;
6098         }
6099 }
6100
6101 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)
6102 {
6103         int i;
6104         skinframe_t *skinframe;
6105
6106         if (cls.state == ca_dedicated)
6107                 return NULL;
6108
6109         // if already loaded just return it, otherwise make a new skinframe
6110         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6111         if (skinframe && skinframe->base)
6112                 return skinframe;
6113
6114         skinframe->stain = NULL;
6115         skinframe->merged = NULL;
6116         skinframe->base = NULL;
6117         skinframe->pants = NULL;
6118         skinframe->shirt = NULL;
6119         skinframe->nmap = NULL;
6120         skinframe->gloss = NULL;
6121         skinframe->glow = NULL;
6122         skinframe->fog = NULL;
6123         skinframe->reflect = NULL;
6124         skinframe->hasalpha = false;
6125
6126         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6127         if (!skindata)
6128                 return NULL;
6129
6130         if (developer_loading.integer)
6131                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6132
6133         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6134         if (textureflags & TEXF_ALPHA)
6135         {
6136                 for (i = 0;i < width * height;i++)
6137                 {
6138                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6139                         {
6140                                 skinframe->hasalpha = true;
6141                                 break;
6142                         }
6143                 }
6144                 if (r_loadfog && skinframe->hasalpha)
6145                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6146         }
6147
6148         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6149         //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]);
6150
6151         return skinframe;
6152 }
6153
6154 skinframe_t *R_SkinFrame_LoadMissing(void)
6155 {
6156         skinframe_t *skinframe;
6157
6158         if (cls.state == ca_dedicated)
6159                 return NULL;
6160
6161         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6162         skinframe->stain = NULL;
6163         skinframe->merged = NULL;
6164         skinframe->base = NULL;
6165         skinframe->pants = NULL;
6166         skinframe->shirt = NULL;
6167         skinframe->nmap = NULL;
6168         skinframe->gloss = NULL;
6169         skinframe->glow = NULL;
6170         skinframe->fog = NULL;
6171         skinframe->reflect = NULL;
6172         skinframe->hasalpha = false;
6173
6174         skinframe->avgcolor[0] = rand() / RAND_MAX;
6175         skinframe->avgcolor[1] = rand() / RAND_MAX;
6176         skinframe->avgcolor[2] = rand() / RAND_MAX;
6177         skinframe->avgcolor[3] = 1;
6178
6179         return skinframe;
6180 }
6181
6182 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6183 typedef struct suffixinfo_s
6184 {
6185         char *suffix;
6186         qboolean flipx, flipy, flipdiagonal;
6187 }
6188 suffixinfo_t;
6189 static suffixinfo_t suffix[3][6] =
6190 {
6191         {
6192                 {"px",   false, false, false},
6193                 {"nx",   false, false, false},
6194                 {"py",   false, false, false},
6195                 {"ny",   false, false, false},
6196                 {"pz",   false, false, false},
6197                 {"nz",   false, false, false}
6198         },
6199         {
6200                 {"posx", false, false, false},
6201                 {"negx", false, false, false},
6202                 {"posy", false, false, false},
6203                 {"negy", false, false, false},
6204                 {"posz", false, false, false},
6205                 {"negz", false, false, false}
6206         },
6207         {
6208                 {"rt",    true, false,  true},
6209                 {"lf",   false,  true,  true},
6210                 {"ft",    true,  true, false},
6211                 {"bk",   false, false, false},
6212                 {"up",    true, false,  true},
6213                 {"dn",    true, false,  true}
6214         }
6215 };
6216
6217 static int componentorder[4] = {0, 1, 2, 3};
6218
6219 rtexture_t *R_LoadCubemap(const char *basename)
6220 {
6221         int i, j, cubemapsize;
6222         unsigned char *cubemappixels, *image_buffer;
6223         rtexture_t *cubemaptexture;
6224         char name[256];
6225         // must start 0 so the first loadimagepixels has no requested width/height
6226         cubemapsize = 0;
6227         cubemappixels = NULL;
6228         cubemaptexture = NULL;
6229         // keep trying different suffix groups (posx, px, rt) until one loads
6230         for (j = 0;j < 3 && !cubemappixels;j++)
6231         {
6232                 // load the 6 images in the suffix group
6233                 for (i = 0;i < 6;i++)
6234                 {
6235                         // generate an image name based on the base and and suffix
6236                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6237                         // load it
6238                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer, NULL)))
6239                         {
6240                                 // an image loaded, make sure width and height are equal
6241                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6242                                 {
6243                                         // if this is the first image to load successfully, allocate the cubemap memory
6244                                         if (!cubemappixels && image_width >= 1)
6245                                         {
6246                                                 cubemapsize = image_width;
6247                                                 // note this clears to black, so unavailable sides are black
6248                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6249                                         }
6250                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6251                                         if (cubemappixels)
6252                                                 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);
6253                                 }
6254                                 else
6255                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6256                                 // free the image
6257                                 Mem_Free(image_buffer);
6258                         }
6259                 }
6260         }
6261         // if a cubemap loaded, upload it
6262         if (cubemappixels)
6263         {
6264                 if (developer_loading.integer)
6265                         Con_Printf("loading cubemap \"%s\"\n", basename);
6266
6267                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6268                 Mem_Free(cubemappixels);
6269         }
6270         else
6271         {
6272                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6273                 if (developer_loading.integer)
6274                 {
6275                         Con_Printf("(tried tried images ");
6276                         for (j = 0;j < 3;j++)
6277                                 for (i = 0;i < 6;i++)
6278                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6279                         Con_Print(" and was unable to find any of them).\n");
6280                 }
6281         }
6282         return cubemaptexture;
6283 }
6284
6285 rtexture_t *R_GetCubemap(const char *basename)
6286 {
6287         int i;
6288         for (i = 0;i < r_texture_numcubemaps;i++)
6289                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6290                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6291         if (i >= MAX_CUBEMAPS)
6292                 return r_texture_whitecube;
6293         r_texture_numcubemaps++;
6294         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6295         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6296         return r_texture_cubemaps[i].texture;
6297 }
6298
6299 void R_FreeCubemaps(void)
6300 {
6301         int i;
6302         for (i = 0;i < r_texture_numcubemaps;i++)
6303         {
6304                 if (developer_loading.integer)
6305                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6306                 if (r_texture_cubemaps[i].texture)
6307                         R_FreeTexture(r_texture_cubemaps[i].texture);
6308         }
6309         r_texture_numcubemaps = 0;
6310 }
6311
6312 void R_Main_FreeViewCache(void)
6313 {
6314         if (r_refdef.viewcache.entityvisible)
6315                 Mem_Free(r_refdef.viewcache.entityvisible);
6316         if (r_refdef.viewcache.world_pvsbits)
6317                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6318         if (r_refdef.viewcache.world_leafvisible)
6319                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6320         if (r_refdef.viewcache.world_surfacevisible)
6321                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6322         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6323 }
6324
6325 void R_Main_ResizeViewCache(void)
6326 {
6327         int numentities = r_refdef.scene.numentities;
6328         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6329         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6330         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6331         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6332         if (r_refdef.viewcache.maxentities < numentities)
6333         {
6334                 r_refdef.viewcache.maxentities = numentities;
6335                 if (r_refdef.viewcache.entityvisible)
6336                         Mem_Free(r_refdef.viewcache.entityvisible);
6337                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6338         }
6339         if (r_refdef.viewcache.world_numclusters != numclusters)
6340         {
6341                 r_refdef.viewcache.world_numclusters = numclusters;
6342                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6343                 if (r_refdef.viewcache.world_pvsbits)
6344                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6345                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6346         }
6347         if (r_refdef.viewcache.world_numleafs != numleafs)
6348         {
6349                 r_refdef.viewcache.world_numleafs = numleafs;
6350                 if (r_refdef.viewcache.world_leafvisible)
6351                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6352                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6353         }
6354         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6355         {
6356                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6357                 if (r_refdef.viewcache.world_surfacevisible)
6358                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6359                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6360         }
6361 }
6362
6363 extern rtexture_t *loadingscreentexture;
6364 void gl_main_start(void)
6365 {
6366         loadingscreentexture = NULL;
6367         r_texture_blanknormalmap = NULL;
6368         r_texture_white = NULL;
6369         r_texture_grey128 = NULL;
6370         r_texture_black = NULL;
6371         r_texture_whitecube = NULL;
6372         r_texture_normalizationcube = NULL;
6373         r_texture_fogattenuation = NULL;
6374         r_texture_fogheighttexture = NULL;
6375         r_texture_gammaramps = NULL;
6376         r_texture_numcubemaps = 0;
6377
6378         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6379         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6380
6381         switch(vid.renderpath)
6382         {
6383         case RENDERPATH_GL20:
6384         case RENDERPATH_CGGL:
6385                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6386                 Cvar_SetValueQuick(&gl_combine, 1);
6387                 Cvar_SetValueQuick(&r_glsl, 1);
6388                 r_loadnormalmap = true;
6389                 r_loadgloss = true;
6390                 r_loadfog = false;
6391                 break;
6392         case RENDERPATH_GL13:
6393                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6394                 Cvar_SetValueQuick(&gl_combine, 1);
6395                 Cvar_SetValueQuick(&r_glsl, 0);
6396                 r_loadnormalmap = false;
6397                 r_loadgloss = false;
6398                 r_loadfog = true;
6399                 break;
6400         case RENDERPATH_GL11:
6401                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6402                 Cvar_SetValueQuick(&gl_combine, 0);
6403                 Cvar_SetValueQuick(&r_glsl, 0);
6404                 r_loadnormalmap = false;
6405                 r_loadgloss = false;
6406                 r_loadfog = true;
6407                 break;
6408         }
6409
6410         R_AnimCache_Free();
6411         R_FrameData_Reset();
6412
6413         r_numqueries = 0;
6414         r_maxqueries = 0;
6415         memset(r_queries, 0, sizeof(r_queries));
6416
6417         r_qwskincache = NULL;
6418         r_qwskincache_size = 0;
6419
6420         // set up r_skinframe loading system for textures
6421         memset(&r_skinframe, 0, sizeof(r_skinframe));
6422         r_skinframe.loadsequence = 1;
6423         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6424
6425         r_main_texturepool = R_AllocTexturePool();
6426         R_BuildBlankTextures();
6427         R_BuildNoTexture();
6428         if (vid.support.arb_texture_cube_map)
6429         {
6430                 R_BuildWhiteCube();
6431                 R_BuildNormalizationCube();
6432         }
6433         r_texture_fogattenuation = NULL;
6434         r_texture_fogheighttexture = NULL;
6435         r_texture_gammaramps = NULL;
6436         //r_texture_fogintensity = NULL;
6437         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6438         memset(&r_waterstate, 0, sizeof(r_waterstate));
6439         r_glsl_permutation = NULL;
6440         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6441         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6442         glslshaderstring = NULL;
6443 #ifdef SUPPORTCG
6444         r_cg_permutation = NULL;
6445         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6446         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6447         cgshaderstring = NULL;
6448 #endif
6449         memset(&r_svbsp, 0, sizeof (r_svbsp));
6450
6451         r_refdef.fogmasktable_density = 0;
6452 }
6453
6454 void gl_main_shutdown(void)
6455 {
6456         R_AnimCache_Free();
6457         R_FrameData_Reset();
6458
6459         R_Main_FreeViewCache();
6460
6461         if (r_maxqueries)
6462                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6463
6464         r_numqueries = 0;
6465         r_maxqueries = 0;
6466         memset(r_queries, 0, sizeof(r_queries));
6467
6468         r_qwskincache = NULL;
6469         r_qwskincache_size = 0;
6470
6471         // clear out the r_skinframe state
6472         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6473         memset(&r_skinframe, 0, sizeof(r_skinframe));
6474
6475         if (r_svbsp.nodes)
6476                 Mem_Free(r_svbsp.nodes);
6477         memset(&r_svbsp, 0, sizeof (r_svbsp));
6478         R_FreeTexturePool(&r_main_texturepool);
6479         loadingscreentexture = NULL;
6480         r_texture_blanknormalmap = NULL;
6481         r_texture_white = NULL;
6482         r_texture_grey128 = NULL;
6483         r_texture_black = NULL;
6484         r_texture_whitecube = NULL;
6485         r_texture_normalizationcube = NULL;
6486         r_texture_fogattenuation = NULL;
6487         r_texture_fogheighttexture = NULL;
6488         r_texture_gammaramps = NULL;
6489         r_texture_numcubemaps = 0;
6490         //r_texture_fogintensity = NULL;
6491         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6492         memset(&r_waterstate, 0, sizeof(r_waterstate));
6493         r_glsl_permutation = NULL;
6494         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6495         glslshaderstring = NULL;
6496 #ifdef SUPPORTCG
6497         r_cg_permutation = NULL;
6498         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6499         cgshaderstring = NULL;
6500 #endif
6501         R_GLSL_Restart_f();
6502 }
6503
6504 extern void CL_ParseEntityLump(char *entitystring);
6505 void gl_main_newmap(void)
6506 {
6507         // FIXME: move this code to client
6508         char *entities, entname[MAX_QPATH];
6509         if (r_qwskincache)
6510                 Mem_Free(r_qwskincache);
6511         r_qwskincache = NULL;
6512         r_qwskincache_size = 0;
6513         if (cl.worldmodel)
6514         {
6515                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6516                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6517                 {
6518                         CL_ParseEntityLump(entities);
6519                         Mem_Free(entities);
6520                         return;
6521                 }
6522                 if (cl.worldmodel->brush.entities)
6523                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6524         }
6525         R_Main_FreeViewCache();
6526
6527         R_FrameData_Reset();
6528 }
6529
6530 void GL_Main_Init(void)
6531 {
6532         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6533
6534         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6535         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6536         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6537         if (gamemode == GAME_NEHAHRA)
6538         {
6539                 Cvar_RegisterVariable (&gl_fogenable);
6540                 Cvar_RegisterVariable (&gl_fogdensity);
6541                 Cvar_RegisterVariable (&gl_fogred);
6542                 Cvar_RegisterVariable (&gl_foggreen);
6543                 Cvar_RegisterVariable (&gl_fogblue);
6544                 Cvar_RegisterVariable (&gl_fogstart);
6545                 Cvar_RegisterVariable (&gl_fogend);
6546                 Cvar_RegisterVariable (&gl_skyclip);
6547         }
6548         Cvar_RegisterVariable(&r_motionblur);
6549         Cvar_RegisterVariable(&r_motionblur_maxblur);
6550         Cvar_RegisterVariable(&r_motionblur_bmin);
6551         Cvar_RegisterVariable(&r_motionblur_vmin);
6552         Cvar_RegisterVariable(&r_motionblur_vmax);
6553         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6554         Cvar_RegisterVariable(&r_motionblur_randomize);
6555         Cvar_RegisterVariable(&r_damageblur);
6556         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6557         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6558         Cvar_RegisterVariable(&r_equalize_entities_by);
6559         Cvar_RegisterVariable(&r_equalize_entities_to);
6560         Cvar_RegisterVariable(&r_depthfirst);
6561         Cvar_RegisterVariable(&r_useinfinitefarclip);
6562         Cvar_RegisterVariable(&r_farclip_base);
6563         Cvar_RegisterVariable(&r_farclip_world);
6564         Cvar_RegisterVariable(&r_nearclip);
6565         Cvar_RegisterVariable(&r_showbboxes);
6566         Cvar_RegisterVariable(&r_showsurfaces);
6567         Cvar_RegisterVariable(&r_showtris);
6568         Cvar_RegisterVariable(&r_shownormals);
6569         Cvar_RegisterVariable(&r_showlighting);
6570         Cvar_RegisterVariable(&r_showshadowvolumes);
6571         Cvar_RegisterVariable(&r_showcollisionbrushes);
6572         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6573         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6574         Cvar_RegisterVariable(&r_showdisabledepthtest);
6575         Cvar_RegisterVariable(&r_drawportals);
6576         Cvar_RegisterVariable(&r_drawentities);
6577         Cvar_RegisterVariable(&r_draw2d);
6578         Cvar_RegisterVariable(&r_drawworld);
6579         Cvar_RegisterVariable(&r_cullentities_trace);
6580         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6581         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6582         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6583         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6584         Cvar_RegisterVariable(&r_drawviewmodel);
6585         Cvar_RegisterVariable(&r_drawexteriormodel);
6586         Cvar_RegisterVariable(&r_speeds);
6587         Cvar_RegisterVariable(&r_fullbrights);
6588         Cvar_RegisterVariable(&r_wateralpha);
6589         Cvar_RegisterVariable(&r_dynamic);
6590         Cvar_RegisterVariable(&r_fullbright);
6591         Cvar_RegisterVariable(&r_shadows);
6592         Cvar_RegisterVariable(&r_shadows_darken);
6593         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6594         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6595         Cvar_RegisterVariable(&r_shadows_throwdistance);
6596         Cvar_RegisterVariable(&r_shadows_throwdirection);
6597         Cvar_RegisterVariable(&r_shadows_focus);
6598         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6599         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6600         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6601         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6602         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6603         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6604         Cvar_RegisterVariable(&r_fog_exp2);
6605         Cvar_RegisterVariable(&r_drawfog);
6606         Cvar_RegisterVariable(&r_transparentdepthmasking);
6607         Cvar_RegisterVariable(&r_texture_dds_load);
6608         Cvar_RegisterVariable(&r_texture_dds_save);
6609         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6610         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6611         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6612         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6613         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6614         Cvar_RegisterVariable(&r_textureunits);
6615         Cvar_RegisterVariable(&gl_combine);
6616         Cvar_RegisterVariable(&r_glsl);
6617         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6618         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6619         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6620         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6621         Cvar_RegisterVariable(&r_glsl_postprocess);
6622         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6623         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6624         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6625         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6626         Cvar_RegisterVariable(&r_water);
6627         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6628         Cvar_RegisterVariable(&r_water_clippingplanebias);
6629         Cvar_RegisterVariable(&r_water_refractdistort);
6630         Cvar_RegisterVariable(&r_water_reflectdistort);
6631         Cvar_RegisterVariable(&r_lerpsprites);
6632         Cvar_RegisterVariable(&r_lerpmodels);
6633         Cvar_RegisterVariable(&r_lerplightstyles);
6634         Cvar_RegisterVariable(&r_waterscroll);
6635         Cvar_RegisterVariable(&r_bloom);
6636         Cvar_RegisterVariable(&r_bloom_colorscale);
6637         Cvar_RegisterVariable(&r_bloom_brighten);
6638         Cvar_RegisterVariable(&r_bloom_blur);
6639         Cvar_RegisterVariable(&r_bloom_resolution);
6640         Cvar_RegisterVariable(&r_bloom_colorexponent);
6641         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6642         Cvar_RegisterVariable(&r_hdr);
6643         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6644         Cvar_RegisterVariable(&r_hdr_glowintensity);
6645         Cvar_RegisterVariable(&r_hdr_range);
6646         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6647         Cvar_RegisterVariable(&developer_texturelogging);
6648         Cvar_RegisterVariable(&gl_lightmaps);
6649         Cvar_RegisterVariable(&r_test);
6650         Cvar_RegisterVariable(&r_batchmode);
6651         Cvar_RegisterVariable(&r_glsl_saturation);
6652         Cvar_RegisterVariable(&r_framedatasize);
6653         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6654                 Cvar_SetValue("r_fullbrights", 0);
6655         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
6656
6657         Cvar_RegisterVariable(&r_track_sprites);
6658         Cvar_RegisterVariable(&r_track_sprites_flags);
6659         Cvar_RegisterVariable(&r_track_sprites_scalew);
6660         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6661         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6662         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6663 }
6664
6665 extern void R_Textures_Init(void);
6666 extern void GL_Draw_Init(void);
6667 extern void GL_Main_Init(void);
6668 extern void R_Shadow_Init(void);
6669 extern void R_Sky_Init(void);
6670 extern void GL_Surf_Init(void);
6671 extern void R_Particles_Init(void);
6672 extern void R_Explosion_Init(void);
6673 extern void gl_backend_init(void);
6674 extern void Sbar_Init(void);
6675 extern void R_LightningBeams_Init(void);
6676 extern void Mod_RenderInit(void);
6677 extern void Font_Init(void);
6678
6679 void Render_Init(void)
6680 {
6681         gl_backend_init();
6682         R_Textures_Init();
6683         GL_Main_Init();
6684         Font_Init();
6685         GL_Draw_Init();
6686         R_Shadow_Init();
6687         R_Sky_Init();
6688         GL_Surf_Init();
6689         Sbar_Init();
6690         R_Particles_Init();
6691         R_Explosion_Init();
6692         R_LightningBeams_Init();
6693         Mod_RenderInit();
6694 }
6695
6696 /*
6697 ===============
6698 GL_Init
6699 ===============
6700 */
6701 extern char *ENGINE_EXTENSIONS;
6702 void GL_Init (void)
6703 {
6704         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6705         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6706         gl_version = (const char *)qglGetString(GL_VERSION);
6707         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6708
6709         if (!gl_extensions)
6710                 gl_extensions = "";
6711         if (!gl_platformextensions)
6712                 gl_platformextensions = "";
6713
6714         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6715         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6716         Con_Printf("GL_VERSION: %s\n", gl_version);
6717         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6718         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6719
6720         VID_CheckExtensions();
6721
6722         // LordHavoc: report supported extensions
6723         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6724
6725         // clear to black (loading plaque will be seen over this)
6726         CHECKGLERROR
6727         qglClearColor(0,0,0,1);CHECKGLERROR
6728         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6729 }
6730
6731 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6732 {
6733         int i;
6734         mplane_t *p;
6735         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6736         {
6737                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6738                 if (i == 4)
6739                         continue;
6740                 p = r_refdef.view.frustum + i;
6741                 switch(p->signbits)
6742                 {
6743                 default:
6744                 case 0:
6745                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6746                                 return true;
6747                         break;
6748                 case 1:
6749                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6750                                 return true;
6751                         break;
6752                 case 2:
6753                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6754                                 return true;
6755                         break;
6756                 case 3:
6757                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6758                                 return true;
6759                         break;
6760                 case 4:
6761                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6762                                 return true;
6763                         break;
6764                 case 5:
6765                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6766                                 return true;
6767                         break;
6768                 case 6:
6769                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6770                                 return true;
6771                         break;
6772                 case 7:
6773                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6774                                 return true;
6775                         break;
6776                 }
6777         }
6778         return false;
6779 }
6780
6781 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6782 {
6783         int i;
6784         const mplane_t *p;
6785         for (i = 0;i < numplanes;i++)
6786         {
6787                 p = planes + i;
6788                 switch(p->signbits)
6789                 {
6790                 default:
6791                 case 0:
6792                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6793                                 return true;
6794                         break;
6795                 case 1:
6796                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6797                                 return true;
6798                         break;
6799                 case 2:
6800                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6801                                 return true;
6802                         break;
6803                 case 3:
6804                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6805                                 return true;
6806                         break;
6807                 case 4:
6808                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6809                                 return true;
6810                         break;
6811                 case 5:
6812                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6813                                 return true;
6814                         break;
6815                 case 6:
6816                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6817                                 return true;
6818                         break;
6819                 case 7:
6820                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6821                                 return true;
6822                         break;
6823                 }
6824         }
6825         return false;
6826 }
6827
6828 //==================================================================================
6829
6830 // LordHavoc: this stores temporary data used within the same frame
6831
6832 qboolean r_framedata_failed;
6833 static size_t r_framedata_size;
6834 static size_t r_framedata_current;
6835 static void *r_framedata_base;
6836
6837 void R_FrameData_Reset(void)
6838 {
6839         if (r_framedata_base)
6840                 Mem_Free(r_framedata_base);
6841         r_framedata_base = NULL;
6842         r_framedata_size = 0;
6843         r_framedata_current = 0;
6844         r_framedata_failed = false;
6845 }
6846
6847 void R_FrameData_NewFrame(void)
6848 {
6849         size_t wantedsize;
6850         if (r_framedata_failed)
6851                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6852         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6853         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6854         if (r_framedata_size != wantedsize)
6855         {
6856                 r_framedata_size = wantedsize;
6857                 if (r_framedata_base)
6858                         Mem_Free(r_framedata_base);
6859                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6860         }
6861         r_framedata_current = 0;
6862         r_framedata_failed = false;
6863 }
6864
6865 void *R_FrameData_Alloc(size_t size)
6866 {
6867         void *data;
6868
6869         // align to 16 byte boundary
6870         size = (size + 15) & ~15;
6871         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6872         r_framedata_current += size;
6873
6874         // check overflow
6875         if (r_framedata_current > r_framedata_size)
6876                 r_framedata_failed = true;
6877
6878         // return NULL on everything after a failure
6879         if (r_framedata_failed)
6880                 return NULL;
6881
6882         return data;
6883 }
6884
6885 void *R_FrameData_Store(size_t size, void *data)
6886 {
6887         void *d = R_FrameData_Alloc(size);
6888         if (d)
6889                 memcpy(d, data, size);
6890         return d;
6891 }
6892
6893 //==================================================================================
6894
6895 // LordHavoc: animcache originally written by Echon, rewritten since then
6896
6897 /**
6898  * Animation cache prevents re-generating mesh data for an animated model
6899  * multiple times in one frame for lighting, shadowing, reflections, etc.
6900  */
6901
6902 void R_AnimCache_Free(void)
6903 {
6904 }
6905
6906 void R_AnimCache_ClearCache(void)
6907 {
6908         int i;
6909         entity_render_t *ent;
6910
6911         for (i = 0;i < r_refdef.scene.numentities;i++)
6912         {
6913                 ent = r_refdef.scene.entities[i];
6914                 ent->animcache_vertex3f = NULL;
6915                 ent->animcache_normal3f = NULL;
6916                 ent->animcache_svector3f = NULL;
6917                 ent->animcache_tvector3f = NULL;
6918         }
6919 }
6920
6921 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6922 {
6923         dp_model_t *model = ent->model;
6924         int numvertices;
6925         // see if it's already cached this frame
6926         if (ent->animcache_vertex3f)
6927         {
6928                 // add normals/tangents if needed
6929                 if (wantnormals || wanttangents)
6930                 {
6931                         if (ent->animcache_normal3f)
6932                                 wantnormals = false;
6933                         if (ent->animcache_svector3f)
6934                                 wanttangents = false;
6935                         if (wantnormals || wanttangents)
6936                         {
6937                                 numvertices = model->surfmesh.num_vertices;
6938                                 if (wantnormals)
6939                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6940                                 if (wanttangents)
6941                                 {
6942                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6943                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6944                                 }
6945                                 if (!r_framedata_failed)
6946                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6947                         }
6948                 }
6949         }
6950         else
6951         {
6952                 // see if this ent is worth caching
6953                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6954                         return false;
6955                 // get some memory for this entity and generate mesh data
6956                 numvertices = model->surfmesh.num_vertices;
6957                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6958                 if (wantnormals)
6959                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6960                 if (wanttangents)
6961                 {
6962                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6963                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6964                 }
6965                 if (!r_framedata_failed)
6966                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6967         }
6968         return !r_framedata_failed;
6969 }
6970
6971 void R_AnimCache_CacheVisibleEntities(void)
6972 {
6973         int i;
6974         qboolean wantnormals = !r_showsurfaces.integer;
6975         qboolean wanttangents = !r_showsurfaces.integer;
6976
6977         switch(vid.renderpath)
6978         {
6979         case RENDERPATH_GL20:
6980         case RENDERPATH_CGGL:
6981                 break;
6982         case RENDERPATH_GL13:
6983         case RENDERPATH_GL11:
6984                 wanttangents = false;
6985                 break;
6986         }
6987
6988         // TODO: thread this
6989         // NOTE: R_PrepareRTLights() also caches entities
6990
6991         for (i = 0;i < r_refdef.scene.numentities;i++)
6992                 if (r_refdef.viewcache.entityvisible[i])
6993                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6994 }
6995
6996 //==================================================================================
6997
6998 static void R_View_UpdateEntityLighting (void)
6999 {
7000         int i;
7001         entity_render_t *ent;
7002         vec3_t tempdiffusenormal, avg;
7003         vec_t f, fa, fd, fdd;
7004         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7005
7006         for (i = 0;i < r_refdef.scene.numentities;i++)
7007         {
7008                 ent = r_refdef.scene.entities[i];
7009
7010                 // skip unseen models
7011                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7012                         continue;
7013
7014                 // skip bsp models
7015                 if (ent->model && ent->model->brush.num_leafs)
7016                 {
7017                         // TODO: use modellight for r_ambient settings on world?
7018                         VectorSet(ent->modellight_ambient, 0, 0, 0);
7019                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
7020                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
7021                         continue;
7022                 }
7023
7024                 // fetch the lighting from the worldmodel data
7025                 VectorClear(ent->modellight_ambient);
7026                 VectorClear(ent->modellight_diffuse);
7027                 VectorClear(tempdiffusenormal);
7028                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7029                 {
7030                         vec3_t org;
7031                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7032                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7033                         if(ent->flags & RENDER_EQUALIZE)
7034                         {
7035                                 // first fix up ambient lighting...
7036                                 if(r_equalize_entities_minambient.value > 0)
7037                                 {
7038                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7039                                         if(fd > 0)
7040                                         {
7041                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7042                                                 if(fa < r_equalize_entities_minambient.value * fd)
7043                                                 {
7044                                                         // solve:
7045                                                         //   fa'/fd' = minambient
7046                                                         //   fa'+0.25*fd' = fa+0.25*fd
7047                                                         //   ...
7048                                                         //   fa' = fd' * minambient
7049                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
7050                                                         //   ...
7051                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7052                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7053                                                         //   ...
7054                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7055                                                         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
7056                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7057                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7058                                                 }
7059                                         }
7060                                 }
7061
7062                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7063                                 {
7064                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7065                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7066                                         if(f > 0)
7067                                         {
7068                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7069                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7070                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7071                                         }
7072                                 }
7073                         }
7074                 }
7075                 else // highly rare
7076                         VectorSet(ent->modellight_ambient, 1, 1, 1);
7077
7078                 // move the light direction into modelspace coordinates for lighting code
7079                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7080                 if(VectorLength2(ent->modellight_lightdir) == 0)
7081                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7082                 VectorNormalize(ent->modellight_lightdir);
7083         }
7084 }
7085
7086 #define MAX_LINEOFSIGHTTRACES 64
7087
7088 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7089 {
7090         int i;
7091         vec3_t boxmins, boxmaxs;
7092         vec3_t start;
7093         vec3_t end;
7094         dp_model_t *model = r_refdef.scene.worldmodel;
7095
7096         if (!model || !model->brush.TraceLineOfSight)
7097                 return true;
7098
7099         // expand the box a little
7100         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7101         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7102         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7103         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7104         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7105         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7106
7107         // return true if eye is inside enlarged box
7108         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7109                 return true;
7110
7111         // try center
7112         VectorCopy(eye, start);
7113         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7114         if (model->brush.TraceLineOfSight(model, start, end))
7115                 return true;
7116
7117         // try various random positions
7118         for (i = 0;i < numsamples;i++)
7119         {
7120                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7121                 if (model->brush.TraceLineOfSight(model, start, end))
7122                         return true;
7123         }
7124
7125         return false;
7126 }
7127
7128
7129 static void R_View_UpdateEntityVisible (void)
7130 {
7131         int i;
7132         int renderimask;
7133         int samples;
7134         entity_render_t *ent;
7135
7136         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7137                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7138                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
7139                 :                                                          RENDER_EXTERIORMODEL;
7140         if (!r_drawviewmodel.integer)
7141                 renderimask |= RENDER_VIEWMODEL;
7142         if (!r_drawexteriormodel.integer)
7143                 renderimask |= RENDER_EXTERIORMODEL;
7144         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7145         {
7146                 // worldmodel can check visibility
7147                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7148                 for (i = 0;i < r_refdef.scene.numentities;i++)
7149                 {
7150                         ent = r_refdef.scene.entities[i];
7151                         if (!(ent->flags & renderimask))
7152                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
7153                         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))
7154                                 r_refdef.viewcache.entityvisible[i] = true;
7155                 }
7156                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7157                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7158                 {
7159                         for (i = 0;i < r_refdef.scene.numentities;i++)
7160                         {
7161                                 ent = r_refdef.scene.entities[i];
7162                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7163                                 {
7164                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7165                                         if (samples < 0)
7166                                                 continue; // temp entities do pvs only
7167                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7168                                                 ent->last_trace_visibility = realtime;
7169                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7170                                                 r_refdef.viewcache.entityvisible[i] = 0;
7171                                 }
7172                         }
7173                 }
7174         }
7175         else
7176         {
7177                 // no worldmodel or it can't check visibility
7178                 for (i = 0;i < r_refdef.scene.numentities;i++)
7179                 {
7180                         ent = r_refdef.scene.entities[i];
7181                         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));
7182                 }
7183         }
7184 }
7185
7186 /// only used if skyrendermasked, and normally returns false
7187 int R_DrawBrushModelsSky (void)
7188 {
7189         int i, sky;
7190         entity_render_t *ent;
7191
7192         sky = false;
7193         for (i = 0;i < r_refdef.scene.numentities;i++)
7194         {
7195                 if (!r_refdef.viewcache.entityvisible[i])
7196                         continue;
7197                 ent = r_refdef.scene.entities[i];
7198                 if (!ent->model || !ent->model->DrawSky)
7199                         continue;
7200                 ent->model->DrawSky(ent);
7201                 sky = true;
7202         }
7203         return sky;
7204 }
7205
7206 static void R_DrawNoModel(entity_render_t *ent);
7207 static void R_DrawModels(void)
7208 {
7209         int i;
7210         entity_render_t *ent;
7211
7212         for (i = 0;i < r_refdef.scene.numentities;i++)
7213         {
7214                 if (!r_refdef.viewcache.entityvisible[i])
7215                         continue;
7216                 ent = r_refdef.scene.entities[i];
7217                 r_refdef.stats.entities++;
7218                 if (ent->model && ent->model->Draw != NULL)
7219                         ent->model->Draw(ent);
7220                 else
7221                         R_DrawNoModel(ent);
7222         }
7223 }
7224
7225 static void R_DrawModelsDepth(void)
7226 {
7227         int i;
7228         entity_render_t *ent;
7229
7230         for (i = 0;i < r_refdef.scene.numentities;i++)
7231         {
7232                 if (!r_refdef.viewcache.entityvisible[i])
7233                         continue;
7234                 ent = r_refdef.scene.entities[i];
7235                 if (ent->model && ent->model->DrawDepth != NULL)
7236                         ent->model->DrawDepth(ent);
7237         }
7238 }
7239
7240 static void R_DrawModelsDebug(void)
7241 {
7242         int i;
7243         entity_render_t *ent;
7244
7245         for (i = 0;i < r_refdef.scene.numentities;i++)
7246         {
7247                 if (!r_refdef.viewcache.entityvisible[i])
7248                         continue;
7249                 ent = r_refdef.scene.entities[i];
7250                 if (ent->model && ent->model->DrawDebug != NULL)
7251                         ent->model->DrawDebug(ent);
7252         }
7253 }
7254
7255 static void R_DrawModelsAddWaterPlanes(void)
7256 {
7257         int i;
7258         entity_render_t *ent;
7259
7260         for (i = 0;i < r_refdef.scene.numentities;i++)
7261         {
7262                 if (!r_refdef.viewcache.entityvisible[i])
7263                         continue;
7264                 ent = r_refdef.scene.entities[i];
7265                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7266                         ent->model->DrawAddWaterPlanes(ent);
7267         }
7268 }
7269
7270 static void R_View_SetFrustum(void)
7271 {
7272         int i;
7273         double slopex, slopey;
7274         vec3_t forward, left, up, origin;
7275
7276         // we can't trust r_refdef.view.forward and friends in reflected scenes
7277         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7278
7279 #if 0
7280         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7281         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7282         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7283         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7284         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7285         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7286         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7287         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7288         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7289         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7290         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7291         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7292 #endif
7293
7294 #if 0
7295         zNear = r_refdef.nearclip;
7296         nudge = 1.0 - 1.0 / (1<<23);
7297         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7298         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7299         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7300         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7301         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7302         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7303         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7304         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7305 #endif
7306
7307
7308
7309 #if 0
7310         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7311         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7312         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7313         r_refdef.view.frustum[0].dist = m[15] - m[12];
7314
7315         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7316         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7317         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7318         r_refdef.view.frustum[1].dist = m[15] + m[12];
7319
7320         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7321         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7322         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7323         r_refdef.view.frustum[2].dist = m[15] - m[13];
7324
7325         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7326         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7327         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7328         r_refdef.view.frustum[3].dist = m[15] + m[13];
7329
7330         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7331         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7332         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7333         r_refdef.view.frustum[4].dist = m[15] - m[14];
7334
7335         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7336         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7337         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7338         r_refdef.view.frustum[5].dist = m[15] + m[14];
7339 #endif
7340
7341         if (r_refdef.view.useperspective)
7342         {
7343                 slopex = 1.0 / r_refdef.view.frustum_x;
7344                 slopey = 1.0 / r_refdef.view.frustum_y;
7345                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7346                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7347                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7348                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7349                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7350
7351                 // Leaving those out was a mistake, those were in the old code, and they
7352                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7353                 // I couldn't reproduce it after adding those normalizations. --blub
7354                 VectorNormalize(r_refdef.view.frustum[0].normal);
7355                 VectorNormalize(r_refdef.view.frustum[1].normal);
7356                 VectorNormalize(r_refdef.view.frustum[2].normal);
7357                 VectorNormalize(r_refdef.view.frustum[3].normal);
7358
7359                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7360                 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]);
7361                 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]);
7362                 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]);
7363                 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]);
7364
7365                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7366                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7367                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7368                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7369                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7370         }
7371         else
7372         {
7373                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7374                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7375                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7376                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7377                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7378                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7379                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7380                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7381                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7382                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7383         }
7384         r_refdef.view.numfrustumplanes = 5;
7385
7386         if (r_refdef.view.useclipplane)
7387         {
7388                 r_refdef.view.numfrustumplanes = 6;
7389                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7390         }
7391
7392         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7393                 PlaneClassify(r_refdef.view.frustum + i);
7394
7395         // LordHavoc: note to all quake engine coders, Quake had a special case
7396         // for 90 degrees which assumed a square view (wrong), so I removed it,
7397         // Quake2 has it disabled as well.
7398
7399         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7400         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7401         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7402         //PlaneClassify(&frustum[0]);
7403
7404         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7405         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7406         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7407         //PlaneClassify(&frustum[1]);
7408
7409         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7410         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7411         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7412         //PlaneClassify(&frustum[2]);
7413
7414         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7415         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7416         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7417         //PlaneClassify(&frustum[3]);
7418
7419         // nearclip plane
7420         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7421         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7422         //PlaneClassify(&frustum[4]);
7423 }
7424
7425 void R_View_Update(void)
7426 {
7427         R_Main_ResizeViewCache();
7428         R_View_SetFrustum();
7429         R_View_WorldVisibility(r_refdef.view.useclipplane);
7430         R_View_UpdateEntityVisible();
7431         R_View_UpdateEntityLighting();
7432 }
7433
7434 void R_SetupView(qboolean allowwaterclippingplane)
7435 {
7436         const float *customclipplane = NULL;
7437         float plane[4];
7438         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7439         {
7440                 // LordHavoc: couldn't figure out how to make this approach the
7441                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7442                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7443                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7444                         dist = r_refdef.view.clipplane.dist;
7445                 plane[0] = r_refdef.view.clipplane.normal[0];
7446                 plane[1] = r_refdef.view.clipplane.normal[1];
7447                 plane[2] = r_refdef.view.clipplane.normal[2];
7448                 plane[3] = dist;
7449                 customclipplane = plane;
7450         }
7451
7452         if (!r_refdef.view.useperspective)
7453                 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);
7454         else if (vid.stencil && r_useinfinitefarclip.integer)
7455                 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);
7456         else
7457                 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);
7458         R_SetViewport(&r_refdef.view.viewport);
7459 }
7460
7461 void R_EntityMatrix(const matrix4x4_t *matrix)
7462 {
7463         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7464         {
7465                 gl_modelmatrixchanged = false;
7466                 gl_modelmatrix = *matrix;
7467                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7468                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7469                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7470                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7471                 CHECKGLERROR
7472                 switch(vid.renderpath)
7473                 {
7474                 case RENDERPATH_GL20:
7475                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7476                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7477                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7478                         break;
7479                 case RENDERPATH_CGGL:
7480 #ifdef SUPPORTCG
7481                         CHECKCGERROR
7482                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7483                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7484                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7485 #endif
7486                         break;
7487                 case RENDERPATH_GL13:
7488                 case RENDERPATH_GL11:
7489                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7490                         break;
7491                 }
7492         }
7493 }
7494
7495 void R_ResetViewRendering2D(void)
7496 {
7497         r_viewport_t viewport;
7498         DrawQ_Finish();
7499
7500         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7501         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);
7502         R_SetViewport(&viewport);
7503         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7504         GL_Color(1, 1, 1, 1);
7505         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7506         GL_BlendFunc(GL_ONE, GL_ZERO);
7507         GL_AlphaTest(false);
7508         GL_ScissorTest(false);
7509         GL_DepthMask(false);
7510         GL_DepthRange(0, 1);
7511         GL_DepthTest(false);
7512         R_EntityMatrix(&identitymatrix);
7513         R_Mesh_ResetTextureState();
7514         GL_PolygonOffset(0, 0);
7515         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7516         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7517         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7518         qglStencilMask(~0);CHECKGLERROR
7519         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7520         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7521         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7522 }
7523
7524 void R_ResetViewRendering3D(void)
7525 {
7526         DrawQ_Finish();
7527
7528         R_SetupView(true);
7529         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7530         GL_Color(1, 1, 1, 1);
7531         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7532         GL_BlendFunc(GL_ONE, GL_ZERO);
7533         GL_AlphaTest(false);
7534         GL_ScissorTest(true);
7535         GL_DepthMask(true);
7536         GL_DepthRange(0, 1);
7537         GL_DepthTest(true);
7538         R_EntityMatrix(&identitymatrix);
7539         R_Mesh_ResetTextureState();
7540         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7541         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7542         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7543         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7544         qglStencilMask(~0);CHECKGLERROR
7545         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7546         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7547         GL_CullFace(r_refdef.view.cullface_back);
7548 }
7549
7550 /*
7551 ================
7552 R_RenderView_UpdateViewVectors
7553 ================
7554 */
7555 static void R_RenderView_UpdateViewVectors(void)
7556 {
7557         // break apart the view matrix into vectors for various purposes
7558         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7559         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7560         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7561         VectorNegate(r_refdef.view.left, r_refdef.view.right);
7562         // make an inverted copy of the view matrix for tracking sprites
7563         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7564 }
7565
7566 void R_RenderScene(void);
7567 void R_RenderWaterPlanes(void);
7568
7569 static void R_Water_StartFrame(void)
7570 {
7571         int i;
7572         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7573         r_waterstate_waterplane_t *p;
7574
7575         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7576                 return;
7577
7578         switch(vid.renderpath)
7579         {
7580         case RENDERPATH_GL20:
7581         case RENDERPATH_CGGL:
7582                 break;
7583         case RENDERPATH_GL13:
7584         case RENDERPATH_GL11:
7585                 return;
7586         }
7587
7588         // set waterwidth and waterheight to the water resolution that will be
7589         // used (often less than the screen resolution for faster rendering)
7590         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7591         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7592
7593         // calculate desired texture sizes
7594         // can't use water if the card does not support the texture size
7595         if (!r_water.integer || r_showsurfaces.integer)
7596                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7597         else if (vid.support.arb_texture_non_power_of_two)
7598         {
7599                 texturewidth = waterwidth;
7600                 textureheight = waterheight;
7601                 camerawidth = waterwidth;
7602                 cameraheight = waterheight;
7603         }
7604         else
7605         {
7606                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7607                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7608                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
7609                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
7610         }
7611
7612         // allocate textures as needed
7613         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7614         {
7615                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7616                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7617                 {
7618                         if (p->texture_refraction)
7619                                 R_FreeTexture(p->texture_refraction);
7620                         p->texture_refraction = NULL;
7621                         if (p->texture_reflection)
7622                                 R_FreeTexture(p->texture_reflection);
7623                         p->texture_reflection = NULL;
7624                         if (p->texture_camera)
7625                                 R_FreeTexture(p->texture_camera);
7626                         p->texture_camera = NULL;
7627                 }
7628                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7629                 r_waterstate.texturewidth = texturewidth;
7630                 r_waterstate.textureheight = textureheight;
7631                 r_waterstate.camerawidth = camerawidth;
7632                 r_waterstate.cameraheight = cameraheight;
7633         }
7634
7635         if (r_waterstate.texturewidth)
7636         {
7637                 r_waterstate.enabled = true;
7638
7639                 // when doing a reduced render (HDR) we want to use a smaller area
7640                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7641                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7642
7643                 // set up variables that will be used in shader setup
7644                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7645                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7646                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7647                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7648         }
7649
7650         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7651         r_waterstate.numwaterplanes = 0;
7652 }
7653
7654 void R_Water_AddWaterPlane(msurface_t *surface)
7655 {
7656         int triangleindex, planeindex;
7657         const int *e;
7658         vec3_t vert[3];
7659         vec3_t normal;
7660         vec3_t center;
7661         mplane_t plane;
7662         int cam_ent;
7663         r_waterstate_waterplane_t *p;
7664         texture_t *t = R_GetCurrentTexture(surface->texture);
7665         cam_ent = t->camera_entity;
7666         if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7667                 cam_ent = 0;
7668
7669         // just use the first triangle with a valid normal for any decisions
7670         VectorClear(normal);
7671         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7672         {
7673                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7674                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7675                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7676                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7677                 if (VectorLength2(normal) >= 0.001)
7678                         break;
7679         }
7680
7681         VectorCopy(normal, plane.normal);
7682         VectorNormalize(plane.normal);
7683         plane.dist = DotProduct(vert[0], plane.normal);
7684         PlaneClassify(&plane);
7685         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7686         {
7687                 // skip backfaces (except if nocullface is set)
7688                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7689                         return;
7690                 VectorNegate(plane.normal, plane.normal);
7691                 plane.dist *= -1;
7692                 PlaneClassify(&plane);
7693         }
7694
7695
7696         // find a matching plane if there is one
7697         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7698                 if(p->camera_entity == t->camera_entity)
7699                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7700                                 break;
7701         if (planeindex >= r_waterstate.maxwaterplanes)
7702                 return; // nothing we can do, out of planes
7703
7704         // if this triangle does not fit any known plane rendered this frame, add one
7705         if (planeindex >= r_waterstate.numwaterplanes)
7706         {
7707                 // store the new plane
7708                 r_waterstate.numwaterplanes++;
7709                 p->plane = plane;
7710                 // clear materialflags and pvs
7711                 p->materialflags = 0;
7712                 p->pvsvalid = false;
7713                 p->camera_entity = t->camera_entity;
7714         }
7715         // merge this surface's materialflags into the waterplane
7716         p->materialflags |= t->currentmaterialflags;
7717         if(!(p->materialflags & MATERIALFLAG_CAMERA))
7718         {
7719                 // merge this surface's PVS into the waterplane
7720                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7721                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7722                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7723                 {
7724                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7725                         p->pvsvalid = true;
7726                 }
7727         }
7728 }
7729
7730 static void R_Water_ProcessPlanes(void)
7731 {
7732         r_refdef_view_t originalview;
7733         r_refdef_view_t myview;
7734         int planeindex;
7735         r_waterstate_waterplane_t *p;
7736         vec3_t visorigin;
7737
7738         originalview = r_refdef.view;
7739
7740         // make sure enough textures are allocated
7741         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7742         {
7743                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7744                 {
7745                         if (!p->texture_refraction)
7746                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7747                         if (!p->texture_refraction)
7748                                 goto error;
7749                 }
7750                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7751                 {
7752                         if (!p->texture_camera)
7753                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, -1, NULL);
7754                         if (!p->texture_camera)
7755                                 goto error;
7756                 }
7757
7758                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7759                 {
7760                         if (!p->texture_reflection)
7761                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7762                         if (!p->texture_reflection)
7763                                 goto error;
7764                 }
7765         }
7766
7767         // render views
7768         r_refdef.view = originalview;
7769         r_refdef.view.showdebug = false;
7770         r_refdef.view.width = r_waterstate.waterwidth;
7771         r_refdef.view.height = r_waterstate.waterheight;
7772         r_refdef.view.useclipplane = true;
7773         myview = r_refdef.view;
7774         r_waterstate.renderingscene = true;
7775         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7776         {
7777                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7778                 {
7779                         r_refdef.view = myview;
7780                         // render reflected scene and copy into texture
7781                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7782                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7783                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7784                         r_refdef.view.clipplane = p->plane;
7785                         // reverse the cullface settings for this render
7786                         r_refdef.view.cullface_front = GL_FRONT;
7787                         r_refdef.view.cullface_back = GL_BACK;
7788                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7789                         {
7790                                 r_refdef.view.usecustompvs = true;
7791                                 if (p->pvsvalid)
7792                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7793                                 else
7794                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7795                         }
7796
7797                         R_ResetViewRendering3D();
7798                         R_ClearScreen(r_refdef.fogenabled);
7799                         R_View_Update();
7800                         R_RenderScene();
7801
7802                         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);
7803                 }
7804
7805                 // render the normal view scene and copy into texture
7806                 // (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)
7807                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7808                 {
7809                         r_waterstate.renderingrefraction = true;
7810                         r_refdef.view = myview;
7811
7812                         r_refdef.view.clipplane = p->plane;
7813                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7814                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7815
7816                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7817                         {
7818                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7819                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7820                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7821                                 R_RenderView_UpdateViewVectors();
7822                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
7823                                 {
7824                                         r_refdef.view.usecustompvs = true;
7825                                         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);
7826                                 }
7827                         }
7828
7829                         PlaneClassify(&r_refdef.view.clipplane);
7830
7831                         R_ResetViewRendering3D();
7832                         R_ClearScreen(r_refdef.fogenabled);
7833                         R_View_Update();
7834                         R_RenderScene();
7835
7836                         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);
7837                         r_waterstate.renderingrefraction = false;
7838                 }
7839                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7840                 {
7841                         r_refdef.view = myview;
7842
7843                         r_refdef.view.clipplane = p->plane;
7844                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7845                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7846
7847                         r_refdef.view.width = r_waterstate.camerawidth;
7848                         r_refdef.view.height = r_waterstate.cameraheight;
7849                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7850                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7851
7852                         if(p->camera_entity)
7853                         {
7854                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7855                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7856                         }
7857
7858                         // reverse the cullface settings for this render
7859                         r_refdef.view.cullface_front = GL_FRONT;
7860                         r_refdef.view.cullface_back = GL_BACK;
7861                         // also reverse the view matrix
7862                         Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
7863                         R_RenderView_UpdateViewVectors();
7864                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
7865                         {
7866                                 r_refdef.view.usecustompvs = true;
7867                                 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);
7868                         }
7869                         
7870                         // camera needs no clipplane
7871                         r_refdef.view.useclipplane = false;
7872
7873                         PlaneClassify(&r_refdef.view.clipplane);
7874
7875                         R_ResetViewRendering3D();
7876                         R_ClearScreen(r_refdef.fogenabled);
7877                         R_View_Update();
7878                         R_RenderScene();
7879
7880                         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);
7881                         r_waterstate.renderingrefraction = false;
7882                 }
7883
7884         }
7885         r_waterstate.renderingscene = false;
7886         r_refdef.view = originalview;
7887         R_ResetViewRendering3D();
7888         R_ClearScreen(r_refdef.fogenabled);
7889         R_View_Update();
7890         return;
7891 error:
7892         r_refdef.view = originalview;
7893         r_waterstate.renderingscene = false;
7894         Cvar_SetValueQuick(&r_water, 0);
7895         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7896         return;
7897 }
7898
7899 void R_Bloom_StartFrame(void)
7900 {
7901         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7902
7903         switch(vid.renderpath)
7904         {
7905         case RENDERPATH_GL20:
7906         case RENDERPATH_CGGL:
7907                 break;
7908         case RENDERPATH_GL13:
7909         case RENDERPATH_GL11:
7910                 return;
7911         }
7912
7913         // set bloomwidth and bloomheight to the bloom resolution that will be
7914         // used (often less than the screen resolution for faster rendering)
7915         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7916         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7917         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7918         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7919         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7920
7921         // calculate desired texture sizes
7922         if (vid.support.arb_texture_non_power_of_two)
7923         {
7924                 screentexturewidth = r_refdef.view.width;
7925                 screentextureheight = r_refdef.view.height;
7926                 bloomtexturewidth = r_bloomstate.bloomwidth;
7927                 bloomtextureheight = r_bloomstate.bloomheight;
7928         }
7929         else
7930         {
7931                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7932                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7933                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7934                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7935         }
7936
7937         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))
7938         {
7939                 Cvar_SetValueQuick(&r_hdr, 0);
7940                 Cvar_SetValueQuick(&r_bloom, 0);
7941                 Cvar_SetValueQuick(&r_motionblur, 0);
7942                 Cvar_SetValueQuick(&r_damageblur, 0);
7943         }
7944
7945         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)))
7946                 screentexturewidth = screentextureheight = 0;
7947         if (!r_hdr.integer && !r_bloom.integer)
7948                 bloomtexturewidth = bloomtextureheight = 0;
7949
7950         // allocate textures as needed
7951         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7952         {
7953                 if (r_bloomstate.texture_screen)
7954                         R_FreeTexture(r_bloomstate.texture_screen);
7955                 r_bloomstate.texture_screen = NULL;
7956                 r_bloomstate.screentexturewidth = screentexturewidth;
7957                 r_bloomstate.screentextureheight = screentextureheight;
7958                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7959                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
7960         }
7961         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7962         {
7963                 if (r_bloomstate.texture_bloom)
7964                         R_FreeTexture(r_bloomstate.texture_bloom);
7965                 r_bloomstate.texture_bloom = NULL;
7966                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7967                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7968                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7969                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7970         }
7971
7972         // when doing a reduced render (HDR) we want to use a smaller area
7973         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7974         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7975         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7976         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7977         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7978
7979         // set up a texcoord array for the full resolution screen image
7980         // (we have to keep this around to copy back during final render)
7981         r_bloomstate.screentexcoord2f[0] = 0;
7982         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7983         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7984         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7985         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7986         r_bloomstate.screentexcoord2f[5] = 0;
7987         r_bloomstate.screentexcoord2f[6] = 0;
7988         r_bloomstate.screentexcoord2f[7] = 0;
7989
7990         // set up a texcoord array for the reduced resolution bloom image
7991         // (which will be additive blended over the screen image)
7992         r_bloomstate.bloomtexcoord2f[0] = 0;
7993         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7994         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7995         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7996         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7997         r_bloomstate.bloomtexcoord2f[5] = 0;
7998         r_bloomstate.bloomtexcoord2f[6] = 0;
7999         r_bloomstate.bloomtexcoord2f[7] = 0;
8000
8001         if (r_hdr.integer || r_bloom.integer)
8002         {
8003                 r_bloomstate.enabled = true;
8004                 r_bloomstate.hdr = r_hdr.integer != 0;
8005         }
8006
8007         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);
8008 }
8009
8010 void R_Bloom_CopyBloomTexture(float colorscale)
8011 {
8012         r_refdef.stats.bloom++;
8013
8014         // scale down screen texture to the bloom texture size
8015         CHECKGLERROR
8016         R_SetViewport(&r_bloomstate.viewport);
8017         GL_BlendFunc(GL_ONE, GL_ZERO);
8018         GL_Color(colorscale, colorscale, colorscale, 1);
8019         // TODO: optimize with multitexture or GLSL
8020         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8021         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8022         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8023         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8024
8025         // we now have a bloom image in the framebuffer
8026         // copy it into the bloom image texture for later processing
8027         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);
8028         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8029 }
8030
8031 void R_Bloom_CopyHDRTexture(void)
8032 {
8033         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);
8034         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8035 }
8036
8037 void R_Bloom_MakeTexture(void)
8038 {
8039         int x, range, dir;
8040         float xoffset, yoffset, r, brighten;
8041
8042         r_refdef.stats.bloom++;
8043
8044         R_ResetViewRendering2D();
8045         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8046         R_Mesh_ColorPointer(NULL, 0, 0);
8047
8048         // we have a bloom image in the framebuffer
8049         CHECKGLERROR
8050         R_SetViewport(&r_bloomstate.viewport);
8051
8052         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8053         {
8054                 x *= 2;
8055                 r = bound(0, r_bloom_colorexponent.value / x, 1);
8056                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8057                 GL_Color(r, r, r, 1);
8058                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8059                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8060                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8061                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8062
8063                 // copy the vertically blurred bloom view to a texture
8064                 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);
8065                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8066         }
8067
8068         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8069         brighten = r_bloom_brighten.value;
8070         if (r_hdr.integer)
8071                 brighten *= r_hdr_range.value;
8072         brighten = sqrt(brighten);
8073         if(range >= 1)
8074                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8075         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8076         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
8077
8078         for (dir = 0;dir < 2;dir++)
8079         {
8080                 // blend on at multiple vertical offsets to achieve a vertical blur
8081                 // TODO: do offset blends using GLSL
8082                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8083                 GL_BlendFunc(GL_ONE, GL_ZERO);
8084                 for (x = -range;x <= range;x++)
8085                 {
8086                         if (!dir){xoffset = 0;yoffset = x;}
8087                         else {xoffset = x;yoffset = 0;}
8088                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
8089                         yoffset /= (float)r_bloomstate.bloomtextureheight;
8090                         // compute a texcoord array with the specified x and y offset
8091                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8092                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8093                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8094                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8095                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8096                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8097                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8098                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8099                         // this r value looks like a 'dot' particle, fading sharply to
8100                         // black at the edges
8101                         // (probably not realistic but looks good enough)
8102                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8103                         //r = brighten/(range*2+1);
8104                         r = brighten / (range * 2 + 1);
8105                         if(range >= 1)
8106                                 r *= (1 - x*x/(float)(range*range));
8107                         GL_Color(r, r, r, 1);
8108                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8109                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8110                         GL_BlendFunc(GL_ONE, GL_ONE);
8111                 }
8112
8113                 // copy the vertically blurred bloom view to a texture
8114                 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);
8115                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8116         }
8117
8118         // apply subtract last
8119         // (just like it would be in a GLSL shader)
8120         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
8121         {
8122                 GL_BlendFunc(GL_ONE, GL_ZERO);
8123                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8124                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8125                 GL_Color(1, 1, 1, 1);
8126                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8127                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8128
8129                 GL_BlendFunc(GL_ONE, GL_ONE);
8130                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
8131                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8132                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8133                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
8134                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8135                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8136                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8137
8138                 // copy the darkened bloom view to a texture
8139                 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);
8140                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8141         }
8142 }
8143
8144 void R_HDR_RenderBloomTexture(void)
8145 {
8146         int oldwidth, oldheight;
8147         float oldcolorscale;
8148
8149         oldcolorscale = r_refdef.view.colorscale;
8150         oldwidth = r_refdef.view.width;
8151         oldheight = r_refdef.view.height;
8152         r_refdef.view.width = r_bloomstate.bloomwidth;
8153         r_refdef.view.height = r_bloomstate.bloomheight;
8154
8155         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
8156         // TODO: add exposure compensation features
8157         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8158
8159         r_refdef.view.showdebug = false;
8160         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8161
8162         R_ResetViewRendering3D();
8163
8164         R_ClearScreen(r_refdef.fogenabled);
8165         if (r_timereport_active)
8166                 R_TimeReport("HDRclear");
8167
8168         R_View_Update();
8169         if (r_timereport_active)
8170                 R_TimeReport("visibility");
8171
8172         // only do secondary renders with HDR if r_hdr is 2 or higher
8173         r_waterstate.numwaterplanes = 0;
8174         if (r_waterstate.enabled && r_hdr.integer >= 2)
8175                 R_RenderWaterPlanes();
8176
8177         r_refdef.view.showdebug = true;
8178         R_RenderScene();
8179         r_waterstate.numwaterplanes = 0;
8180
8181         R_ResetViewRendering2D();
8182
8183         R_Bloom_CopyHDRTexture();
8184         R_Bloom_MakeTexture();
8185
8186         // restore the view settings
8187         r_refdef.view.width = oldwidth;
8188         r_refdef.view.height = oldheight;
8189         r_refdef.view.colorscale = oldcolorscale;
8190
8191         R_ResetViewRendering3D();
8192
8193         R_ClearScreen(r_refdef.fogenabled);
8194         if (r_timereport_active)
8195                 R_TimeReport("viewclear");
8196 }
8197
8198 static void R_BlendView(void)
8199 {
8200         unsigned int permutation;
8201         float uservecs[4][4];
8202
8203         switch (vid.renderpath)
8204         {
8205         case RENDERPATH_GL20:
8206         case RENDERPATH_CGGL:
8207                 permutation =
8208                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8209                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8210                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8211                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8212                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8213
8214                 if (r_bloomstate.texture_screen)
8215                 {
8216                         // make sure the buffer is available
8217                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8218
8219                         R_ResetViewRendering2D();
8220                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8221                         R_Mesh_ColorPointer(NULL, 0, 0);
8222
8223                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8224                         {
8225                                 // declare variables
8226                                 float speed;
8227                                 static float avgspeed;
8228
8229                                 speed = VectorLength(cl.movement_velocity);
8230
8231                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8232                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8233
8234                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8235                                 speed = bound(0, speed, 1);
8236                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8237
8238                                 // calculate values into a standard alpha
8239                                 cl.motionbluralpha = 1 - exp(-
8240                                                 (
8241                                                  (r_motionblur.value * speed / 80)
8242                                                  +
8243                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8244                                                 )
8245                                                 /
8246                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
8247                                            );
8248
8249                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8250                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8251                                 // apply the blur
8252                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8253                                 {
8254                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8255                                         GL_Color(1, 1, 1, cl.motionbluralpha);
8256                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8257                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8258                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8259                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8260                                 }
8261                         }
8262
8263                         // copy view into the screen texture
8264                         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);
8265                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8266                 }
8267                 else if (!r_bloomstate.texture_bloom)
8268                 {
8269                         // we may still have to do view tint...
8270                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8271                         {
8272                                 // apply a color tint to the whole view
8273                                 R_ResetViewRendering2D();
8274                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8275                                 R_Mesh_ColorPointer(NULL, 0, 0);
8276                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8277                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8278                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8279                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8280                         }
8281                         break; // no screen processing, no bloom, skip it
8282                 }
8283
8284                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8285                 {
8286                         // render simple bloom effect
8287                         // copy the screen and shrink it and darken it for the bloom process
8288                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8289                         // make the bloom texture
8290                         R_Bloom_MakeTexture();
8291                 }
8292
8293 #if _MSC_VER >= 1400
8294 #define sscanf sscanf_s
8295 #endif
8296                 memset(uservecs, 0, sizeof(uservecs));
8297                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8298                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8299                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8300                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8301
8302                 R_ResetViewRendering2D();
8303                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8304                 R_Mesh_ColorPointer(NULL, 0, 0);
8305                 GL_Color(1, 1, 1, 1);
8306                 GL_BlendFunc(GL_ONE, GL_ZERO);
8307                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8308                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8309
8310                 switch(vid.renderpath)
8311                 {
8312                 case RENDERPATH_GL20:
8313                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8314                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
8315                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
8316                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
8317                         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]);
8318                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8319                         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]);
8320                         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]);
8321                         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]);
8322                         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]);
8323                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
8324                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8325                         break;
8326                 case RENDERPATH_CGGL:
8327 #ifdef SUPPORTCG
8328                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8329                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
8330                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
8331                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
8332                         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
8333                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8334                         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
8335                         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
8336                         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
8337                         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
8338                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
8339                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8340 #endif
8341                         break;
8342                 default:
8343                         break;
8344                 }
8345                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8346                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8347                 break;
8348         case RENDERPATH_GL13:
8349         case RENDERPATH_GL11:
8350                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8351                 {
8352                         // apply a color tint to the whole view
8353                         R_ResetViewRendering2D();
8354                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8355                         R_Mesh_ColorPointer(NULL, 0, 0);
8356                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8357                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8358                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8359                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8360                 }
8361                 break;
8362         }
8363 }
8364
8365 matrix4x4_t r_waterscrollmatrix;
8366
8367 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8368 {
8369         if (r_refdef.fog_density)
8370         {
8371                 r_refdef.fogcolor[0] = r_refdef.fog_red;
8372                 r_refdef.fogcolor[1] = r_refdef.fog_green;
8373                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8374
8375                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8376                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8377                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8378                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8379
8380                 {
8381                         vec3_t fogvec;
8382                         VectorCopy(r_refdef.fogcolor, fogvec);
8383                         //   color.rgb *= ContrastBoost * SceneBrightness;
8384                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8385                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8386                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8387                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8388                 }
8389         }
8390 }
8391
8392 void R_UpdateVariables(void)
8393 {
8394         R_Textures_Frame();
8395
8396         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8397
8398         r_refdef.farclip = r_farclip_base.value;
8399         if (r_refdef.scene.worldmodel)
8400                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8401         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8402
8403         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8404                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8405         r_refdef.polygonfactor = 0;
8406         r_refdef.polygonoffset = 0;
8407         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8408         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8409
8410         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8411         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8412         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8413         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8414         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8415         if (r_showsurfaces.integer)
8416         {
8417                 r_refdef.scene.rtworld = false;
8418                 r_refdef.scene.rtworldshadows = false;
8419                 r_refdef.scene.rtdlight = false;
8420                 r_refdef.scene.rtdlightshadows = false;
8421                 r_refdef.lightmapintensity = 0;
8422         }
8423
8424         if (gamemode == GAME_NEHAHRA)
8425         {
8426                 if (gl_fogenable.integer)
8427                 {
8428                         r_refdef.oldgl_fogenable = true;
8429                         r_refdef.fog_density = gl_fogdensity.value;
8430                         r_refdef.fog_red = gl_fogred.value;
8431                         r_refdef.fog_green = gl_foggreen.value;
8432                         r_refdef.fog_blue = gl_fogblue.value;
8433                         r_refdef.fog_alpha = 1;
8434                         r_refdef.fog_start = 0;
8435                         r_refdef.fog_end = gl_skyclip.value;
8436                         r_refdef.fog_height = 1<<30;
8437                         r_refdef.fog_fadedepth = 128;
8438                 }
8439                 else if (r_refdef.oldgl_fogenable)
8440                 {
8441                         r_refdef.oldgl_fogenable = false;
8442                         r_refdef.fog_density = 0;
8443                         r_refdef.fog_red = 0;
8444                         r_refdef.fog_green = 0;
8445                         r_refdef.fog_blue = 0;
8446                         r_refdef.fog_alpha = 0;
8447                         r_refdef.fog_start = 0;
8448                         r_refdef.fog_end = 0;
8449                         r_refdef.fog_height = 1<<30;
8450                         r_refdef.fog_fadedepth = 128;
8451                 }
8452         }
8453
8454         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8455         r_refdef.fog_start = max(0, r_refdef.fog_start);
8456         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8457
8458         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8459
8460         if (r_refdef.fog_density && r_drawfog.integer)
8461         {
8462                 r_refdef.fogenabled = true;
8463                 // this is the point where the fog reaches 0.9986 alpha, which we
8464                 // consider a good enough cutoff point for the texture
8465                 // (0.9986 * 256 == 255.6)
8466                 if (r_fog_exp2.integer)
8467                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8468                 else
8469                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8470                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8471                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8472                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8473                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8474                         R_BuildFogHeightTexture();
8475                 // fog color was already set
8476                 // update the fog texture
8477                 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)
8478                         R_BuildFogTexture();
8479                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8480                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8481         }
8482         else
8483                 r_refdef.fogenabled = false;
8484
8485         switch(vid.renderpath)
8486         {
8487         case RENDERPATH_GL20:
8488         case RENDERPATH_CGGL:
8489                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8490                 {
8491                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8492                         {
8493                                 // build GLSL gamma texture
8494 #define RAMPWIDTH 256
8495                                 unsigned short ramp[RAMPWIDTH * 3];
8496                                 unsigned char rampbgr[RAMPWIDTH][4];
8497                                 int i;
8498
8499                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8500
8501                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8502                                 for(i = 0; i < RAMPWIDTH; ++i)
8503                                 {
8504                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8505                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8506                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8507                                         rampbgr[i][3] = 0;
8508                                 }
8509                                 if (r_texture_gammaramps)
8510                                 {
8511                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8512                                 }
8513                                 else
8514                                 {
8515                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
8516                                 }
8517                         }
8518                 }
8519                 else
8520                 {
8521                         // remove GLSL gamma texture
8522                 }
8523                 break;
8524         case RENDERPATH_GL13:
8525         case RENDERPATH_GL11:
8526                 break;
8527         }
8528 }
8529
8530 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8531 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8532 /*
8533 ================
8534 R_SelectScene
8535 ================
8536 */
8537 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8538         if( scenetype != r_currentscenetype ) {
8539                 // store the old scenetype
8540                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8541                 r_currentscenetype = scenetype;
8542                 // move in the new scene
8543                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8544         }
8545 }
8546
8547 /*
8548 ================
8549 R_GetScenePointer
8550 ================
8551 */
8552 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8553 {
8554         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8555         if( scenetype == r_currentscenetype ) {
8556                 return &r_refdef.scene;
8557         } else {
8558                 return &r_scenes_store[ scenetype ];
8559         }
8560 }
8561
8562 /*
8563 ================
8564 R_RenderView
8565 ================
8566 */
8567 void R_RenderView(void)
8568 {
8569         if (r_timereport_active)
8570                 R_TimeReport("start");
8571         r_textureframe++; // used only by R_GetCurrentTexture
8572         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8573
8574         if (!r_drawentities.integer)
8575                 r_refdef.scene.numentities = 0;
8576
8577         R_AnimCache_ClearCache();
8578         R_FrameData_NewFrame();
8579
8580         if (r_refdef.view.isoverlay)
8581         {
8582                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8583                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8584                 R_TimeReport("depthclear");
8585
8586                 r_refdef.view.showdebug = false;
8587
8588                 r_waterstate.enabled = false;
8589                 r_waterstate.numwaterplanes = 0;
8590
8591                 R_RenderScene();
8592
8593                 CHECKGLERROR
8594                 return;
8595         }
8596
8597         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8598                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8599
8600         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8601
8602         R_RenderView_UpdateViewVectors();
8603
8604         R_Shadow_UpdateWorldLightSelection();
8605
8606         R_Bloom_StartFrame();
8607         R_Water_StartFrame();
8608
8609         CHECKGLERROR
8610         if (r_timereport_active)
8611                 R_TimeReport("viewsetup");
8612
8613         R_ResetViewRendering3D();
8614
8615         if (r_refdef.view.clear || r_refdef.fogenabled)
8616         {
8617                 R_ClearScreen(r_refdef.fogenabled);
8618                 if (r_timereport_active)
8619                         R_TimeReport("viewclear");
8620         }
8621         r_refdef.view.clear = true;
8622
8623         // this produces a bloom texture to be used in R_BlendView() later
8624         if (r_hdr.integer && r_bloomstate.bloomwidth)
8625         {
8626                 R_HDR_RenderBloomTexture();
8627                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8628                 r_textureframe++; // used only by R_GetCurrentTexture
8629         }
8630
8631         r_refdef.view.showdebug = true;
8632
8633         R_View_Update();
8634         if (r_timereport_active)
8635                 R_TimeReport("visibility");
8636
8637         r_waterstate.numwaterplanes = 0;
8638         if (r_waterstate.enabled)
8639                 R_RenderWaterPlanes();
8640
8641         R_RenderScene();
8642         r_waterstate.numwaterplanes = 0;
8643
8644         R_BlendView();
8645         if (r_timereport_active)
8646                 R_TimeReport("blendview");
8647
8648         GL_Scissor(0, 0, vid.width, vid.height);
8649         GL_ScissorTest(false);
8650         CHECKGLERROR
8651 }
8652
8653 void R_RenderWaterPlanes(void)
8654 {
8655         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8656         {
8657                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8658                 if (r_timereport_active)
8659                         R_TimeReport("waterworld");
8660         }
8661
8662         // don't let sound skip if going slow
8663         if (r_refdef.scene.extraupdate)
8664                 S_ExtraUpdate ();
8665
8666         R_DrawModelsAddWaterPlanes();
8667         if (r_timereport_active)
8668                 R_TimeReport("watermodels");
8669
8670         if (r_waterstate.numwaterplanes)
8671         {
8672                 R_Water_ProcessPlanes();
8673                 if (r_timereport_active)
8674                         R_TimeReport("waterscenes");
8675         }
8676 }
8677
8678 extern void R_DrawLightningBeams (void);
8679 extern void VM_CL_AddPolygonsToMeshQueue (void);
8680 extern void R_DrawPortals (void);
8681 extern cvar_t cl_locs_show;
8682 static void R_DrawLocs(void);
8683 static void R_DrawEntityBBoxes(void);
8684 static void R_DrawModelDecals(void);
8685 extern void R_DrawModelShadows(void);
8686 extern void R_DrawModelShadowMaps(void);
8687 extern cvar_t cl_decals_newsystem;
8688 extern qboolean r_shadow_usingdeferredprepass;
8689 void R_RenderScene(void)
8690 {
8691         qboolean shadowmapping = false;
8692
8693         if (r_timereport_active)
8694                 R_TimeReport("beginscene");
8695
8696         r_refdef.stats.renders++;
8697
8698         R_UpdateFogColor();
8699
8700         // don't let sound skip if going slow
8701         if (r_refdef.scene.extraupdate)
8702                 S_ExtraUpdate ();
8703
8704         R_MeshQueue_BeginScene();
8705
8706         R_SkyStartFrame();
8707
8708         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);
8709
8710         if (r_timereport_active)
8711                 R_TimeReport("skystartframe");
8712
8713         if (cl.csqc_vidvars.drawworld)
8714         {
8715                 // don't let sound skip if going slow
8716                 if (r_refdef.scene.extraupdate)
8717                         S_ExtraUpdate ();
8718
8719                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8720                 {
8721                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8722                         if (r_timereport_active)
8723                                 R_TimeReport("worldsky");
8724                 }
8725
8726                 if (R_DrawBrushModelsSky() && r_timereport_active)
8727                         R_TimeReport("bmodelsky");
8728
8729                 if (skyrendermasked && skyrenderlater)
8730                 {
8731                         // we have to force off the water clipping plane while rendering sky
8732                         R_SetupView(false);
8733                         R_Sky();
8734                         R_SetupView(true);
8735                         if (r_timereport_active)
8736                                 R_TimeReport("sky");
8737                 }
8738         }
8739
8740         R_AnimCache_CacheVisibleEntities();
8741         if (r_timereport_active)
8742                 R_TimeReport("animation");
8743
8744         R_Shadow_PrepareLights();
8745         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8746                 R_Shadow_PrepareModelShadows();
8747         if (r_timereport_active)
8748                 R_TimeReport("preparelights");
8749
8750         if (R_Shadow_ShadowMappingEnabled())
8751                 shadowmapping = true;
8752
8753         if (r_shadow_usingdeferredprepass)
8754                 R_Shadow_DrawPrepass();
8755
8756         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8757         {
8758                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8759                 if (r_timereport_active)
8760                         R_TimeReport("worlddepth");
8761         }
8762         if (r_depthfirst.integer >= 2)
8763         {
8764                 R_DrawModelsDepth();
8765                 if (r_timereport_active)
8766                         R_TimeReport("modeldepth");
8767         }
8768
8769         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8770         {
8771                 R_DrawModelShadowMaps();
8772                 R_ResetViewRendering3D();
8773                 // don't let sound skip if going slow
8774                 if (r_refdef.scene.extraupdate)
8775                         S_ExtraUpdate ();
8776         }
8777
8778         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8779         {
8780                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8781                 if (r_timereport_active)
8782                         R_TimeReport("world");
8783         }
8784
8785         // don't let sound skip if going slow
8786         if (r_refdef.scene.extraupdate)
8787                 S_ExtraUpdate ();
8788
8789         R_DrawModels();
8790         if (r_timereport_active)
8791                 R_TimeReport("models");
8792
8793         // don't let sound skip if going slow
8794         if (r_refdef.scene.extraupdate)
8795                 S_ExtraUpdate ();
8796
8797         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8798         {
8799                 R_DrawModelShadows();
8800                 R_ResetViewRendering3D();
8801                 // don't let sound skip if going slow
8802                 if (r_refdef.scene.extraupdate)
8803                         S_ExtraUpdate ();
8804         }
8805
8806         if (!r_shadow_usingdeferredprepass)
8807         {
8808                 R_Shadow_DrawLights();
8809                 if (r_timereport_active)
8810                         R_TimeReport("rtlights");
8811         }
8812
8813         // don't let sound skip if going slow
8814         if (r_refdef.scene.extraupdate)
8815                 S_ExtraUpdate ();
8816
8817         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8818         {
8819                 R_DrawModelShadows();
8820                 R_ResetViewRendering3D();
8821                 // don't let sound skip if going slow
8822                 if (r_refdef.scene.extraupdate)
8823                         S_ExtraUpdate ();
8824         }
8825
8826         if (cl.csqc_vidvars.drawworld)
8827         {
8828                 if (cl_decals_newsystem.integer)
8829                 {
8830                         R_DrawModelDecals();
8831                         if (r_timereport_active)
8832                                 R_TimeReport("modeldecals");
8833                 }
8834                 else
8835                 {
8836                         R_DrawDecals();
8837                         if (r_timereport_active)
8838                                 R_TimeReport("decals");
8839                 }
8840
8841                 R_DrawParticles();
8842                 if (r_timereport_active)
8843                         R_TimeReport("particles");
8844
8845                 R_DrawExplosions();
8846                 if (r_timereport_active)
8847                         R_TimeReport("explosions");
8848
8849                 R_DrawLightningBeams();
8850                 if (r_timereport_active)
8851                         R_TimeReport("lightning");
8852         }
8853
8854         VM_CL_AddPolygonsToMeshQueue();
8855
8856         if (r_refdef.view.showdebug)
8857         {
8858                 if (cl_locs_show.integer)
8859                 {
8860                         R_DrawLocs();
8861                         if (r_timereport_active)
8862                                 R_TimeReport("showlocs");
8863                 }
8864
8865                 if (r_drawportals.integer)
8866                 {
8867                         R_DrawPortals();
8868                         if (r_timereport_active)
8869                                 R_TimeReport("portals");
8870                 }
8871
8872                 if (r_showbboxes.value > 0)
8873                 {
8874                         R_DrawEntityBBoxes();
8875                         if (r_timereport_active)
8876                                 R_TimeReport("bboxes");
8877                 }
8878         }
8879
8880         R_MeshQueue_RenderTransparent();
8881         if (r_timereport_active)
8882                 R_TimeReport("drawtrans");
8883
8884         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))
8885         {
8886                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8887                 if (r_timereport_active)
8888                         R_TimeReport("worlddebug");
8889                 R_DrawModelsDebug();
8890                 if (r_timereport_active)
8891                         R_TimeReport("modeldebug");
8892         }
8893
8894         if (cl.csqc_vidvars.drawworld)
8895         {
8896                 R_Shadow_DrawCoronas();
8897                 if (r_timereport_active)
8898                         R_TimeReport("coronas");
8899         }
8900
8901         // don't let sound skip if going slow
8902         if (r_refdef.scene.extraupdate)
8903                 S_ExtraUpdate ();
8904
8905         R_ResetViewRendering2D();
8906 }
8907
8908 static const unsigned short bboxelements[36] =
8909 {
8910         5, 1, 3, 5, 3, 7,
8911         6, 2, 0, 6, 0, 4,
8912         7, 3, 2, 7, 2, 6,
8913         4, 0, 1, 4, 1, 5,
8914         4, 5, 7, 4, 7, 6,
8915         1, 0, 2, 1, 2, 3,
8916 };
8917
8918 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8919 {
8920         int i;
8921         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8922
8923         RSurf_ActiveWorldEntity();
8924
8925         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8926         GL_DepthMask(false);
8927         GL_DepthRange(0, 1);
8928         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8929         R_Mesh_ResetTextureState();
8930
8931         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8932         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8933         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8934         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8935         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8936         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8937         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8938         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8939         R_FillColors(color4f, 8, cr, cg, cb, ca);
8940         if (r_refdef.fogenabled)
8941         {
8942                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8943                 {
8944                         f1 = RSurf_FogVertex(v);
8945                         f2 = 1 - f1;
8946                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8947                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8948                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8949                 }
8950         }
8951         R_Mesh_VertexPointer(vertex3f, 0, 0);
8952         R_Mesh_ColorPointer(color4f, 0, 0);
8953         R_Mesh_ResetTextureState();
8954         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8955         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8956 }
8957
8958 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8959 {
8960         int i;
8961         float color[4];
8962         prvm_edict_t *edict;
8963         prvm_prog_t *prog_save = prog;
8964
8965         // this function draws bounding boxes of server entities
8966         if (!sv.active)
8967                 return;
8968
8969         GL_CullFace(GL_NONE);
8970         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8971
8972         prog = 0;
8973         SV_VM_Begin();
8974         for (i = 0;i < numsurfaces;i++)
8975         {
8976                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8977                 switch ((int)edict->fields.server->solid)
8978                 {
8979                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8980                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8981                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8982                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8983                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8984                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8985                 }
8986                 color[3] *= r_showbboxes.value;
8987                 color[3] = bound(0, color[3], 1);
8988                 GL_DepthTest(!r_showdisabledepthtest.integer);
8989                 GL_CullFace(r_refdef.view.cullface_front);
8990                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8991         }
8992         SV_VM_End();
8993         prog = prog_save;
8994 }
8995
8996 static void R_DrawEntityBBoxes(void)
8997 {
8998         int i;
8999         prvm_edict_t *edict;
9000         vec3_t center;
9001         prvm_prog_t *prog_save = prog;
9002
9003         // this function draws bounding boxes of server entities
9004         if (!sv.active)
9005                 return;
9006
9007         prog = 0;
9008         SV_VM_Begin();
9009         for (i = 0;i < prog->num_edicts;i++)
9010         {
9011                 edict = PRVM_EDICT_NUM(i);
9012                 if (edict->priv.server->free)
9013                         continue;
9014                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9015                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9016                         continue;
9017                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9018                         continue;
9019                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9020                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9021         }
9022         SV_VM_End();
9023         prog = prog_save;
9024 }
9025
9026 static const int nomodelelement3i[24] =
9027 {
9028         5, 2, 0,
9029         5, 1, 2,
9030         5, 0, 3,
9031         5, 3, 1,
9032         0, 2, 4,
9033         2, 1, 4,
9034         3, 0, 4,
9035         1, 3, 4
9036 };
9037
9038 static const unsigned short nomodelelement3s[24] =
9039 {
9040         5, 2, 0,
9041         5, 1, 2,
9042         5, 0, 3,
9043         5, 3, 1,
9044         0, 2, 4,
9045         2, 1, 4,
9046         3, 0, 4,
9047         1, 3, 4
9048 };
9049
9050 static const float nomodelvertex3f[6*3] =
9051 {
9052         -16,   0,   0,
9053          16,   0,   0,
9054           0, -16,   0,
9055           0,  16,   0,
9056           0,   0, -16,
9057           0,   0,  16
9058 };
9059
9060 static const float nomodelcolor4f[6*4] =
9061 {
9062         0.0f, 0.0f, 0.5f, 1.0f,
9063         0.0f, 0.0f, 0.5f, 1.0f,
9064         0.0f, 0.5f, 0.0f, 1.0f,
9065         0.0f, 0.5f, 0.0f, 1.0f,
9066         0.5f, 0.0f, 0.0f, 1.0f,
9067         0.5f, 0.0f, 0.0f, 1.0f
9068 };
9069
9070 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9071 {
9072         int i;
9073         float f1, f2, *c;
9074         float color4f[6*4];
9075
9076         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);
9077
9078         // this is only called once per entity so numsurfaces is always 1, and
9079         // surfacelist is always {0}, so this code does not handle batches
9080
9081         if (rsurface.ent_flags & RENDER_ADDITIVE)
9082         {
9083                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9084                 GL_DepthMask(false);
9085         }
9086         else if (rsurface.colormod[3] < 1)
9087         {
9088                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9089                 GL_DepthMask(false);
9090         }
9091         else
9092         {
9093                 GL_BlendFunc(GL_ONE, GL_ZERO);
9094                 GL_DepthMask(true);
9095         }
9096         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9097         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9098         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9099         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9100         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9101         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9102         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9103         R_Mesh_ColorPointer(color4f, 0, 0);
9104         for (i = 0, c = color4f;i < 6;i++, c += 4)
9105         {
9106                 c[0] *= rsurface.colormod[0];
9107                 c[1] *= rsurface.colormod[1];
9108                 c[2] *= rsurface.colormod[2];
9109                 c[3] *= rsurface.colormod[3];
9110         }
9111         if (r_refdef.fogenabled)
9112         {
9113                 for (i = 0, c = color4f;i < 6;i++, c += 4)
9114                 {
9115                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
9116                         f2 = 1 - f1;
9117                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9118                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9119                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9120                 }
9121         }
9122         R_Mesh_ResetTextureState();
9123         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
9124 }
9125
9126 void R_DrawNoModel(entity_render_t *ent)
9127 {
9128         vec3_t org;
9129         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9130         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9131                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9132         else
9133                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9134 }
9135
9136 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9137 {
9138         vec3_t right1, right2, diff, normal;
9139
9140         VectorSubtract (org2, org1, normal);
9141
9142         // calculate 'right' vector for start
9143         VectorSubtract (r_refdef.view.origin, org1, diff);
9144         CrossProduct (normal, diff, right1);
9145         VectorNormalize (right1);
9146
9147         // calculate 'right' vector for end
9148         VectorSubtract (r_refdef.view.origin, org2, diff);
9149         CrossProduct (normal, diff, right2);
9150         VectorNormalize (right2);
9151
9152         vert[ 0] = org1[0] + width * right1[0];
9153         vert[ 1] = org1[1] + width * right1[1];
9154         vert[ 2] = org1[2] + width * right1[2];
9155         vert[ 3] = org1[0] - width * right1[0];
9156         vert[ 4] = org1[1] - width * right1[1];
9157         vert[ 5] = org1[2] - width * right1[2];
9158         vert[ 6] = org2[0] - width * right2[0];
9159         vert[ 7] = org2[1] - width * right2[1];
9160         vert[ 8] = org2[2] - width * right2[2];
9161         vert[ 9] = org2[0] + width * right2[0];
9162         vert[10] = org2[1] + width * right2[1];
9163         vert[11] = org2[2] + width * right2[2];
9164 }
9165
9166 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)
9167 {
9168         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9169         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9170         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9171         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9172         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9173         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9174         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9175         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9176         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9177         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9178         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9179         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9180 }
9181
9182 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9183 {
9184         int i;
9185         float *vertex3f;
9186         float v[3];
9187         VectorSet(v, x, y, z);
9188         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9189                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9190                         break;
9191         if (i == mesh->numvertices)
9192         {
9193                 if (mesh->numvertices < mesh->maxvertices)
9194                 {
9195                         VectorCopy(v, vertex3f);
9196                         mesh->numvertices++;
9197                 }
9198                 return mesh->numvertices;
9199         }
9200         else
9201                 return i;
9202 }
9203
9204 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9205 {
9206         int i;
9207         int *e, element[3];
9208         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9209         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9210         e = mesh->element3i + mesh->numtriangles * 3;
9211         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9212         {
9213                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9214                 if (mesh->numtriangles < mesh->maxtriangles)
9215                 {
9216                         *e++ = element[0];
9217                         *e++ = element[1];
9218                         *e++ = element[2];
9219                         mesh->numtriangles++;
9220                 }
9221                 element[1] = element[2];
9222         }
9223 }
9224
9225 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9226 {
9227         int i;
9228         int *e, element[3];
9229         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9230         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9231         e = mesh->element3i + mesh->numtriangles * 3;
9232         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9233         {
9234                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9235                 if (mesh->numtriangles < mesh->maxtriangles)
9236                 {
9237                         *e++ = element[0];
9238                         *e++ = element[1];
9239                         *e++ = element[2];
9240                         mesh->numtriangles++;
9241                 }
9242                 element[1] = element[2];
9243         }
9244 }
9245
9246 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9247 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9248 {
9249         int planenum, planenum2;
9250         int w;
9251         int tempnumpoints;
9252         mplane_t *plane, *plane2;
9253         double maxdist;
9254         double temppoints[2][256*3];
9255         // figure out how large a bounding box we need to properly compute this brush
9256         maxdist = 0;
9257         for (w = 0;w < numplanes;w++)
9258                 maxdist = max(maxdist, fabs(planes[w].dist));
9259         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9260         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9261         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9262         {
9263                 w = 0;
9264                 tempnumpoints = 4;
9265                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9266                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9267                 {
9268                         if (planenum2 == planenum)
9269                                 continue;
9270                         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);
9271                         w = !w;
9272                 }
9273                 if (tempnumpoints < 3)
9274                         continue;
9275                 // generate elements forming a triangle fan for this polygon
9276                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9277         }
9278 }
9279
9280 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)
9281 {
9282         texturelayer_t *layer;
9283         layer = t->currentlayers + t->currentnumlayers++;
9284         layer->type = type;
9285         layer->depthmask = depthmask;
9286         layer->blendfunc1 = blendfunc1;
9287         layer->blendfunc2 = blendfunc2;
9288         layer->texture = texture;
9289         layer->texmatrix = *matrix;
9290         layer->color[0] = r;
9291         layer->color[1] = g;
9292         layer->color[2] = b;
9293         layer->color[3] = a;
9294 }
9295
9296 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9297 {
9298         if(parms[0] == 0 && parms[1] == 0)
9299                 return false;
9300         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9301                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9302                         return false;
9303         return true;
9304 }
9305
9306 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9307 {
9308         double index, f;
9309         index = parms[2] + r_refdef.scene.time * parms[3];
9310         index -= floor(index);
9311         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9312         {
9313         default:
9314         case Q3WAVEFUNC_NONE:
9315         case Q3WAVEFUNC_NOISE:
9316         case Q3WAVEFUNC_COUNT:
9317                 f = 0;
9318                 break;
9319         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9320         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9321         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9322         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9323         case Q3WAVEFUNC_TRIANGLE:
9324                 index *= 4;
9325                 f = index - floor(index);
9326                 if (index < 1)
9327                         f = f;
9328                 else if (index < 2)
9329                         f = 1 - f;
9330                 else if (index < 3)
9331                         f = -f;
9332                 else
9333                         f = -(1 - f);
9334                 break;
9335         }
9336         f = parms[0] + parms[1] * f;
9337         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9338                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9339         return (float) f;
9340 }
9341
9342 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9343 {
9344         int w, h, idx;
9345         float f;
9346         float tcmat[12];
9347         matrix4x4_t matrix, temp;
9348         switch(tcmod->tcmod)
9349         {
9350                 case Q3TCMOD_COUNT:
9351                 case Q3TCMOD_NONE:
9352                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9353                                 matrix = r_waterscrollmatrix;
9354                         else
9355                                 matrix = identitymatrix;
9356                         break;
9357                 case Q3TCMOD_ENTITYTRANSLATE:
9358                         // this is used in Q3 to allow the gamecode to control texcoord
9359                         // scrolling on the entity, which is not supported in darkplaces yet.
9360                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9361                         break;
9362                 case Q3TCMOD_ROTATE:
9363                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9364                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9365                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9366                         break;
9367                 case Q3TCMOD_SCALE:
9368                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9369                         break;
9370                 case Q3TCMOD_SCROLL:
9371                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9372                         break;
9373                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9374                         w = (int) tcmod->parms[0];
9375                         h = (int) tcmod->parms[1];
9376                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9377                         f = f - floor(f);
9378                         idx = (int) floor(f * w * h);
9379                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9380                         break;
9381                 case Q3TCMOD_STRETCH:
9382                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9383                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9384                         break;
9385                 case Q3TCMOD_TRANSFORM:
9386                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
9387                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
9388                         VectorSet(tcmat +  6, 0                   , 0                , 1);
9389                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
9390                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9391                         break;
9392                 case Q3TCMOD_TURBULENT:
9393                         // this is handled in the RSurf_PrepareVertices function
9394                         matrix = identitymatrix;
9395                         break;
9396         }
9397         temp = *texmatrix;
9398         Matrix4x4_Concat(texmatrix, &matrix, &temp);
9399 }
9400
9401 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9402 {
9403         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9404         char name[MAX_QPATH];
9405         skinframe_t *skinframe;
9406         unsigned char pixels[296*194];
9407         strlcpy(cache->name, skinname, sizeof(cache->name));
9408         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9409         if (developer_loading.integer)
9410                 Con_Printf("loading %s\n", name);
9411         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9412         if (!skinframe || !skinframe->base)
9413         {
9414                 unsigned char *f;
9415                 fs_offset_t filesize;
9416                 skinframe = NULL;
9417                 f = FS_LoadFile(name, tempmempool, true, &filesize);
9418                 if (f)
9419                 {
9420                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9421                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9422                         Mem_Free(f);
9423                 }
9424         }
9425         cache->skinframe = skinframe;
9426 }
9427
9428 texture_t *R_GetCurrentTexture(texture_t *t)
9429 {
9430         int i;
9431         const entity_render_t *ent = rsurface.entity;
9432         dp_model_t *model = ent->model;
9433         q3shaderinfo_layer_tcmod_t *tcmod;
9434
9435         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9436                 return t->currentframe;
9437         t->update_lastrenderframe = r_textureframe;
9438         t->update_lastrenderentity = (void *)ent;
9439
9440         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9441                 t->camera_entity = ent->entitynumber;
9442         else
9443                 t->camera_entity = 0;
9444
9445         // switch to an alternate material if this is a q1bsp animated material
9446         {
9447                 texture_t *texture = t;
9448                 int s = rsurface.ent_skinnum;
9449                 if ((unsigned int)s >= (unsigned int)model->numskins)
9450                         s = 0;
9451                 if (model->skinscenes)
9452                 {
9453                         if (model->skinscenes[s].framecount > 1)
9454                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9455                         else
9456                                 s = model->skinscenes[s].firstframe;
9457                 }
9458                 if (s > 0)
9459                         t = t + s * model->num_surfaces;
9460                 if (t->animated)
9461                 {
9462                         // use an alternate animation if the entity's frame is not 0,
9463                         // and only if the texture has an alternate animation
9464                         if (rsurface.ent_alttextures && t->anim_total[1])
9465                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9466                         else
9467                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9468                 }
9469                 texture->currentframe = t;
9470         }
9471
9472         // update currentskinframe to be a qw skin or animation frame
9473         if (rsurface.ent_qwskin >= 0)
9474         {
9475                 i = rsurface.ent_qwskin;
9476                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9477                 {
9478                         r_qwskincache_size = cl.maxclients;
9479                         if (r_qwskincache)
9480                                 Mem_Free(r_qwskincache);
9481                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9482                 }
9483                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9484                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9485                 t->currentskinframe = r_qwskincache[i].skinframe;
9486                 if (t->currentskinframe == NULL)
9487                         t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9488         }
9489         else if (t->numskinframes >= 2)
9490                 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9491         if (t->backgroundnumskinframes >= 2)
9492                 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9493
9494         t->currentmaterialflags = t->basematerialflags;
9495         t->currentalpha = rsurface.colormod[3];
9496         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9497                 t->currentalpha *= r_wateralpha.value;
9498         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9499                 t->currentalpha *= t->r_water_wateralpha;
9500         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9501                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9502         if (!(rsurface.ent_flags & RENDER_LIGHT))
9503                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9504         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9505         {
9506                 // pick a model lighting mode
9507                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9508                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9509                 else
9510                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9511         }
9512         if (rsurface.ent_flags & RENDER_ADDITIVE)
9513                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9514         else if (t->currentalpha < 1)
9515                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9516         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9517                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9518         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9519                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9520         if (t->backgroundnumskinframes)
9521                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9522         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9523         {
9524                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9525                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9526         }
9527         else
9528                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9529         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9530                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9531
9532         // there is no tcmod
9533         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9534         {
9535                 t->currenttexmatrix = r_waterscrollmatrix;
9536                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9537         }
9538         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9539         {
9540                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9541                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9542         }
9543
9544         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9545                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9546         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9547                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9548
9549         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9550         if (t->currentskinframe->qpixels)
9551                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9552         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9553         if (!t->basetexture)
9554                 t->basetexture = r_texture_notexture;
9555         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9556         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9557         t->nmaptexture = t->currentskinframe->nmap;
9558         if (!t->nmaptexture)
9559                 t->nmaptexture = r_texture_blanknormalmap;
9560         t->glosstexture = r_texture_black;
9561         t->glowtexture = t->currentskinframe->glow;
9562         t->fogtexture = t->currentskinframe->fog;
9563         t->reflectmasktexture = t->currentskinframe->reflect;
9564         if (t->backgroundnumskinframes)
9565         {
9566                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9567                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9568                 t->backgroundglosstexture = r_texture_black;
9569                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9570                 if (!t->backgroundnmaptexture)
9571                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9572         }
9573         else
9574         {
9575                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9576                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9577                 t->backgroundglosstexture = r_texture_black;
9578                 t->backgroundglowtexture = NULL;
9579         }
9580         t->specularpower = r_shadow_glossexponent.value;
9581         // TODO: store reference values for these in the texture?
9582         t->specularscale = 0;
9583         if (r_shadow_gloss.integer > 0)
9584         {
9585                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9586                 {
9587                         if (r_shadow_glossintensity.value > 0)
9588                         {
9589                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9590                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9591                                 t->specularscale = r_shadow_glossintensity.value;
9592                         }
9593                 }
9594                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9595                 {
9596                         t->glosstexture = r_texture_white;
9597                         t->backgroundglosstexture = r_texture_white;
9598                         t->specularscale = r_shadow_gloss2intensity.value;
9599                         t->specularpower = r_shadow_gloss2exponent.value;
9600                 }
9601         }
9602         t->specularscale *= t->specularscalemod;
9603         t->specularpower *= t->specularpowermod;
9604
9605         // lightmaps mode looks bad with dlights using actual texturing, so turn
9606         // off the colormap and glossmap, but leave the normalmap on as it still
9607         // accurately represents the shading involved
9608         if (gl_lightmaps.integer)
9609         {
9610                 t->basetexture = r_texture_grey128;
9611                 t->pantstexture = r_texture_black;
9612                 t->shirttexture = r_texture_black;
9613                 t->nmaptexture = r_texture_blanknormalmap;
9614                 t->glosstexture = r_texture_black;
9615                 t->glowtexture = NULL;
9616                 t->fogtexture = NULL;
9617                 t->reflectmasktexture = NULL;
9618                 t->backgroundbasetexture = NULL;
9619                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9620                 t->backgroundglosstexture = r_texture_black;
9621                 t->backgroundglowtexture = NULL;
9622                 t->specularscale = 0;
9623                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9624         }
9625
9626         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9627         VectorClear(t->dlightcolor);
9628         t->currentnumlayers = 0;
9629         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9630         {
9631                 int blendfunc1, blendfunc2;
9632                 qboolean depthmask;
9633                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9634                 {
9635                         blendfunc1 = GL_SRC_ALPHA;
9636                         blendfunc2 = GL_ONE;
9637                 }
9638                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9639                 {
9640                         blendfunc1 = GL_SRC_ALPHA;
9641                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9642                 }
9643                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9644                 {
9645                         blendfunc1 = t->customblendfunc[0];
9646                         blendfunc2 = t->customblendfunc[1];
9647                 }
9648                 else
9649                 {
9650                         blendfunc1 = GL_ONE;
9651                         blendfunc2 = GL_ZERO;
9652                 }
9653                 // don't colormod evilblend textures
9654                 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
9655                         VectorSet(t->lightmapcolor, 1, 1, 1);
9656                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9657                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9658                 {
9659                         // fullbright is not affected by r_refdef.lightmapintensity
9660                         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]);
9661                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9662                                 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]);
9663                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9664                                 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]);
9665                 }
9666                 else
9667                 {
9668                         vec3_t ambientcolor;
9669                         float colorscale;
9670                         // set the color tint used for lights affecting this surface
9671                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9672                         colorscale = 2;
9673                         // q3bsp has no lightmap updates, so the lightstylevalue that
9674                         // would normally be baked into the lightmap must be
9675                         // applied to the color
9676                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9677                         if (model->type == mod_brushq3)
9678                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9679                         colorscale *= r_refdef.lightmapintensity;
9680                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9681                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9682                         // basic lit geometry
9683                         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]);
9684                         // add pants/shirt if needed
9685                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9686                                 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]);
9687                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9688                                 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]);
9689                         // now add ambient passes if needed
9690                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9691                         {
9692                                 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]);
9693                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9694                                         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]);
9695                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9696                                         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]);
9697                         }
9698                 }
9699                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9700                         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]);
9701                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9702                 {
9703                         // if this is opaque use alpha blend which will darken the earlier
9704                         // passes cheaply.
9705                         //
9706                         // if this is an alpha blended material, all the earlier passes
9707                         // were darkened by fog already, so we only need to add the fog
9708                         // color ontop through the fog mask texture
9709                         //
9710                         // if this is an additive blended material, all the earlier passes
9711                         // were darkened by fog already, and we should not add fog color
9712                         // (because the background was not darkened, there is no fog color
9713                         // that was lost behind it).
9714                         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]);
9715                 }
9716         }
9717
9718         return t->currentframe;
9719 }
9720
9721 rsurfacestate_t rsurface;
9722
9723 void R_Mesh_ResizeArrays(int newvertices)
9724 {
9725         float *base;
9726         if (rsurface.array_size >= newvertices)
9727                 return;
9728         if (rsurface.array_modelvertex3f)
9729                 Mem_Free(rsurface.array_modelvertex3f);
9730         rsurface.array_size = (newvertices + 1023) & ~1023;
9731         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9732         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9733         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9734         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9735         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9736         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9737         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9738         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9739         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9740         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9741         rsurface.array_color4f           = base + rsurface.array_size * 27;
9742         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9743 }
9744
9745 void RSurf_ActiveWorldEntity(void)
9746 {
9747         dp_model_t *model = r_refdef.scene.worldmodel;
9748         //if (rsurface.entity == r_refdef.scene.worldentity)
9749         //      return;
9750         rsurface.entity = r_refdef.scene.worldentity;
9751         rsurface.skeleton = NULL;
9752         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9753         rsurface.ent_skinnum = 0;
9754         rsurface.ent_qwskin = -1;
9755         rsurface.ent_shadertime = 0;
9756         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9757         if (rsurface.array_size < model->surfmesh.num_vertices)
9758                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9759         rsurface.matrix = identitymatrix;
9760         rsurface.inversematrix = identitymatrix;
9761         rsurface.matrixscale = 1;
9762         rsurface.inversematrixscale = 1;
9763         R_EntityMatrix(&identitymatrix);
9764         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9765         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9766         rsurface.fograngerecip = r_refdef.fograngerecip;
9767         rsurface.fogheightfade = r_refdef.fogheightfade;
9768         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9769         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9770         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9771         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9772         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9773         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9774         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9775         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9776         rsurface.colormod[3] = 1;
9777         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);
9778         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9779         rsurface.frameblend[0].lerp = 1;
9780         rsurface.ent_alttextures = false;
9781         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9782         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9783         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9784         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9785         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9786         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9787         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9788         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9789         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9790         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9791         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9792         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9793         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9794         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9795         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9796         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9797         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9798         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9799         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9800         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9801         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9802         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9803         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9804         rsurface.modelelement3i = model->surfmesh.data_element3i;
9805         rsurface.modelelement3s = model->surfmesh.data_element3s;
9806         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9807         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9808         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9809         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9810         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9811         rsurface.modelsurfaces = model->data_surfaces;
9812         rsurface.generatedvertex = false;
9813         rsurface.vertex3f  = rsurface.modelvertex3f;
9814         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9815         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9816         rsurface.svector3f = rsurface.modelsvector3f;
9817         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9818         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9819         rsurface.tvector3f = rsurface.modeltvector3f;
9820         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9821         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9822         rsurface.normal3f  = rsurface.modelnormal3f;
9823         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9824         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9825         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9826 }
9827
9828 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9829 {
9830         dp_model_t *model = ent->model;
9831         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9832         //      return;
9833         rsurface.entity = (entity_render_t *)ent;
9834         rsurface.skeleton = ent->skeleton;
9835         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
9836         rsurface.ent_skinnum = ent->skinnum;
9837         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;
9838         rsurface.ent_shadertime = ent->shadertime;
9839         rsurface.ent_flags = ent->flags;
9840         if (rsurface.array_size < model->surfmesh.num_vertices)
9841                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9842         rsurface.matrix = ent->matrix;
9843         rsurface.inversematrix = ent->inversematrix;
9844         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9845         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9846         R_EntityMatrix(&rsurface.matrix);
9847         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9848         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9849         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9850         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9851         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9852         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9853         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9854         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9855         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9856         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9857         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9858         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9859         rsurface.colormod[3] = ent->alpha;
9860         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9861         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9862         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9863         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9864         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9865         if (ent->model->brush.submodel && !prepass)
9866         {
9867                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9868                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9869         }
9870         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9871         {
9872                 if (ent->animcache_vertex3f && !r_framedata_failed)
9873                 {
9874                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9875                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9876                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9877                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9878                 }
9879                 else if (wanttangents)
9880                 {
9881                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9882                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9883                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9884                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9885                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9886                 }
9887                 else if (wantnormals)
9888                 {
9889                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9890                         rsurface.modelsvector3f = NULL;
9891                         rsurface.modeltvector3f = NULL;
9892                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9893                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9894                 }
9895                 else
9896                 {
9897                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9898                         rsurface.modelsvector3f = NULL;
9899                         rsurface.modeltvector3f = NULL;
9900                         rsurface.modelnormal3f = NULL;
9901                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9902                 }
9903                 rsurface.modelvertex3f_bufferobject = 0;
9904                 rsurface.modelvertex3f_bufferoffset = 0;
9905                 rsurface.modelsvector3f_bufferobject = 0;
9906                 rsurface.modelsvector3f_bufferoffset = 0;
9907                 rsurface.modeltvector3f_bufferobject = 0;
9908                 rsurface.modeltvector3f_bufferoffset = 0;
9909                 rsurface.modelnormal3f_bufferobject = 0;
9910                 rsurface.modelnormal3f_bufferoffset = 0;
9911                 rsurface.generatedvertex = true;
9912         }
9913         else
9914         {
9915                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9916                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9917                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9918                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9919                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9920                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9921                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9922                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9923                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9924                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9925                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9926                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9927                 rsurface.generatedvertex = false;
9928         }
9929         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9930         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9931         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9932         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9933         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9934         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9935         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9936         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9937         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9938         rsurface.modelelement3i = model->surfmesh.data_element3i;
9939         rsurface.modelelement3s = model->surfmesh.data_element3s;
9940         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9941         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9942         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9943         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9944         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9945         rsurface.modelsurfaces = model->data_surfaces;
9946         rsurface.vertex3f  = rsurface.modelvertex3f;
9947         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9948         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9949         rsurface.svector3f = rsurface.modelsvector3f;
9950         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9951         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9952         rsurface.tvector3f = rsurface.modeltvector3f;
9953         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9954         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9955         rsurface.normal3f  = rsurface.modelnormal3f;
9956         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9957         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9958         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9959 }
9960
9961 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)
9962 {
9963         rsurface.entity = r_refdef.scene.worldentity;
9964         rsurface.skeleton = NULL;
9965         rsurface.ent_skinnum = 0;
9966         rsurface.ent_qwskin = -1;
9967         rsurface.ent_shadertime = shadertime;
9968         rsurface.ent_flags = entflags;
9969         rsurface.modelnum_vertices = numvertices;
9970         rsurface.modelnum_triangles = numtriangles;
9971         if (rsurface.array_size < rsurface.modelnum_vertices)
9972                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9973         rsurface.matrix = *matrix;
9974         rsurface.inversematrix = *inversematrix;
9975         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9976         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9977         R_EntityMatrix(&rsurface.matrix);
9978         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9979         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9980         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9981         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9982         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9983         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9984         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9985         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9986         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9987         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9988         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9989         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9990         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);
9991         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9992         rsurface.frameblend[0].lerp = 1;
9993         rsurface.ent_alttextures = false;
9994         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9995         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9996         if (wanttangents)
9997         {
9998                 rsurface.modelvertex3f = vertex3f;
9999                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
10000                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
10001                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10002         }
10003         else if (wantnormals)
10004         {
10005                 rsurface.modelvertex3f = vertex3f;
10006                 rsurface.modelsvector3f = NULL;
10007                 rsurface.modeltvector3f = NULL;
10008                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10009         }
10010         else
10011         {
10012                 rsurface.modelvertex3f = vertex3f;
10013                 rsurface.modelsvector3f = NULL;
10014                 rsurface.modeltvector3f = NULL;
10015                 rsurface.modelnormal3f = NULL;
10016         }
10017         rsurface.modelvertex3f_bufferobject = 0;
10018         rsurface.modelvertex3f_bufferoffset = 0;
10019         rsurface.modelsvector3f_bufferobject = 0;
10020         rsurface.modelsvector3f_bufferoffset = 0;
10021         rsurface.modeltvector3f_bufferobject = 0;
10022         rsurface.modeltvector3f_bufferoffset = 0;
10023         rsurface.modelnormal3f_bufferobject = 0;
10024         rsurface.modelnormal3f_bufferoffset = 0;
10025         rsurface.generatedvertex = true;
10026         rsurface.modellightmapcolor4f  = color4f;
10027         rsurface.modellightmapcolor4f_bufferobject = 0;
10028         rsurface.modellightmapcolor4f_bufferoffset = 0;
10029         rsurface.modeltexcoordtexture2f  = texcoord2f;
10030         rsurface.modeltexcoordtexture2f_bufferobject = 0;
10031         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10032         rsurface.modeltexcoordlightmap2f  = NULL;
10033         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
10034         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10035         rsurface.modelelement3i = element3i;
10036         rsurface.modelelement3s = element3s;
10037         rsurface.modelelement3i_bufferobject = 0;
10038         rsurface.modelelement3s_bufferobject = 0;
10039         rsurface.modellightmapoffsets = NULL;
10040         rsurface.modelsurfaces = NULL;
10041         rsurface.vertex3f  = rsurface.modelvertex3f;
10042         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10043         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10044         rsurface.svector3f = rsurface.modelsvector3f;
10045         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10046         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10047         rsurface.tvector3f = rsurface.modeltvector3f;
10048         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10049         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10050         rsurface.normal3f  = rsurface.modelnormal3f;
10051         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10052         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10053         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10054
10055         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
10056         {
10057                 if ((wantnormals || wanttangents) && !normal3f)
10058                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10059                 if (wanttangents && !svector3f)
10060                         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);
10061         }
10062 }
10063
10064 float RSurf_FogPoint(const float *v)
10065 {
10066         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10067         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10068         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10069         float FogHeightFade = r_refdef.fogheightfade;
10070         float fogfrac;
10071         unsigned int fogmasktableindex;
10072         if (r_refdef.fogplaneviewabove)
10073                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10074         else
10075                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10076         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10077         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10078 }
10079
10080 float RSurf_FogVertex(const float *v)
10081 {
10082         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10083         float FogPlaneViewDist = rsurface.fogplaneviewdist;
10084         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10085         float FogHeightFade = rsurface.fogheightfade;
10086         float fogfrac;
10087         unsigned int fogmasktableindex;
10088         if (r_refdef.fogplaneviewabove)
10089                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10090         else
10091                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10092         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10093         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10094 }
10095
10096 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10097 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10098 {
10099         int deformindex;
10100         int texturesurfaceindex;
10101         int i, j;
10102         float amplitude;
10103         float animpos;
10104         float scale;
10105         const float *v1, *in_tc;
10106         float *out_tc;
10107         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10108         float waveparms[4];
10109         q3shaderinfo_deform_t *deform;
10110         // 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
10111         if (rsurface.generatedvertex)
10112         {
10113                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
10114                         generatenormals = true;
10115                 for (i = 0;i < Q3MAXDEFORMS;i++)
10116                 {
10117                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
10118                         {
10119                                 generatetangents = true;
10120                                 generatenormals = true;
10121                         }
10122                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
10123                                 generatenormals = true;
10124                 }
10125                 if (generatenormals && !rsurface.modelnormal3f)
10126                 {
10127                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10128                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
10129                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
10130                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10131                 }
10132                 if (generatetangents && !rsurface.modelsvector3f)
10133                 {
10134                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10135                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
10136                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
10137                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10138                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
10139                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
10140                         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);
10141                 }
10142         }
10143         rsurface.vertex3f  = rsurface.modelvertex3f;
10144         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10145         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10146         rsurface.svector3f = rsurface.modelsvector3f;
10147         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10148         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10149         rsurface.tvector3f = rsurface.modeltvector3f;
10150         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10151         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10152         rsurface.normal3f  = rsurface.modelnormal3f;
10153         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10154         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10155         // if vertices are deformed (sprite flares and things in maps, possibly
10156         // water waves, bulges and other deformations), generate them into
10157         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
10158         // (may be static model data or generated data for an animated model, or
10159         //  the previous deform pass)
10160         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10161         {
10162                 switch (deform->deform)
10163                 {
10164                 default:
10165                 case Q3DEFORM_PROJECTIONSHADOW:
10166                 case Q3DEFORM_TEXT0:
10167                 case Q3DEFORM_TEXT1:
10168                 case Q3DEFORM_TEXT2:
10169                 case Q3DEFORM_TEXT3:
10170                 case Q3DEFORM_TEXT4:
10171                 case Q3DEFORM_TEXT5:
10172                 case Q3DEFORM_TEXT6:
10173                 case Q3DEFORM_TEXT7:
10174                 case Q3DEFORM_NONE:
10175                         break;
10176                 case Q3DEFORM_AUTOSPRITE:
10177                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10178                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10179                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10180                         VectorNormalize(newforward);
10181                         VectorNormalize(newright);
10182                         VectorNormalize(newup);
10183                         // make deformed versions of only the model vertices used by the specified surfaces
10184                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10185                         {
10186                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10187                                 // a single autosprite surface can contain multiple sprites...
10188                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
10189                                 {
10190                                         VectorClear(center);
10191                                         for (i = 0;i < 4;i++)
10192                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10193                                         VectorScale(center, 0.25f, center);
10194                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
10195                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10196                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10197                                         for (i = 0;i < 4;i++)
10198                                         {
10199                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10200                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10201                                         }
10202                                 }
10203                                 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);
10204                                 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);
10205                         }
10206                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10207                         rsurface.vertex3f_bufferobject = 0;
10208                         rsurface.vertex3f_bufferoffset = 0;
10209                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10210                         rsurface.svector3f_bufferobject = 0;
10211                         rsurface.svector3f_bufferoffset = 0;
10212                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10213                         rsurface.tvector3f_bufferobject = 0;
10214                         rsurface.tvector3f_bufferoffset = 0;
10215                         rsurface.normal3f = rsurface.array_deformednormal3f;
10216                         rsurface.normal3f_bufferobject = 0;
10217                         rsurface.normal3f_bufferoffset = 0;
10218                         break;
10219                 case Q3DEFORM_AUTOSPRITE2:
10220                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10221                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10222                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10223                         VectorNormalize(newforward);
10224                         VectorNormalize(newright);
10225                         VectorNormalize(newup);
10226                         // make deformed versions of only the model vertices used by the specified surfaces
10227                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10228                         {
10229                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10230                                 const float *v1, *v2;
10231                                 vec3_t start, end;
10232                                 float f, l;
10233                                 struct
10234                                 {
10235                                         float length2;
10236                                         const float *v1;
10237                                         const float *v2;
10238                                 }
10239                                 shortest[2];
10240                                 memset(shortest, 0, sizeof(shortest));
10241                                 // a single autosprite surface can contain multiple sprites...
10242                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
10243                                 {
10244                                         VectorClear(center);
10245                                         for (i = 0;i < 4;i++)
10246                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10247                                         VectorScale(center, 0.25f, center);
10248                                         // find the two shortest edges, then use them to define the
10249                                         // axis vectors for rotating around the central axis
10250                                         for (i = 0;i < 6;i++)
10251                                         {
10252                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10253                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10254 #if 0
10255                                                 Debug_PolygonBegin(NULL, 0);
10256                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10257                                                 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);
10258                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10259                                                 Debug_PolygonEnd();
10260 #endif
10261                                                 l = VectorDistance2(v1, v2);
10262                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10263                                                 if (v1[2] != v2[2])
10264                                                         l += (1.0f / 1024.0f);
10265                                                 if (shortest[0].length2 > l || i == 0)
10266                                                 {
10267                                                         shortest[1] = shortest[0];
10268                                                         shortest[0].length2 = l;
10269                                                         shortest[0].v1 = v1;
10270                                                         shortest[0].v2 = v2;
10271                                                 }
10272                                                 else if (shortest[1].length2 > l || i == 1)
10273                                                 {
10274                                                         shortest[1].length2 = l;
10275                                                         shortest[1].v1 = v1;
10276                                                         shortest[1].v2 = v2;
10277                                                 }
10278                                         }
10279                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10280                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10281 #if 0
10282                                         Debug_PolygonBegin(NULL, 0);
10283                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10284                                         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);
10285                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10286                                         Debug_PolygonEnd();
10287 #endif
10288                                         // this calculates the right vector from the shortest edge
10289                                         // and the up vector from the edge midpoints
10290                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10291                                         VectorNormalize(right);
10292                                         VectorSubtract(end, start, up);
10293                                         VectorNormalize(up);
10294                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10295                                         VectorSubtract(rsurface.localvieworigin, center, forward);
10296                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10297                                         VectorNegate(forward, forward);
10298                                         VectorReflect(forward, 0, up, forward);
10299                                         VectorNormalize(forward);
10300                                         CrossProduct(up, forward, newright);
10301                                         VectorNormalize(newright);
10302 #if 0
10303                                         Debug_PolygonBegin(NULL, 0);
10304                                         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);
10305                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10306                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
10307                                         Debug_PolygonEnd();
10308 #endif
10309 #if 0
10310                                         Debug_PolygonBegin(NULL, 0);
10311                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10312                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10313                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
10314                                         Debug_PolygonEnd();
10315 #endif
10316                                         // rotate the quad around the up axis vector, this is made
10317                                         // especially easy by the fact we know the quad is flat,
10318                                         // so we only have to subtract the center position and
10319                                         // measure distance along the right vector, and then
10320                                         // multiply that by the newright vector and add back the
10321                                         // center position
10322                                         // we also need to subtract the old position to undo the
10323                                         // displacement from the center, which we do with a
10324                                         // DotProduct, the subtraction/addition of center is also
10325                                         // optimized into DotProducts here
10326                                         l = DotProduct(right, center);
10327                                         for (i = 0;i < 4;i++)
10328                                         {
10329                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10330                                                 f = DotProduct(right, v1) - l;
10331                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10332                                         }
10333                                 }
10334                                 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);
10335                                 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);
10336                         }
10337                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10338                         rsurface.vertex3f_bufferobject = 0;
10339                         rsurface.vertex3f_bufferoffset = 0;
10340                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10341                         rsurface.svector3f_bufferobject = 0;
10342                         rsurface.svector3f_bufferoffset = 0;
10343                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10344                         rsurface.tvector3f_bufferobject = 0;
10345                         rsurface.tvector3f_bufferoffset = 0;
10346                         rsurface.normal3f = rsurface.array_deformednormal3f;
10347                         rsurface.normal3f_bufferobject = 0;
10348                         rsurface.normal3f_bufferoffset = 0;
10349                         break;
10350                 case Q3DEFORM_NORMAL:
10351                         // deform the normals to make reflections wavey
10352                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10353                         {
10354                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10355                                 for (j = 0;j < surface->num_vertices;j++)
10356                                 {
10357                                         float vertex[3];
10358                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
10359                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10360                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
10361                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10362                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10363                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10364                                         VectorNormalize(normal);
10365                                 }
10366                                 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);
10367                         }
10368                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10369                         rsurface.svector3f_bufferobject = 0;
10370                         rsurface.svector3f_bufferoffset = 0;
10371                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10372                         rsurface.tvector3f_bufferobject = 0;
10373                         rsurface.tvector3f_bufferoffset = 0;
10374                         rsurface.normal3f = rsurface.array_deformednormal3f;
10375                         rsurface.normal3f_bufferobject = 0;
10376                         rsurface.normal3f_bufferoffset = 0;
10377                         break;
10378                 case Q3DEFORM_WAVE:
10379                         // deform vertex array to make wavey water and flags and such
10380                         waveparms[0] = deform->waveparms[0];
10381                         waveparms[1] = deform->waveparms[1];
10382                         waveparms[2] = deform->waveparms[2];
10383                         waveparms[3] = deform->waveparms[3];
10384                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10385                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10386                         // this is how a divisor of vertex influence on deformation
10387                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10388                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10389                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10390                         {
10391                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10392                                 for (j = 0;j < surface->num_vertices;j++)
10393                                 {
10394                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
10395                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
10396                                         // if the wavefunc depends on time, evaluate it per-vertex
10397                                         if (waveparms[3])
10398                                         {
10399                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10400                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10401                                         }
10402                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
10403                                 }
10404                         }
10405                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10406                         rsurface.vertex3f_bufferobject = 0;
10407                         rsurface.vertex3f_bufferoffset = 0;
10408                         break;
10409                 case Q3DEFORM_BULGE:
10410                         // deform vertex array to make the surface have moving bulges
10411                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10412                         {
10413                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10414                                 for (j = 0;j < surface->num_vertices;j++)
10415                                 {
10416                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10417                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10418                                 }
10419                         }
10420                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10421                         rsurface.vertex3f_bufferobject = 0;
10422                         rsurface.vertex3f_bufferoffset = 0;
10423                         break;
10424                 case Q3DEFORM_MOVE:
10425                         // deform vertex array
10426                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10427                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10428                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10429                         VectorScale(deform->parms, scale, waveparms);
10430                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10431                         {
10432                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10433                                 for (j = 0;j < surface->num_vertices;j++)
10434                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10435                         }
10436                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10437                         rsurface.vertex3f_bufferobject = 0;
10438                         rsurface.vertex3f_bufferoffset = 0;
10439                         break;
10440                 }
10441         }
10442         // generate texcoords based on the chosen texcoord source
10443         switch(rsurface.texture->tcgen.tcgen)
10444         {
10445         default:
10446         case Q3TCGEN_TEXTURE:
10447                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
10448                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
10449                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
10450                 break;
10451         case Q3TCGEN_LIGHTMAP:
10452                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
10453                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
10454                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
10455                 break;
10456         case Q3TCGEN_VECTOR:
10457                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10458                 {
10459                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10460                         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)
10461                         {
10462                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10463                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10464                         }
10465                 }
10466                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10467                 rsurface.texcoordtexture2f_bufferobject  = 0;
10468                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10469                 break;
10470         case Q3TCGEN_ENVIRONMENT:
10471                 // make environment reflections using a spheremap
10472                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10473                 {
10474                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10475                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10476                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10477                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10478                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10479                         {
10480                                 // identical to Q3A's method, but executed in worldspace so
10481                                 // carried models can be shiny too
10482
10483                                 float viewer[3], d, reflected[3], worldreflected[3];
10484
10485                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10486                                 // VectorNormalize(viewer);
10487
10488                                 d = DotProduct(normal, viewer);
10489
10490                                 reflected[0] = normal[0]*2*d - viewer[0];
10491                                 reflected[1] = normal[1]*2*d - viewer[1];
10492                                 reflected[2] = normal[2]*2*d - viewer[2];
10493                                 // note: this is proportinal to viewer, so we can normalize later
10494
10495                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10496                                 VectorNormalize(worldreflected);
10497
10498                                 // note: this sphere map only uses world x and z!
10499                                 // so positive and negative y will LOOK THE SAME.
10500                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10501                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10502                         }
10503                 }
10504                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10505                 rsurface.texcoordtexture2f_bufferobject  = 0;
10506                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10507                 break;
10508         }
10509         // the only tcmod that needs software vertex processing is turbulent, so
10510         // check for it here and apply the changes if needed
10511         // and we only support that as the first one
10512         // (handling a mixture of turbulent and other tcmods would be problematic
10513         //  without punting it entirely to a software path)
10514         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10515         {
10516                 amplitude = rsurface.texture->tcmods[0].parms[1];
10517                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10518                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10519                 {
10520                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10521                         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)
10522                         {
10523                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10524                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10525                         }
10526                 }
10527                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10528                 rsurface.texcoordtexture2f_bufferobject  = 0;
10529                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10530         }
10531         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
10532         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10533         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10534         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10535 }
10536
10537 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10538 {
10539         int i, j;
10540         const msurface_t *surface = texturesurfacelist[0];
10541         const msurface_t *surface2;
10542         int firstvertex;
10543         int endvertex;
10544         int numvertices;
10545         int numtriangles;
10546         // TODO: lock all array ranges before render, rather than on each surface
10547         if (texturenumsurfaces == 1)
10548                 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);
10549         else if (r_batchmode.integer == 2)
10550         {
10551                 #define MAXBATCHTRIANGLES 65536
10552                 int batchtriangles = 0;
10553                 static int batchelements[MAXBATCHTRIANGLES*3];
10554                 for (i = 0;i < texturenumsurfaces;i = j)
10555                 {
10556                         surface = texturesurfacelist[i];
10557                         j = i + 1;
10558                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10559                         {
10560                                 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);
10561                                 continue;
10562                         }
10563                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10564                         batchtriangles = surface->num_triangles;
10565                         firstvertex = surface->num_firstvertex;
10566                         endvertex = surface->num_firstvertex + surface->num_vertices;
10567                         for (;j < texturenumsurfaces;j++)
10568                         {
10569                                 surface2 = texturesurfacelist[j];
10570                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10571                                         break;
10572                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10573                                 batchtriangles += surface2->num_triangles;
10574                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10575                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10576                         }
10577                         surface2 = texturesurfacelist[j-1];
10578                         numvertices = endvertex - firstvertex;
10579                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10580                 }
10581         }
10582         else if (r_batchmode.integer == 1)
10583         {
10584                 for (i = 0;i < texturenumsurfaces;i = j)
10585                 {
10586                         surface = texturesurfacelist[i];
10587                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10588                                 if (texturesurfacelist[j] != surface2)
10589                                         break;
10590                         surface2 = texturesurfacelist[j-1];
10591                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10592                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10593                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10594                 }
10595         }
10596         else
10597         {
10598                 for (i = 0;i < texturenumsurfaces;i++)
10599                 {
10600                         surface = texturesurfacelist[i];
10601                         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);
10602                 }
10603         }
10604 }
10605
10606 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10607 {
10608         switch(vid.renderpath)
10609         {
10610         case RENDERPATH_CGGL:
10611 #ifdef SUPPORTCG
10612                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10613                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10614 #endif
10615                 break;
10616         case RENDERPATH_GL20:
10617                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10618                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10619                 break;
10620         case RENDERPATH_GL13:
10621         case RENDERPATH_GL11:
10622                 R_Mesh_TexBind(0, surface->lightmaptexture);
10623                 break;
10624         }
10625 }
10626
10627 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10628 {
10629         // pick the closest matching water plane and bind textures
10630         int planeindex, vertexindex;
10631         float d, bestd;
10632         vec3_t vert;
10633         const float *v;
10634         r_waterstate_waterplane_t *p, *bestp;
10635         bestd = 0;
10636         bestp = NULL;
10637         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10638         {
10639                 if(p->camera_entity != rsurface.texture->camera_entity)
10640                         continue;
10641                 d = 0;
10642                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10643                 {
10644                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10645                         d += fabs(PlaneDiff(vert, &p->plane));
10646                 }
10647                 if (bestd > d || !bestp)
10648                 {
10649                         bestd = d;
10650                         bestp = p;
10651                 }
10652         }
10653         switch(vid.renderpath)
10654         {
10655         case RENDERPATH_CGGL:
10656 #ifdef SUPPORTCG
10657                 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10658                 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10659                 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10660 #endif
10661                 break;
10662         case RENDERPATH_GL20:
10663                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10664                 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10665                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10666                 break;
10667         case RENDERPATH_GL13:
10668         case RENDERPATH_GL11:
10669                 break;
10670         }
10671 }
10672
10673 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10674 {
10675         int i;
10676         const msurface_t *surface;
10677         if (r_waterstate.renderingscene)
10678                 return;
10679         for (i = 0;i < texturenumsurfaces;i++)
10680         {
10681                 surface = texturesurfacelist[i];
10682                 RSurf_BindLightmapForSurface(surface);
10683                 RSurf_BindReflectionForSurface(surface);
10684                 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);
10685         }
10686 }
10687
10688 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10689 {
10690         int i;
10691         int j;
10692         const msurface_t *surface = texturesurfacelist[0];
10693         const msurface_t *surface2;
10694         int firstvertex;
10695         int endvertex;
10696         int numvertices;
10697         int numtriangles;
10698         if (texturenumsurfaces == 1)
10699         {
10700                 RSurf_BindLightmapForSurface(surface);
10701                 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);
10702         }
10703         else if (r_batchmode.integer == 2)
10704         {
10705                 int batchtriangles = 0;
10706                 static int batchelements[MAXBATCHTRIANGLES*3];
10707                 for (i = 0;i < texturenumsurfaces;i = j)
10708                 {
10709                         surface = texturesurfacelist[i];
10710                         RSurf_BindLightmapForSurface(surface);
10711                         j = i + 1;
10712                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10713                         {
10714                                 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);
10715                                 continue;
10716                         }
10717                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10718                         batchtriangles = surface->num_triangles;
10719                         firstvertex = surface->num_firstvertex;
10720                         endvertex = surface->num_firstvertex + surface->num_vertices;
10721                         for (;j < texturenumsurfaces;j++)
10722                         {
10723                                 surface2 = texturesurfacelist[j];
10724                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10725                                         break;
10726                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10727                                 batchtriangles += surface2->num_triangles;
10728                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10729                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10730                         }
10731                         surface2 = texturesurfacelist[j-1];
10732                         numvertices = endvertex - firstvertex;
10733                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10734                 }
10735         }
10736         else if (r_batchmode.integer == 1)
10737         {
10738 #if 0
10739                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10740                 for (i = 0;i < texturenumsurfaces;i = j)
10741                 {
10742                         surface = texturesurfacelist[i];
10743                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10744                                 if (texturesurfacelist[j] != surface2)
10745                                         break;
10746                         Con_Printf(" %i", j - i);
10747                 }
10748                 Con_Printf("\n");
10749                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10750 #endif
10751                 for (i = 0;i < texturenumsurfaces;i = j)
10752                 {
10753                         surface = texturesurfacelist[i];
10754                         RSurf_BindLightmapForSurface(surface);
10755                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10756                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10757                                         break;
10758 #if 0
10759                         Con_Printf(" %i", j - i);
10760 #endif
10761                         surface2 = texturesurfacelist[j-1];
10762                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10763                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10764                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10765                 }
10766 #if 0
10767                 Con_Printf("\n");
10768 #endif
10769         }
10770         else
10771         {
10772                 for (i = 0;i < texturenumsurfaces;i++)
10773                 {
10774                         surface = texturesurfacelist[i];
10775                         RSurf_BindLightmapForSurface(surface);
10776                         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);
10777                 }
10778         }
10779 }
10780
10781 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10782 {
10783         int j;
10784         int texturesurfaceindex;
10785         if (r_showsurfaces.integer == 2)
10786         {
10787                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10788                 {
10789                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10790                         for (j = 0;j < surface->num_triangles;j++)
10791                         {
10792                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10793                                 GL_Color(f, f, f, 1);
10794                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10795                         }
10796                 }
10797         }
10798         else
10799         {
10800                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10801                 {
10802                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10803                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
10804                         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);
10805                         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);
10806                 }
10807         }
10808 }
10809
10810 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10811 {
10812         int texturesurfaceindex;
10813         int i;
10814         const float *v;
10815         float *c2;
10816         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10817         {
10818                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10819                 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)
10820                 {
10821                         c2[0] = 0.5;
10822                         c2[1] = 0.5;
10823                         c2[2] = 0.5;
10824                         c2[3] = 1;
10825                 }
10826         }
10827         rsurface.lightmapcolor4f = rsurface.array_color4f;
10828         rsurface.lightmapcolor4f_bufferobject = 0;
10829         rsurface.lightmapcolor4f_bufferoffset = 0;
10830 }
10831
10832 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10833 {
10834         int texturesurfaceindex;
10835         int i;
10836         float f;
10837         const float *v;
10838         const float *c;
10839         float *c2;
10840         if (rsurface.lightmapcolor4f)
10841         {
10842                 // generate color arrays for the surfaces in this list
10843                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10844                 {
10845                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10846                         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)
10847                         {
10848                                 f = RSurf_FogVertex(v);
10849                                 c2[0] = c[0] * f;
10850                                 c2[1] = c[1] * f;
10851                                 c2[2] = c[2] * f;
10852                                 c2[3] = c[3];
10853                         }
10854                 }
10855         }
10856         else
10857         {
10858                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10859                 {
10860                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10861                         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)
10862                         {
10863                                 f = RSurf_FogVertex(v);
10864                                 c2[0] = f;
10865                                 c2[1] = f;
10866                                 c2[2] = f;
10867                                 c2[3] = 1;
10868                         }
10869                 }
10870         }
10871         rsurface.lightmapcolor4f = rsurface.array_color4f;
10872         rsurface.lightmapcolor4f_bufferobject = 0;
10873         rsurface.lightmapcolor4f_bufferoffset = 0;
10874 }
10875
10876 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10877 {
10878         int texturesurfaceindex;
10879         int i;
10880         float f;
10881         const float *v;
10882         const float *c;
10883         float *c2;
10884         if (!rsurface.lightmapcolor4f)
10885                 return;
10886         // generate color arrays for the surfaces in this list
10887         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10888         {
10889                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10890                 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)
10891                 {
10892                         f = RSurf_FogVertex(v);
10893                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10894                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10895                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10896                         c2[3] = c[3];
10897                 }
10898         }
10899         rsurface.lightmapcolor4f = rsurface.array_color4f;
10900         rsurface.lightmapcolor4f_bufferobject = 0;
10901         rsurface.lightmapcolor4f_bufferoffset = 0;
10902 }
10903
10904 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10905 {
10906         int texturesurfaceindex;
10907         int i;
10908         const float *c;
10909         float *c2;
10910         if (!rsurface.lightmapcolor4f)
10911                 return;
10912         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10913         {
10914                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10915                 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)
10916                 {
10917                         c2[0] = c[0] * r;
10918                         c2[1] = c[1] * g;
10919                         c2[2] = c[2] * b;
10920                         c2[3] = c[3] * a;
10921                 }
10922         }
10923         rsurface.lightmapcolor4f = rsurface.array_color4f;
10924         rsurface.lightmapcolor4f_bufferobject = 0;
10925         rsurface.lightmapcolor4f_bufferoffset = 0;
10926 }
10927
10928 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10929 {
10930         int texturesurfaceindex;
10931         int i;
10932         const float *c;
10933         float *c2;
10934         if (!rsurface.lightmapcolor4f)
10935                 return;
10936         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10937         {
10938                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10939                 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)
10940                 {
10941                         c2[0] = c[0] + r_refdef.scene.ambient;
10942                         c2[1] = c[1] + r_refdef.scene.ambient;
10943                         c2[2] = c[2] + r_refdef.scene.ambient;
10944                         c2[3] = c[3];
10945                 }
10946         }
10947         rsurface.lightmapcolor4f = rsurface.array_color4f;
10948         rsurface.lightmapcolor4f_bufferobject = 0;
10949         rsurface.lightmapcolor4f_bufferoffset = 0;
10950 }
10951
10952 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10953 {
10954         // TODO: optimize
10955         rsurface.lightmapcolor4f = NULL;
10956         rsurface.lightmapcolor4f_bufferobject = 0;
10957         rsurface.lightmapcolor4f_bufferoffset = 0;
10958         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10959         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10960         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10961         GL_Color(r, g, b, a);
10962         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10963 }
10964
10965 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10966 {
10967         // TODO: optimize applyfog && applycolor case
10968         // just apply fog if necessary, and tint the fog color array if necessary
10969         rsurface.lightmapcolor4f = NULL;
10970         rsurface.lightmapcolor4f_bufferobject = 0;
10971         rsurface.lightmapcolor4f_bufferoffset = 0;
10972         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10973         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10974         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10975         GL_Color(r, g, b, a);
10976         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10977 }
10978
10979 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10980 {
10981         int texturesurfaceindex;
10982         int i;
10983         float *c;
10984         // TODO: optimize
10985         if (texturesurfacelist[0]->lightmapinfo)
10986         {
10987                 // generate color arrays for the surfaces in this list
10988                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10989                 {
10990                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10991                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10992                         {
10993                                 if (surface->lightmapinfo->samples)
10994                                 {
10995                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10996                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10997                                         VectorScale(lm, scale, c);
10998                                         if (surface->lightmapinfo->styles[1] != 255)
10999                                         {
11000                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11001                                                 lm += size3;
11002                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
11003                                                 VectorMA(c, scale, lm, c);
11004                                                 if (surface->lightmapinfo->styles[2] != 255)
11005                                                 {
11006                                                         lm += size3;
11007                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
11008                                                         VectorMA(c, scale, lm, c);
11009                                                         if (surface->lightmapinfo->styles[3] != 255)
11010                                                         {
11011                                                                 lm += size3;
11012                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
11013                                                                 VectorMA(c, scale, lm, c);
11014                                                         }
11015                                                 }
11016                                         }
11017                                 }
11018                                 else
11019                                         VectorClear(c);
11020                                 c[3] = 1;
11021                         }
11022                 }
11023                 rsurface.lightmapcolor4f = rsurface.array_color4f;
11024                 rsurface.lightmapcolor4f_bufferobject = 0;
11025                 rsurface.lightmapcolor4f_bufferoffset = 0;
11026         }
11027         else
11028         {
11029                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11030                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11031                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11032         }
11033         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11034         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11035         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11036         GL_Color(r, g, b, a);
11037         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11038 }
11039
11040 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
11041 {
11042         int texturesurfaceindex;
11043         int i;
11044         float f;
11045         float alpha;
11046         const float *v;
11047         const float *n;
11048         float *c;
11049         vec3_t ambientcolor;
11050         vec3_t diffusecolor;
11051         vec3_t lightdir;
11052         // TODO: optimize
11053         // model lighting
11054         VectorCopy(rsurface.modellight_lightdir, lightdir);
11055         f = 0.5f * r_refdef.lightmapintensity;
11056         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11057         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11058         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11059         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11060         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11061         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11062         alpha = *a;
11063         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
11064         {
11065                 // generate color arrays for the surfaces in this list
11066                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11067                 {
11068                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11069                         int numverts = surface->num_vertices;
11070                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
11071                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
11072                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
11073                         // q3-style directional shading
11074                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
11075                         {
11076                                 if ((f = DotProduct(n, lightdir)) > 0)
11077                                         VectorMA(ambientcolor, f, diffusecolor, c);
11078                                 else
11079                                         VectorCopy(ambientcolor, c);
11080                                 c[3] = alpha;
11081                         }
11082                 }
11083                 *r = 1;
11084                 *g = 1;
11085                 *b = 1;
11086                 *a = 1;
11087                 rsurface.lightmapcolor4f = rsurface.array_color4f;
11088                 rsurface.lightmapcolor4f_bufferobject = 0;
11089                 rsurface.lightmapcolor4f_bufferoffset = 0;
11090                 *applycolor = false;
11091         }
11092         else
11093         {
11094                 *r = ambientcolor[0];
11095                 *g = ambientcolor[1];
11096                 *b = ambientcolor[2];
11097                 rsurface.lightmapcolor4f = NULL;
11098                 rsurface.lightmapcolor4f_bufferobject = 0;
11099                 rsurface.lightmapcolor4f_bufferoffset = 0;
11100         }
11101 }
11102
11103 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11104 {
11105         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
11106         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11107         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11108         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11109         GL_Color(r, g, b, a);
11110         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11111 }
11112
11113 void RSurf_SetupDepthAndCulling(void)
11114 {
11115         // submodels are biased to avoid z-fighting with world surfaces that they
11116         // may be exactly overlapping (avoids z-fighting artifacts on certain
11117         // doors and things in Quake maps)
11118         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11119         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11120         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11121         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11122 }
11123
11124 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11125 {
11126         // transparent sky would be ridiculous
11127         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11128                 return;
11129         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11130         skyrenderlater = true;
11131         RSurf_SetupDepthAndCulling();
11132         GL_DepthMask(true);
11133         // LordHavoc: HalfLife maps have freaky skypolys so don't use
11134         // skymasking on them, and Quake3 never did sky masking (unlike
11135         // software Quake and software Quake2), so disable the sky masking
11136         // in Quake3 maps as it causes problems with q3map2 sky tricks,
11137         // and skymasking also looks very bad when noclipping outside the
11138         // level, so don't use it then either.
11139         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11140         {
11141                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11142                 R_Mesh_ColorPointer(NULL, 0, 0);
11143                 R_Mesh_ResetTextureState();
11144                 if (skyrendermasked)
11145                 {
11146                         R_SetupShader_DepthOrShadow();
11147                         // depth-only (masking)
11148                         GL_ColorMask(0,0,0,0);
11149                         // just to make sure that braindead drivers don't draw
11150                         // anything despite that colormask...
11151                         GL_BlendFunc(GL_ZERO, GL_ONE);
11152                 }
11153                 else
11154                 {
11155                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11156                         // fog sky
11157                         GL_BlendFunc(GL_ONE, GL_ZERO);
11158                 }
11159                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11160                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11161                 if (skyrendermasked)
11162                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11163         }
11164         R_Mesh_ResetTextureState();
11165         GL_Color(1, 1, 1, 1);
11166 }
11167
11168 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11169 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11170 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11171 {
11172         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11173                 return;
11174         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
11175         if (prepass)
11176         {
11177                 // render screenspace normalmap to texture
11178                 GL_DepthMask(true);
11179                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
11180                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11181         }
11182         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11183         {
11184                 // render water or distortion background, then blend surface on top
11185                 GL_DepthMask(true);
11186                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11187                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11188                 GL_DepthMask(false);
11189                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11190                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11191                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11192                 else
11193                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11194         }
11195         else
11196         {
11197                 // render surface normally
11198                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11199                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11200                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11201                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11202                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11203                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11204                 else
11205                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11206         }
11207 }
11208
11209 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11210 {
11211         // OpenGL 1.3 path - anything not completely ancient
11212         int texturesurfaceindex;
11213         qboolean applycolor;
11214         qboolean applyfog;
11215         int layerindex;
11216         const texturelayer_t *layer;
11217         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11218
11219         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11220         {
11221                 vec4_t layercolor;
11222                 int layertexrgbscale;
11223                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11224                 {
11225                         if (layerindex == 0)
11226                                 GL_AlphaTest(true);
11227                         else
11228                         {
11229                                 GL_AlphaTest(false);
11230                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11231                         }
11232                 }
11233                 GL_DepthMask(layer->depthmask && writedepth);
11234                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11235                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11236                 {
11237                         layertexrgbscale = 4;
11238                         VectorScale(layer->color, 0.25f, layercolor);
11239                 }
11240                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11241                 {
11242                         layertexrgbscale = 2;
11243                         VectorScale(layer->color, 0.5f, layercolor);
11244                 }
11245                 else
11246                 {
11247                         layertexrgbscale = 1;
11248                         VectorScale(layer->color, 1.0f, layercolor);
11249                 }
11250                 layercolor[3] = layer->color[3];
11251                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11252                 R_Mesh_ColorPointer(NULL, 0, 0);
11253                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11254                 switch (layer->type)
11255                 {
11256                 case TEXTURELAYERTYPE_LITTEXTURE:
11257                         // single-pass lightmapped texture with 2x rgbscale
11258                         R_Mesh_TexBind(0, r_texture_white);
11259                         R_Mesh_TexMatrix(0, NULL);
11260                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11261                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11262                         R_Mesh_TexBind(1, layer->texture);
11263                         R_Mesh_TexMatrix(1, &layer->texmatrix);
11264                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11265                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11266                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11267                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11268                         else if (rsurface.uselightmaptexture)
11269                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11270                         else
11271                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11272                         break;
11273                 case TEXTURELAYERTYPE_TEXTURE:
11274                         // singletexture unlit texture with transparency support
11275                         R_Mesh_TexBind(0, layer->texture);
11276                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11277                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11278                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11279                         R_Mesh_TexBind(1, 0);
11280                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11281                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11282                         break;
11283                 case TEXTURELAYERTYPE_FOG:
11284                         // singletexture fogging
11285                         if (layer->texture)
11286                         {
11287                                 R_Mesh_TexBind(0, layer->texture);
11288                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11289                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11290                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11291                         }
11292                         else
11293                         {
11294                                 R_Mesh_TexBind(0, 0);
11295                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11296                         }
11297                         R_Mesh_TexBind(1, 0);
11298                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11299                         // generate a color array for the fog pass
11300                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11301                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11302                         {
11303                                 int i;
11304                                 float f;
11305                                 const float *v;
11306                                 float *c;
11307                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11308                                 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)
11309                                 {
11310                                         f = 1 - RSurf_FogVertex(v);
11311                                         c[0] = layercolor[0];
11312                                         c[1] = layercolor[1];
11313                                         c[2] = layercolor[2];
11314                                         c[3] = f * layercolor[3];
11315                                 }
11316                         }
11317                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11318                         break;
11319                 default:
11320                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11321                 }
11322         }
11323         CHECKGLERROR
11324         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11325         {
11326                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11327                 GL_AlphaTest(false);
11328         }
11329 }
11330
11331 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11332 {
11333         // OpenGL 1.1 - crusty old voodoo path
11334         int texturesurfaceindex;
11335         qboolean applyfog;
11336         int layerindex;
11337         const texturelayer_t *layer;
11338         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11339
11340         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11341         {
11342                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11343                 {
11344                         if (layerindex == 0)
11345                                 GL_AlphaTest(true);
11346                         else
11347                         {
11348                                 GL_AlphaTest(false);
11349                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11350                         }
11351                 }
11352                 GL_DepthMask(layer->depthmask && writedepth);
11353                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11354                 R_Mesh_ColorPointer(NULL, 0, 0);
11355                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11356                 switch (layer->type)
11357                 {
11358                 case TEXTURELAYERTYPE_LITTEXTURE:
11359                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11360                         {
11361                                 // two-pass lit texture with 2x rgbscale
11362                                 // first the lightmap pass
11363                                 R_Mesh_TexBind(0, r_texture_white);
11364                                 R_Mesh_TexMatrix(0, NULL);
11365                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11366                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11367                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11368                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11369                                 else if (rsurface.uselightmaptexture)
11370                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11371                                 else
11372                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11373                                 // then apply the texture to it
11374                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11375                                 R_Mesh_TexBind(0, layer->texture);
11376                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11377                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11378                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11379                                 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);
11380                         }
11381                         else
11382                         {
11383                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11384                                 R_Mesh_TexBind(0, layer->texture);
11385                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11386                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11387                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11388                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11389                                         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);
11390                                 else
11391                                         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);
11392                         }
11393                         break;
11394                 case TEXTURELAYERTYPE_TEXTURE:
11395                         // singletexture unlit texture with transparency support
11396                         R_Mesh_TexBind(0, layer->texture);
11397                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11398                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11399                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11400                         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);
11401                         break;
11402                 case TEXTURELAYERTYPE_FOG:
11403                         // singletexture fogging
11404                         if (layer->texture)
11405                         {
11406                                 R_Mesh_TexBind(0, layer->texture);
11407                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11408                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11409                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11410                         }
11411                         else
11412                         {
11413                                 R_Mesh_TexBind(0, 0);
11414                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11415                         }
11416                         // generate a color array for the fog pass
11417                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11418                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11419                         {
11420                                 int i;
11421                                 float f;
11422                                 const float *v;
11423                                 float *c;
11424                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11425                                 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)
11426                                 {
11427                                         f = 1 - RSurf_FogVertex(v);
11428                                         c[0] = layer->color[0];
11429                                         c[1] = layer->color[1];
11430                                         c[2] = layer->color[2];
11431                                         c[3] = f * layer->color[3];
11432                                 }
11433                         }
11434                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11435                         break;
11436                 default:
11437                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11438                 }
11439         }
11440         CHECKGLERROR
11441         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11442         {
11443                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11444                 GL_AlphaTest(false);
11445         }
11446 }
11447
11448 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11449 {
11450         float c[4];
11451
11452         GL_AlphaTest(false);
11453         R_Mesh_ColorPointer(NULL, 0, 0);
11454         R_Mesh_ResetTextureState();
11455         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11456
11457         if(rsurface.texture && rsurface.texture->currentskinframe)
11458         {
11459                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11460                 c[3] *= rsurface.texture->currentalpha;
11461         }
11462         else
11463         {
11464                 c[0] = 1;
11465                 c[1] = 0;
11466                 c[2] = 1;
11467                 c[3] = 1;
11468         }
11469
11470         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11471         {
11472                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11473                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11474                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11475         }
11476
11477         // brighten it up (as texture value 127 means "unlit")
11478         c[0] *= 2 * r_refdef.view.colorscale;
11479         c[1] *= 2 * r_refdef.view.colorscale;
11480         c[2] *= 2 * r_refdef.view.colorscale;
11481
11482         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11483                 c[3] *= r_wateralpha.value;
11484
11485         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11486         {
11487                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11488                 GL_DepthMask(false);
11489         }
11490         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11491         {
11492                 GL_BlendFunc(GL_ONE, GL_ONE);
11493                 GL_DepthMask(false);
11494         }
11495         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11496         {
11497                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11498                 GL_DepthMask(false);
11499         }
11500         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11501         {
11502                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11503                 GL_DepthMask(false);
11504         }
11505         else
11506         {
11507                 GL_BlendFunc(GL_ONE, GL_ZERO);
11508                 GL_DepthMask(writedepth);
11509         }
11510
11511         rsurface.lightmapcolor4f = NULL;
11512
11513         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11514         {
11515                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11516
11517                 rsurface.lightmapcolor4f = NULL;
11518                 rsurface.lightmapcolor4f_bufferobject = 0;
11519                 rsurface.lightmapcolor4f_bufferoffset = 0;
11520         }
11521         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11522         {
11523                 qboolean applycolor = true;
11524                 float one = 1.0;
11525
11526                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11527
11528                 r_refdef.lightmapintensity = 1;
11529                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11530                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11531         }
11532         else
11533         {
11534                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11535
11536                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11537                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11538                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11539         }
11540
11541         if(!rsurface.lightmapcolor4f)
11542                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11543
11544         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11545         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11546         if(r_refdef.fogenabled)
11547                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11548
11549         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11550         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11551 }
11552
11553 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11554 {
11555         CHECKGLERROR
11556         RSurf_SetupDepthAndCulling();
11557         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11558         {
11559                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11560                 return;
11561         }
11562         switch (vid.renderpath)
11563         {
11564         case RENDERPATH_GL20:
11565         case RENDERPATH_CGGL:
11566                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11567                 break;
11568         case RENDERPATH_GL13:
11569                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11570                 break;
11571         case RENDERPATH_GL11:
11572                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11573                 break;
11574         }
11575         CHECKGLERROR
11576 }
11577
11578 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11579 {
11580         CHECKGLERROR
11581         RSurf_SetupDepthAndCulling();
11582         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11583         {
11584                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11585                 return;
11586         }
11587         switch (vid.renderpath)
11588         {
11589         case RENDERPATH_GL20:
11590         case RENDERPATH_CGGL:
11591                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11592                 break;
11593         case RENDERPATH_GL13:
11594                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11595                 break;
11596         case RENDERPATH_GL11:
11597                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11598                 break;
11599         }
11600         CHECKGLERROR
11601 }
11602
11603 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11604 {
11605         int i, j;
11606         int texturenumsurfaces, endsurface;
11607         texture_t *texture;
11608         const msurface_t *surface;
11609 #define MAXBATCH_TRANSPARENTSURFACES 256
11610         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11611
11612         // if the model is static it doesn't matter what value we give for
11613         // wantnormals and wanttangents, so this logic uses only rules applicable
11614         // to a model, knowing that they are meaningless otherwise
11615         if (ent == r_refdef.scene.worldentity)
11616                 RSurf_ActiveWorldEntity();
11617         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11618                 RSurf_ActiveModelEntity(ent, false, false, false);
11619         else
11620         {
11621                 switch (vid.renderpath)
11622                 {
11623                 case RENDERPATH_GL20:
11624                 case RENDERPATH_CGGL:
11625                         RSurf_ActiveModelEntity(ent, true, true, false);
11626                         break;
11627                 case RENDERPATH_GL13:
11628                 case RENDERPATH_GL11:
11629                         RSurf_ActiveModelEntity(ent, true, false, false);
11630                         break;
11631                 }
11632         }
11633
11634         if (r_transparentdepthmasking.integer)
11635         {
11636                 qboolean setup = false;
11637                 for (i = 0;i < numsurfaces;i = j)
11638                 {
11639                         j = i + 1;
11640                         surface = rsurface.modelsurfaces + surfacelist[i];
11641                         texture = surface->texture;
11642                         rsurface.texture = R_GetCurrentTexture(texture);
11643                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11644                         // scan ahead until we find a different texture
11645                         endsurface = min(i + 1024, numsurfaces);
11646                         texturenumsurfaces = 0;
11647                         texturesurfacelist[texturenumsurfaces++] = surface;
11648                         for (;j < endsurface;j++)
11649                         {
11650                                 surface = rsurface.modelsurfaces + surfacelist[j];
11651                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11652                                         break;
11653                                 texturesurfacelist[texturenumsurfaces++] = surface;
11654                         }
11655                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11656                                 continue;
11657                         // render the range of surfaces as depth
11658                         if (!setup)
11659                         {
11660                                 setup = true;
11661                                 GL_ColorMask(0,0,0,0);
11662                                 GL_Color(1,1,1,1);
11663                                 GL_DepthTest(true);
11664                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11665                                 GL_DepthMask(true);
11666                                 GL_AlphaTest(false);
11667                                 R_Mesh_ColorPointer(NULL, 0, 0);
11668                                 R_Mesh_ResetTextureState();
11669                                 R_SetupShader_DepthOrShadow();
11670                         }
11671                         RSurf_SetupDepthAndCulling();
11672                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11673                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11674                 }
11675                 if (setup)
11676                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11677         }
11678
11679         for (i = 0;i < numsurfaces;i = j)
11680         {
11681                 j = i + 1;
11682                 surface = rsurface.modelsurfaces + surfacelist[i];
11683                 texture = surface->texture;
11684                 rsurface.texture = R_GetCurrentTexture(texture);
11685                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11686                 // scan ahead until we find a different texture
11687                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11688                 texturenumsurfaces = 0;
11689                 texturesurfacelist[texturenumsurfaces++] = surface;
11690                 for (;j < endsurface;j++)
11691                 {
11692                         surface = rsurface.modelsurfaces + surfacelist[j];
11693                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11694                                 break;
11695                         texturesurfacelist[texturenumsurfaces++] = surface;
11696                 }
11697                 // render the range of surfaces
11698                 if (ent == r_refdef.scene.worldentity)
11699                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11700                 else
11701                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11702         }
11703         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11704         GL_AlphaTest(false);
11705 }
11706
11707 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11708 {
11709         // transparent surfaces get pushed off into the transparent queue
11710         int surfacelistindex;
11711         const msurface_t *surface;
11712         vec3_t tempcenter, center;
11713         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11714         {
11715                 surface = texturesurfacelist[surfacelistindex];
11716                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11717                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11718                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11719                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11720                 if (queueentity->transparent_offset) // transparent offset
11721                 {
11722                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11723                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11724                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11725                 }
11726                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11727         }
11728 }
11729
11730 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11731 {
11732         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11733         CHECKGLERROR
11734         if (depthonly)
11735         {
11736                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11737                         return;
11738                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11739                         return;
11740                 RSurf_SetupDepthAndCulling();
11741                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11742                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11743         }
11744         else if (prepass)
11745         {
11746                 if (!rsurface.texture->currentnumlayers)
11747                         return;
11748                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11749                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11750                 else
11751                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11752         }
11753         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11754         {
11755                 RSurf_SetupDepthAndCulling();
11756                 GL_AlphaTest(false);
11757                 R_Mesh_ColorPointer(NULL, 0, 0);
11758                 R_Mesh_ResetTextureState();
11759                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11760                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11761                 GL_DepthMask(true);
11762                 GL_BlendFunc(GL_ONE, GL_ZERO);
11763                 GL_Color(0, 0, 0, 1);
11764                 GL_DepthTest(writedepth);
11765                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11766         }
11767         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11768         {
11769                 RSurf_SetupDepthAndCulling();
11770                 GL_AlphaTest(false);
11771                 R_Mesh_ColorPointer(NULL, 0, 0);
11772                 R_Mesh_ResetTextureState();
11773                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11774                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11775                 GL_DepthMask(true);
11776                 GL_BlendFunc(GL_ONE, GL_ZERO);
11777                 GL_DepthTest(true);
11778                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11779         }
11780         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11781                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11782         else if (!rsurface.texture->currentnumlayers)
11783                 return;
11784         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11785         {
11786                 // in the deferred case, transparent surfaces were queued during prepass
11787                 if (!r_shadow_usingdeferredprepass)
11788                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11789         }
11790         else
11791         {
11792                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11793                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11794         }
11795         CHECKGLERROR
11796 }
11797
11798 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11799 {
11800         int i, j;
11801         texture_t *texture;
11802         // break the surface list down into batches by texture and use of lightmapping
11803         for (i = 0;i < numsurfaces;i = j)
11804         {
11805                 j = i + 1;
11806                 // texture is the base texture pointer, rsurface.texture is the
11807                 // current frame/skin the texture is directing us to use (for example
11808                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11809                 // use skin 1 instead)
11810                 texture = surfacelist[i]->texture;
11811                 rsurface.texture = R_GetCurrentTexture(texture);
11812                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11813                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11814                 {
11815                         // if this texture is not the kind we want, skip ahead to the next one
11816                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11817                                 ;
11818                         continue;
11819                 }
11820                 // simply scan ahead until we find a different texture or lightmap state
11821                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11822                         ;
11823                 // render the range of surfaces
11824                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11825         }
11826 }
11827
11828 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11829 {
11830         CHECKGLERROR
11831         if (depthonly)
11832         {
11833                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11834                         return;
11835                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11836                         return;
11837                 RSurf_SetupDepthAndCulling();
11838                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11839                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11840         }
11841         else if (prepass)
11842         {
11843                 if (!rsurface.texture->currentnumlayers)
11844                         return;
11845                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11846                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11847                 else
11848                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11849         }
11850         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11851         {
11852                 RSurf_SetupDepthAndCulling();
11853                 GL_AlphaTest(false);
11854                 R_Mesh_ColorPointer(NULL, 0, 0);
11855                 R_Mesh_ResetTextureState();
11856                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11857                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11858                 GL_DepthMask(true);
11859                 GL_BlendFunc(GL_ONE, GL_ZERO);
11860                 GL_Color(0, 0, 0, 1);
11861                 GL_DepthTest(writedepth);
11862                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11863         }
11864         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11865         {
11866                 RSurf_SetupDepthAndCulling();
11867                 GL_AlphaTest(false);
11868                 R_Mesh_ColorPointer(NULL, 0, 0);
11869                 R_Mesh_ResetTextureState();
11870                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11871                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11872                 GL_DepthMask(true);
11873                 GL_BlendFunc(GL_ONE, GL_ZERO);
11874                 GL_DepthTest(true);
11875                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11876         }
11877         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11878                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11879         else if (!rsurface.texture->currentnumlayers)
11880                 return;
11881         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11882         {
11883                 // in the deferred case, transparent surfaces were queued during prepass
11884                 if (!r_shadow_usingdeferredprepass)
11885                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11886         }
11887         else
11888         {
11889                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11890                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11891         }
11892         CHECKGLERROR
11893 }
11894
11895 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11896 {
11897         int i, j;
11898         texture_t *texture;
11899         // break the surface list down into batches by texture and use of lightmapping
11900         for (i = 0;i < numsurfaces;i = j)
11901         {
11902                 j = i + 1;
11903                 // texture is the base texture pointer, rsurface.texture is the
11904                 // current frame/skin the texture is directing us to use (for example
11905                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11906                 // use skin 1 instead)
11907                 texture = surfacelist[i]->texture;
11908                 rsurface.texture = R_GetCurrentTexture(texture);
11909                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11910                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11911                 {
11912                         // if this texture is not the kind we want, skip ahead to the next one
11913                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11914                                 ;
11915                         continue;
11916                 }
11917                 // simply scan ahead until we find a different texture or lightmap state
11918                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11919                         ;
11920                 // render the range of surfaces
11921                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11922         }
11923 }
11924
11925 float locboxvertex3f[6*4*3] =
11926 {
11927         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11928         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11929         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11930         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11931         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11932         1,0,0, 0,0,0, 0,1,0, 1,1,0
11933 };
11934
11935 unsigned short locboxelements[6*2*3] =
11936 {
11937          0, 1, 2, 0, 2, 3,
11938          4, 5, 6, 4, 6, 7,
11939          8, 9,10, 8,10,11,
11940         12,13,14, 12,14,15,
11941         16,17,18, 16,18,19,
11942         20,21,22, 20,22,23
11943 };
11944
11945 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11946 {
11947         int i, j;
11948         cl_locnode_t *loc = (cl_locnode_t *)ent;
11949         vec3_t mins, size;
11950         float vertex3f[6*4*3];
11951         CHECKGLERROR
11952         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11953         GL_DepthMask(false);
11954         GL_DepthRange(0, 1);
11955         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11956         GL_DepthTest(true);
11957         GL_CullFace(GL_NONE);
11958         R_EntityMatrix(&identitymatrix);
11959
11960         R_Mesh_VertexPointer(vertex3f, 0, 0);
11961         R_Mesh_ColorPointer(NULL, 0, 0);
11962         R_Mesh_ResetTextureState();
11963         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11964
11965         i = surfacelist[0];
11966         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11967                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11968                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11969                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11970
11971         if (VectorCompare(loc->mins, loc->maxs))
11972         {
11973                 VectorSet(size, 2, 2, 2);
11974                 VectorMA(loc->mins, -0.5f, size, mins);
11975         }
11976         else
11977         {
11978                 VectorCopy(loc->mins, mins);
11979                 VectorSubtract(loc->maxs, loc->mins, size);
11980         }
11981
11982         for (i = 0;i < 6*4*3;)
11983                 for (j = 0;j < 3;j++, i++)
11984                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11985
11986         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11987 }
11988
11989 void R_DrawLocs(void)
11990 {
11991         int index;
11992         cl_locnode_t *loc, *nearestloc;
11993         vec3_t center;
11994         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11995         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11996         {
11997                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11998                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11999         }
12000 }
12001
12002 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12003 {
12004         if (decalsystem->decals)
12005                 Mem_Free(decalsystem->decals);
12006         memset(decalsystem, 0, sizeof(*decalsystem));
12007 }
12008
12009 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)
12010 {
12011         tridecal_t *decal;
12012         tridecal_t *decals;
12013         int i;
12014
12015         // expand or initialize the system
12016         if (decalsystem->maxdecals <= decalsystem->numdecals)
12017         {
12018                 decalsystem_t old = *decalsystem;
12019                 qboolean useshortelements;
12020                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12021                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12022                 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)));
12023                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12024                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12025                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12026                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12027                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12028                 if (decalsystem->numdecals)
12029                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12030                 if (old.decals)
12031                         Mem_Free(old.decals);
12032                 for (i = 0;i < decalsystem->maxdecals*3;i++)
12033                         decalsystem->element3i[i] = i;
12034                 if (useshortelements)
12035                         for (i = 0;i < decalsystem->maxdecals*3;i++)
12036                                 decalsystem->element3s[i] = i;
12037         }
12038
12039         // grab a decal and search for another free slot for the next one
12040         decals = decalsystem->decals;
12041         decal = decalsystem->decals + (i = decalsystem->freedecal++);
12042         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12043                 ;
12044         decalsystem->freedecal = i;
12045         if (decalsystem->numdecals <= i)
12046                 decalsystem->numdecals = i + 1;
12047
12048         // initialize the decal
12049         decal->lived = 0;
12050         decal->triangleindex = triangleindex;
12051         decal->surfaceindex = surfaceindex;
12052         decal->decalsequence = decalsequence;
12053         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12054         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12055         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12056         decal->color4ub[0][3] = 255;
12057         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12058         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12059         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12060         decal->color4ub[1][3] = 255;
12061         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12062         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12063         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12064         decal->color4ub[2][3] = 255;
12065         decal->vertex3f[0][0] = v0[0];
12066         decal->vertex3f[0][1] = v0[1];
12067         decal->vertex3f[0][2] = v0[2];
12068         decal->vertex3f[1][0] = v1[0];
12069         decal->vertex3f[1][1] = v1[1];
12070         decal->vertex3f[1][2] = v1[2];
12071         decal->vertex3f[2][0] = v2[0];
12072         decal->vertex3f[2][1] = v2[1];
12073         decal->vertex3f[2][2] = v2[2];
12074         decal->texcoord2f[0][0] = t0[0];
12075         decal->texcoord2f[0][1] = t0[1];
12076         decal->texcoord2f[1][0] = t1[0];
12077         decal->texcoord2f[1][1] = t1[1];
12078         decal->texcoord2f[2][0] = t2[0];
12079         decal->texcoord2f[2][1] = t2[1];
12080 }
12081
12082 extern cvar_t cl_decals_bias;
12083 extern cvar_t cl_decals_models;
12084 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12085 // baseparms, parms, temps
12086 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
12087 {
12088         int cornerindex;
12089         int index;
12090         float v[9][3];
12091         const float *vertex3f;
12092         int numpoints;
12093         float points[2][9][3];
12094         float temp[3];
12095         float tc[9][2];
12096         float f;
12097         float c[9][4];
12098         const int *e;
12099
12100         e = rsurface.modelelement3i + 3*triangleindex;
12101
12102         vertex3f = rsurface.modelvertex3f;
12103
12104         for (cornerindex = 0;cornerindex < 3;cornerindex++)
12105         {
12106                 index = 3*e[cornerindex];
12107                 VectorCopy(vertex3f + index, v[cornerindex]);
12108         }
12109         // cull backfaces
12110         //TriangleNormal(v[0], v[1], v[2], normal);
12111         //if (DotProduct(normal, localnormal) < 0.0f)
12112         //      continue;
12113         // clip by each of the box planes formed from the projection matrix
12114         // if anything survives, we emit the decal
12115         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]);
12116         if (numpoints < 3)
12117                 return;
12118         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]);
12119         if (numpoints < 3)
12120                 return;
12121         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]);
12122         if (numpoints < 3)
12123                 return;
12124         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]);
12125         if (numpoints < 3)
12126                 return;
12127         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]);
12128         if (numpoints < 3)
12129                 return;
12130         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]);
12131         if (numpoints < 3)
12132                 return;
12133         // some part of the triangle survived, so we have to accept it...
12134         if (dynamic)
12135         {
12136                 // dynamic always uses the original triangle
12137                 numpoints = 3;
12138                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12139                 {
12140                         index = 3*e[cornerindex];
12141                         VectorCopy(vertex3f + index, v[cornerindex]);
12142                 }
12143         }
12144         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12145         {
12146                 // convert vertex positions to texcoords
12147                 Matrix4x4_Transform(projection, v[cornerindex], temp);
12148                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12149                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12150                 // calculate distance fade from the projection origin
12151                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12152                 f = bound(0.0f, f, 1.0f);
12153                 c[cornerindex][0] = r * f;
12154                 c[cornerindex][1] = g * f;
12155                 c[cornerindex][2] = b * f;
12156                 c[cornerindex][3] = 1.0f;
12157                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12158         }
12159         if (dynamic)
12160                 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
12161         else
12162                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12163                         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);
12164 }
12165 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)
12166 {
12167         matrix4x4_t projection;
12168         decalsystem_t *decalsystem;
12169         qboolean dynamic;
12170         dp_model_t *model;
12171         const msurface_t *surface;
12172         const msurface_t *surfaces;
12173         const int *surfacelist;
12174         const texture_t *texture;
12175         int numtriangles;
12176         int numsurfacelist;
12177         int surfacelistindex;
12178         int surfaceindex;
12179         int triangleindex;
12180         float localorigin[3];
12181         float localnormal[3];
12182         float localmins[3];
12183         float localmaxs[3];
12184         float localsize;
12185         //float normal[3];
12186         float planes[6][4];
12187         float angles[3];
12188         bih_t *bih;
12189         int bih_triangles_count;
12190         int bih_triangles[256];
12191         int bih_surfaces[256];
12192
12193         decalsystem = &ent->decalsystem;
12194         model = ent->model;
12195         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12196         {
12197                 R_DecalSystem_Reset(&ent->decalsystem);
12198                 return;
12199         }
12200
12201         if (!model->brush.data_nodes && !cl_decals_models.integer)
12202         {
12203                 if (decalsystem->model)
12204                         R_DecalSystem_Reset(decalsystem);
12205                 return;
12206         }
12207
12208         if (decalsystem->model != model)
12209                 R_DecalSystem_Reset(decalsystem);
12210         decalsystem->model = model;
12211
12212         RSurf_ActiveModelEntity(ent, false, false, false);
12213
12214         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12215         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12216         VectorNormalize(localnormal);
12217         localsize = worldsize*rsurface.inversematrixscale;
12218         localmins[0] = localorigin[0] - localsize;
12219         localmins[1] = localorigin[1] - localsize;
12220         localmins[2] = localorigin[2] - localsize;
12221         localmaxs[0] = localorigin[0] + localsize;
12222         localmaxs[1] = localorigin[1] + localsize;
12223         localmaxs[2] = localorigin[2] + localsize;
12224
12225         //VectorCopy(localnormal, planes[4]);
12226         //VectorVectors(planes[4], planes[2], planes[0]);
12227         AnglesFromVectors(angles, localnormal, NULL, false);
12228         AngleVectors(angles, planes[0], planes[2], planes[4]);
12229         VectorNegate(planes[0], planes[1]);
12230         VectorNegate(planes[2], planes[3]);
12231         VectorNegate(planes[4], planes[5]);
12232         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12233         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12234         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12235         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12236         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12237         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12238
12239 #if 1
12240 // works
12241 {
12242         matrix4x4_t forwardprojection;
12243         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12244         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12245 }
12246 #else
12247 // broken
12248 {
12249         float projectionvector[4][3];
12250         VectorScale(planes[0], ilocalsize, projectionvector[0]);
12251         VectorScale(planes[2], ilocalsize, projectionvector[1]);
12252         VectorScale(planes[4], ilocalsize, projectionvector[2]);
12253         projectionvector[0][0] = planes[0][0] * ilocalsize;
12254         projectionvector[0][1] = planes[1][0] * ilocalsize;
12255         projectionvector[0][2] = planes[2][0] * ilocalsize;
12256         projectionvector[1][0] = planes[0][1] * ilocalsize;
12257         projectionvector[1][1] = planes[1][1] * ilocalsize;
12258         projectionvector[1][2] = planes[2][1] * ilocalsize;
12259         projectionvector[2][0] = planes[0][2] * ilocalsize;
12260         projectionvector[2][1] = planes[1][2] * ilocalsize;
12261         projectionvector[2][2] = planes[2][2] * ilocalsize;
12262         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12263         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12264         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12265         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12266 }
12267 #endif
12268
12269         dynamic = model->surfmesh.isanimated;
12270         numsurfacelist = model->nummodelsurfaces;
12271         surfacelist = model->sortedmodelsurfaces;
12272         surfaces = model->data_surfaces;
12273
12274         bih = NULL;
12275         bih_triangles_count = -1;
12276         if(!dynamic)
12277         {
12278                 if(model->render_bih.numleafs)
12279                         bih = &model->render_bih;
12280                 else if(model->collision_bih.numleafs)
12281                         bih = &model->collision_bih;
12282         }
12283         if(bih)
12284                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
12285         if(bih_triangles_count == 0)
12286                 return;
12287         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
12288                 return;
12289         if(bih_triangles_count > 0)
12290         {
12291                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
12292                 {
12293                         surfaceindex = bih_surfaces[triangleindex];
12294                         surface = surfaces + surfaceindex;
12295                         texture = surface->texture;
12296                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12297                                 continue;
12298                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12299                                 continue;
12300                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
12301                 }
12302         }
12303         else
12304         {
12305                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12306                 {
12307                         surfaceindex = surfacelist[surfacelistindex];
12308                         surface = surfaces + surfaceindex;
12309                         // check cull box first because it rejects more than any other check
12310                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12311                                 continue;
12312                         // skip transparent surfaces
12313                         texture = surface->texture;
12314                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12315                                 continue;
12316                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12317                                 continue;
12318                         numtriangles = surface->num_triangles;
12319                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
12320                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
12321                 }
12322         }
12323 }
12324
12325 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12326 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)
12327 {
12328         int renderentityindex;
12329         float worldmins[3];
12330         float worldmaxs[3];
12331         entity_render_t *ent;
12332
12333         if (!cl_decals_newsystem.integer)
12334                 return;
12335
12336         worldmins[0] = worldorigin[0] - worldsize;
12337         worldmins[1] = worldorigin[1] - worldsize;
12338         worldmins[2] = worldorigin[2] - worldsize;
12339         worldmaxs[0] = worldorigin[0] + worldsize;
12340         worldmaxs[1] = worldorigin[1] + worldsize;
12341         worldmaxs[2] = worldorigin[2] + worldsize;
12342
12343         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12344
12345         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12346         {
12347                 ent = r_refdef.scene.entities[renderentityindex];
12348                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12349                         continue;
12350
12351                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12352         }
12353 }
12354
12355 typedef struct r_decalsystem_splatqueue_s
12356 {
12357         vec3_t worldorigin;
12358         vec3_t worldnormal;
12359         float color[4];
12360         float tcrange[4];
12361         float worldsize;
12362         int decalsequence;
12363 }
12364 r_decalsystem_splatqueue_t;
12365
12366 int r_decalsystem_numqueued = 0;
12367 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12368
12369 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)
12370 {
12371         r_decalsystem_splatqueue_t *queue;
12372
12373         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12374                 return;
12375
12376         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12377         VectorCopy(worldorigin, queue->worldorigin);
12378         VectorCopy(worldnormal, queue->worldnormal);
12379         Vector4Set(queue->color, r, g, b, a);
12380         Vector4Set(queue->tcrange, s1, t1, s2, t2);
12381         queue->worldsize = worldsize;
12382         queue->decalsequence = cl.decalsequence++;
12383 }
12384
12385 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12386 {
12387         int i;
12388         r_decalsystem_splatqueue_t *queue;
12389
12390         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12391                 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);
12392         r_decalsystem_numqueued = 0;
12393 }
12394
12395 extern cvar_t cl_decals_max;
12396 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12397 {
12398         int i;
12399         decalsystem_t *decalsystem = &ent->decalsystem;
12400         int numdecals;
12401         int killsequence;
12402         tridecal_t *decal;
12403         float frametime;
12404         float lifetime;
12405
12406         if (!decalsystem->numdecals)
12407                 return;
12408
12409         if (r_showsurfaces.integer)
12410                 return;
12411
12412         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12413         {
12414                 R_DecalSystem_Reset(decalsystem);
12415                 return;
12416         }
12417
12418         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12419         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12420
12421         if (decalsystem->lastupdatetime)
12422                 frametime = (cl.time - decalsystem->lastupdatetime);
12423         else
12424                 frametime = 0;
12425         decalsystem->lastupdatetime = cl.time;
12426         decal = decalsystem->decals;
12427         numdecals = decalsystem->numdecals;
12428
12429         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12430         {
12431                 if (decal->color4ub[0][3])
12432                 {
12433                         decal->lived += frametime;
12434                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12435                         {
12436                                 memset(decal, 0, sizeof(*decal));
12437                                 if (decalsystem->freedecal > i)
12438                                         decalsystem->freedecal = i;
12439                         }
12440                 }
12441         }
12442         decal = decalsystem->decals;
12443         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12444                 numdecals--;
12445
12446         // collapse the array by shuffling the tail decals into the gaps
12447         for (;;)
12448         {
12449                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12450                         decalsystem->freedecal++;
12451                 if (decalsystem->freedecal == numdecals)
12452                         break;
12453                 decal[decalsystem->freedecal] = decal[--numdecals];
12454         }
12455
12456         decalsystem->numdecals = numdecals;
12457
12458         if (numdecals <= 0)
12459         {
12460                 // if there are no decals left, reset decalsystem
12461                 R_DecalSystem_Reset(decalsystem);
12462         }
12463 }
12464
12465 extern skinframe_t *decalskinframe;
12466 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12467 {
12468         int i;
12469         decalsystem_t *decalsystem = &ent->decalsystem;
12470         int numdecals;
12471         tridecal_t *decal;
12472         float faderate;
12473         float alpha;
12474         float *v3f;
12475         float *c4f;
12476         float *t2f;
12477         const int *e;
12478         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12479         int numtris = 0;
12480
12481         numdecals = decalsystem->numdecals;
12482         if (!numdecals)
12483                 return;
12484
12485         if (r_showsurfaces.integer)
12486                 return;
12487
12488         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12489         {
12490                 R_DecalSystem_Reset(decalsystem);
12491                 return;
12492         }
12493
12494         // if the model is static it doesn't matter what value we give for
12495         // wantnormals and wanttangents, so this logic uses only rules applicable
12496         // to a model, knowing that they are meaningless otherwise
12497         if (ent == r_refdef.scene.worldentity)
12498                 RSurf_ActiveWorldEntity();
12499         else
12500                 RSurf_ActiveModelEntity(ent, false, false, false);
12501
12502         decalsystem->lastupdatetime = cl.time;
12503         decal = decalsystem->decals;
12504
12505         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12506
12507         // update vertex positions for animated models
12508         v3f = decalsystem->vertex3f;
12509         c4f = decalsystem->color4f;
12510         t2f = decalsystem->texcoord2f;
12511         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12512         {
12513                 if (!decal->color4ub[0][3])
12514                         continue;
12515
12516                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12517                         continue;
12518
12519                 // update color values for fading decals
12520                 if (decal->lived >= cl_decals_time.value)
12521                 {
12522                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12523                         alpha *= (1.0f/255.0f);
12524                 }
12525                 else
12526                         alpha = 1.0f/255.0f;
12527
12528                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12529                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12530                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12531                 c4f[ 3] = 1;
12532                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12533                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12534                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12535                 c4f[ 7] = 1;
12536                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12537                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12538                 c4f[10] = decal->color4ub[2][2] * alpha;
12539                 c4f[11] = 1;
12540
12541                 t2f[0] = decal->texcoord2f[0][0];
12542                 t2f[1] = decal->texcoord2f[0][1];
12543                 t2f[2] = decal->texcoord2f[1][0];
12544                 t2f[3] = decal->texcoord2f[1][1];
12545                 t2f[4] = decal->texcoord2f[2][0];
12546                 t2f[5] = decal->texcoord2f[2][1];
12547
12548                 // update vertex positions for animated models
12549                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12550                 {
12551                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12552                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12553                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12554                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12555                 }
12556                 else
12557                 {
12558                         VectorCopy(decal->vertex3f[0], v3f);
12559                         VectorCopy(decal->vertex3f[1], v3f + 3);
12560                         VectorCopy(decal->vertex3f[2], v3f + 6);
12561                 }
12562
12563                 if (r_refdef.fogenabled)
12564                 {
12565                         alpha = RSurf_FogVertex(v3f);
12566                         VectorScale(c4f, alpha, c4f);
12567                         alpha = RSurf_FogVertex(v3f + 3);
12568                         VectorScale(c4f + 4, alpha, c4f + 4);
12569                         alpha = RSurf_FogVertex(v3f + 6);
12570                         VectorScale(c4f + 8, alpha, c4f + 8);
12571                 }
12572
12573                 v3f += 9;
12574                 c4f += 12;
12575                 t2f += 6;
12576                 numtris++;
12577         }
12578
12579         if (numtris > 0)
12580         {
12581                 r_refdef.stats.drawndecals += numtris;
12582
12583                 // now render the decals all at once
12584                 // (this assumes they all use one particle font texture!)
12585                 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);
12586                 R_Mesh_ResetTextureState();
12587                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12588                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12589                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12590                 GL_DepthMask(false);
12591                 GL_DepthRange(0, 1);
12592                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12593                 GL_DepthTest(true);
12594                 GL_CullFace(GL_NONE);
12595                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12596                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12597                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12598         }
12599 }
12600
12601 static void R_DrawModelDecals(void)
12602 {
12603         int i, numdecals;
12604
12605         // fade faster when there are too many decals
12606         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12607         for (i = 0;i < r_refdef.scene.numentities;i++)
12608                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12609
12610         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12611         for (i = 0;i < r_refdef.scene.numentities;i++)
12612                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12613                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12614
12615         R_DecalSystem_ApplySplatEntitiesQueue();
12616
12617         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12618         for (i = 0;i < r_refdef.scene.numentities;i++)
12619                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12620
12621         r_refdef.stats.totaldecals += numdecals;
12622
12623         if (r_showsurfaces.integer)
12624                 return;
12625
12626         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12627
12628         for (i = 0;i < r_refdef.scene.numentities;i++)
12629         {
12630                 if (!r_refdef.viewcache.entityvisible[i])
12631                         continue;
12632                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12633                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12634         }
12635 }
12636
12637 extern cvar_t mod_collision_bih;
12638 void R_DrawDebugModel(void)
12639 {
12640         entity_render_t *ent = rsurface.entity;
12641         int i, j, k, l, flagsmask;
12642         const msurface_t *surface;
12643         dp_model_t *model = ent->model;
12644         vec3_t v;
12645
12646         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12647
12648         R_Mesh_ColorPointer(NULL, 0, 0);
12649         R_Mesh_ResetTextureState();
12650         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12651         GL_DepthRange(0, 1);
12652         GL_DepthTest(!r_showdisabledepthtest.integer);
12653         GL_DepthMask(false);
12654         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12655
12656         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12657         {
12658                 int triangleindex;
12659                 int bihleafindex;
12660                 qboolean cullbox = ent == r_refdef.scene.worldentity;
12661                 const q3mbrush_t *brush;
12662                 const bih_t *bih = &model->collision_bih;
12663                 const bih_leaf_t *bihleaf;
12664                 float vertex3f[3][3];
12665                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12666                 cullbox = false;
12667                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12668                 {
12669                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12670                                 continue;
12671                         switch (bihleaf->type)
12672                         {
12673                         case BIH_BRUSH:
12674                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12675                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12676                                 {
12677                                         R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12678                                         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);
12679                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12680                                 }
12681                                 break;
12682                         case BIH_COLLISIONTRIANGLE:
12683                                 triangleindex = bihleaf->itemindex;
12684                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12685                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12686                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12687                                 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12688                                 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);
12689                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12690                                 break;
12691                         case BIH_RENDERTRIANGLE:
12692                                 triangleindex = bihleaf->itemindex;
12693                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12694                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12695                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12696                                 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12697                                 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);
12698                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12699                                 break;
12700                         }
12701                 }
12702         }
12703
12704         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12705
12706         if (r_showtris.integer || r_shownormals.integer)
12707         {
12708                 if (r_showdisabledepthtest.integer)
12709                 {
12710                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12711                         GL_DepthMask(false);
12712                 }
12713                 else
12714                 {
12715                         GL_BlendFunc(GL_ONE, GL_ZERO);
12716                         GL_DepthMask(true);
12717                 }
12718                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12719                 {
12720                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12721                                 continue;
12722                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12723                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12724                         {
12725                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12726                                 if (r_showtris.value > 0)
12727                                 {
12728                                         if (!rsurface.texture->currentlayers->depthmask)
12729                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12730                                         else if (ent == r_refdef.scene.worldentity)
12731                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12732                                         else
12733                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12734                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12735                                         R_Mesh_ColorPointer(NULL, 0, 0);
12736                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12737                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12738                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12739                                         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);
12740                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12741                                         CHECKGLERROR
12742                                 }
12743                                 if (r_shownormals.value < 0)
12744                                 {
12745                                         qglBegin(GL_LINES);
12746                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12747                                         {
12748                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12749                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12750                                                 qglVertex3f(v[0], v[1], v[2]);
12751                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12752                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12753                                                 qglVertex3f(v[0], v[1], v[2]);
12754                                         }
12755                                         qglEnd();
12756                                         CHECKGLERROR
12757                                 }
12758                                 if (r_shownormals.value > 0)
12759                                 {
12760                                         qglBegin(GL_LINES);
12761                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12762                                         {
12763                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12764                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12765                                                 qglVertex3f(v[0], v[1], v[2]);
12766                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12767                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12768                                                 qglVertex3f(v[0], v[1], v[2]);
12769                                         }
12770                                         qglEnd();
12771                                         CHECKGLERROR
12772                                         qglBegin(GL_LINES);
12773                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12774                                         {
12775                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12776                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12777                                                 qglVertex3f(v[0], v[1], v[2]);
12778                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12779                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12780                                                 qglVertex3f(v[0], v[1], v[2]);
12781                                         }
12782                                         qglEnd();
12783                                         CHECKGLERROR
12784                                         qglBegin(GL_LINES);
12785                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12786                                         {
12787                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12788                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12789                                                 qglVertex3f(v[0], v[1], v[2]);
12790                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12791                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12792                                                 qglVertex3f(v[0], v[1], v[2]);
12793                                         }
12794                                         qglEnd();
12795                                         CHECKGLERROR
12796                                 }
12797                         }
12798                 }
12799                 rsurface.texture = NULL;
12800         }
12801 }
12802
12803 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12804 int r_maxsurfacelist = 0;
12805 const msurface_t **r_surfacelist = NULL;
12806 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12807 {
12808         int i, j, endj, flagsmask;
12809         dp_model_t *model = r_refdef.scene.worldmodel;
12810         msurface_t *surfaces;
12811         unsigned char *update;
12812         int numsurfacelist = 0;
12813         if (model == NULL)
12814                 return;
12815
12816         if (r_maxsurfacelist < model->num_surfaces)
12817         {
12818                 r_maxsurfacelist = model->num_surfaces;
12819                 if (r_surfacelist)
12820                         Mem_Free((msurface_t**)r_surfacelist);
12821                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12822         }
12823
12824         RSurf_ActiveWorldEntity();
12825
12826         surfaces = model->data_surfaces;
12827         update = model->brushq1.lightmapupdateflags;
12828
12829         // update light styles on this submodel
12830         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12831         {
12832                 model_brush_lightstyleinfo_t *style;
12833                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12834                 {
12835                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12836                         {
12837                                 int *list = style->surfacelist;
12838                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12839                                 for (j = 0;j < style->numsurfaces;j++)
12840                                         update[list[j]] = true;
12841                         }
12842                 }
12843         }
12844
12845         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12846
12847         if (debug)
12848         {
12849                 R_DrawDebugModel();
12850                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12851                 return;
12852         }
12853
12854         rsurface.uselightmaptexture = false;
12855         rsurface.texture = NULL;
12856         rsurface.rtlight = NULL;
12857         numsurfacelist = 0;
12858         // add visible surfaces to draw list
12859         for (i = 0;i < model->nummodelsurfaces;i++)
12860         {
12861                 j = model->sortedmodelsurfaces[i];
12862                 if (r_refdef.viewcache.world_surfacevisible[j])
12863                         r_surfacelist[numsurfacelist++] = surfaces + j;
12864         }
12865         // update lightmaps if needed
12866         if (model->brushq1.firstrender)
12867         {
12868                 model->brushq1.firstrender = false;
12869                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12870                         if (update[j])
12871                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12872         }
12873         else if (update)
12874         {
12875                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12876                         if (r_refdef.viewcache.world_surfacevisible[j])
12877                                 if (update[j])
12878                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12879         }
12880         // don't do anything if there were no surfaces
12881         if (!numsurfacelist)
12882         {
12883                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12884                 return;
12885         }
12886         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12887         GL_AlphaTest(false);
12888
12889         // add to stats if desired
12890         if (r_speeds.integer && !skysurfaces && !depthonly)
12891         {
12892                 r_refdef.stats.world_surfaces += numsurfacelist;
12893                 for (j = 0;j < numsurfacelist;j++)
12894                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12895         }
12896
12897         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12898 }
12899
12900 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12901 {
12902         int i, j, endj, flagsmask;
12903         dp_model_t *model = ent->model;
12904         msurface_t *surfaces;
12905         unsigned char *update;
12906         int numsurfacelist = 0;
12907         if (model == NULL)
12908                 return;
12909
12910         if (r_maxsurfacelist < model->num_surfaces)
12911         {
12912                 r_maxsurfacelist = model->num_surfaces;
12913                 if (r_surfacelist)
12914                         Mem_Free((msurface_t **)r_surfacelist);
12915                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12916         }
12917
12918         // if the model is static it doesn't matter what value we give for
12919         // wantnormals and wanttangents, so this logic uses only rules applicable
12920         // to a model, knowing that they are meaningless otherwise
12921         if (ent == r_refdef.scene.worldentity)
12922                 RSurf_ActiveWorldEntity();
12923         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12924                 RSurf_ActiveModelEntity(ent, false, false, false);
12925         else if (prepass)
12926                 RSurf_ActiveModelEntity(ent, true, true, true);
12927         else if (depthonly)
12928         {
12929                 switch (vid.renderpath)
12930                 {
12931                 case RENDERPATH_GL20:
12932                 case RENDERPATH_CGGL:
12933                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12934                         break;
12935                 case RENDERPATH_GL13:
12936                 case RENDERPATH_GL11:
12937                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12938                         break;
12939                 }
12940         }
12941         else
12942         {
12943                 switch (vid.renderpath)
12944                 {
12945                 case RENDERPATH_GL20:
12946                 case RENDERPATH_CGGL:
12947                         RSurf_ActiveModelEntity(ent, true, true, false);
12948                         break;
12949                 case RENDERPATH_GL13:
12950                 case RENDERPATH_GL11:
12951                         RSurf_ActiveModelEntity(ent, true, false, false);
12952                         break;
12953                 }
12954         }
12955
12956         surfaces = model->data_surfaces;
12957         update = model->brushq1.lightmapupdateflags;
12958
12959         // update light styles
12960         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12961         {
12962                 model_brush_lightstyleinfo_t *style;
12963                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12964                 {
12965                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12966                         {
12967                                 int *list = style->surfacelist;
12968                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12969                                 for (j = 0;j < style->numsurfaces;j++)
12970                                         update[list[j]] = true;
12971                         }
12972                 }
12973         }
12974
12975         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12976
12977         if (debug)
12978         {
12979                 R_DrawDebugModel();
12980                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12981                 return;
12982         }
12983
12984         rsurface.uselightmaptexture = false;
12985         rsurface.texture = NULL;
12986         rsurface.rtlight = NULL;
12987         numsurfacelist = 0;
12988         // add visible surfaces to draw list
12989         for (i = 0;i < model->nummodelsurfaces;i++)
12990                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12991         // don't do anything if there were no surfaces
12992         if (!numsurfacelist)
12993         {
12994                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12995                 return;
12996         }
12997         // update lightmaps if needed
12998         if (update)
12999         {
13000                 int updated = 0;
13001                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13002                 {
13003                         if (update[j])
13004                         {
13005                                 updated++;
13006                                 R_BuildLightMap(ent, surfaces + j);
13007                         }
13008                 }
13009         }
13010         if (update)
13011                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13012                         if (update[j])
13013                                 R_BuildLightMap(ent, surfaces + j);
13014         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13015         GL_AlphaTest(false);
13016
13017         // add to stats if desired
13018         if (r_speeds.integer && !skysurfaces && !depthonly)
13019         {
13020                 r_refdef.stats.entities_surfaces += numsurfacelist;
13021                 for (j = 0;j < numsurfacelist;j++)
13022                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13023         }
13024
13025         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13026 }
13027
13028 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13029 {
13030         static texture_t texture;
13031         static msurface_t surface;
13032         const msurface_t *surfacelist = &surface;
13033
13034         // fake enough texture and surface state to render this geometry
13035
13036         texture.update_lastrenderframe = -1; // regenerate this texture
13037         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13038         texture.currentskinframe = skinframe;
13039         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13040         texture.offsetmapping = OFFSETMAPPING_OFF;
13041         texture.offsetscale = 1;
13042         texture.specularscalemod = 1;
13043         texture.specularpowermod = 1;
13044
13045         surface.texture = &texture;
13046         surface.num_triangles = numtriangles;
13047         surface.num_firsttriangle = firsttriangle;
13048         surface.num_vertices = numvertices;
13049         surface.num_firstvertex = firstvertex;
13050
13051         // now render it
13052         rsurface.texture = R_GetCurrentTexture(surface.texture);
13053         rsurface.uselightmaptexture = false;
13054         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13055 }
13056
13057 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)
13058 {
13059         static msurface_t surface;
13060         const msurface_t *surfacelist = &surface;
13061
13062         // fake enough texture and surface state to render this geometry
13063
13064         surface.texture = texture;
13065         surface.num_triangles = numtriangles;
13066         surface.num_firsttriangle = firsttriangle;
13067         surface.num_vertices = numvertices;
13068         surface.num_firstvertex = firstvertex;
13069
13070         // now render it
13071         rsurface.texture = R_GetCurrentTexture(surface.texture);
13072         rsurface.uselightmaptexture = false;
13073         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13074 }