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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_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
174 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
175 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
176 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
177 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
178 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
179
180 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
181
182 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
183
184 extern cvar_t v_glslgamma;
185
186 extern qboolean v_flipped_state;
187
188 static struct r_bloomstate_s
189 {
190         qboolean enabled;
191         qboolean hdr;
192
193         int bloomwidth, bloomheight;
194
195         int screentexturewidth, screentextureheight;
196         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
197
198         int bloomtexturewidth, bloomtextureheight;
199         rtexture_t *texture_bloom;
200
201         // arrays for rendering the screen passes
202         float screentexcoord2f[8];
203         float bloomtexcoord2f[8];
204         float offsettexcoord2f[8];
205
206         r_viewport_t viewport;
207 }
208 r_bloomstate;
209
210 r_waterstate_t r_waterstate;
211
212 /// shadow volume bsp struct with automatically growing nodes buffer
213 svbsp_t r_svbsp;
214
215 rtexture_t *r_texture_blanknormalmap;
216 rtexture_t *r_texture_white;
217 rtexture_t *r_texture_grey128;
218 rtexture_t *r_texture_black;
219 rtexture_t *r_texture_notexture;
220 rtexture_t *r_texture_whitecube;
221 rtexture_t *r_texture_normalizationcube;
222 rtexture_t *r_texture_fogattenuation;
223 rtexture_t *r_texture_fogheighttexture;
224 rtexture_t *r_texture_gammaramps;
225 unsigned int r_texture_gammaramps_serial;
226 //rtexture_t *r_texture_fogintensity;
227 rtexture_t *r_texture_reflectcube;
228
229 // TODO: hash lookups?
230 typedef struct cubemapinfo_s
231 {
232         char basename[64];
233         rtexture_t *texture;
234 }
235 cubemapinfo_t;
236
237 int r_texture_numcubemaps;
238 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
239
240 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
241 unsigned int r_numqueries;
242 unsigned int r_maxqueries;
243
244 typedef struct r_qwskincache_s
245 {
246         char name[MAX_QPATH];
247         skinframe_t *skinframe;
248 }
249 r_qwskincache_t;
250
251 static r_qwskincache_t *r_qwskincache;
252 static int r_qwskincache_size;
253
254 /// vertex coordinates for a quad that covers the screen exactly
255 extern const float r_screenvertex3f[12];
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 = (unsigned char *)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 = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
522         r_refdef.fog_height_table2d = (unsigned char *)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_MultiTexCoord4.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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1847
1848
1849 =========================================================================================================================================================
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1852
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1855
1856
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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 : TEXCOORD4,\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 #endif
4434                 break;
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 extern cvar_t gl_mesh_separatearrays;
4583 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
4584 {
4585         // a blendfunc allows colormod if:
4586         // a) it can never keep the destination pixel invariant, or
4587         // b) it can keep the destination pixel invariant, and still can do so if colormodded
4588         // this is to prevent unintended side effects from colormod
4589
4590         // in formulas:
4591         // IF there is a (s, sa) for which for all (d, da),
4592         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
4593         // THEN, for this (s, sa) and all (colormod, d, da):
4594         //   s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
4595         // OBVIOUSLY, this means that
4596         //   s*colormod * src(s*colormod, d, sa, da) = 0
4597         //   dst(s*colormod, d, sa, da)              = 1
4598
4599         // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
4600
4601         // main condition to leave dst color invariant:
4602         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
4603         //   src == GL_ZERO:
4604         //     s * 0 + d * dst(s, d, sa, da) == d
4605         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4606         //       => colormod is a problem for GL_SRC_COLOR only
4607         //   src == GL_ONE:
4608         //     s + d * dst(s, d, sa, da) == d
4609         //       => s == 0
4610         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4611         //       => colormod is never problematic for these
4612         //   src == GL_SRC_COLOR:
4613         //     s*s + d * dst(s, d, sa, da) == d
4614         //       => s == 0
4615         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4616         //       => colormod is never problematic for these
4617         //   src == GL_ONE_MINUS_SRC_COLOR:
4618         //     s*(1-s) + d * dst(s, d, sa, da) == d
4619         //       => s == 0 or s == 1
4620         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4621         //       => colormod is a problem for GL_SRC_COLOR only
4622         //   src == GL_DST_COLOR
4623         //     s*d + d * dst(s, d, sa, da) == d
4624         //       => s == 1
4625         //       => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4626         //       => colormod is always a problem
4627         //     or
4628         //       => s == 0
4629         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4630         //       => colormod is never problematic for these
4631         //       => BUT, we do not know s! We must assume it is problematic
4632         //       then... except in GL_ONE case, where we know all invariant
4633         //       cases are fine
4634         //   src == GL_ONE_MINUS_DST_COLOR
4635         //     s*(1-d) + d * dst(s, d, sa, da) == d
4636         //       => s == 0 (1-d is impossible to handle for our desired result)
4637         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4638         //       => colormod is never problematic for these
4639         //   src == GL_SRC_ALPHA
4640         //     s*sa + d * dst(s, d, sa, da) == d
4641         //       => s == 0, or sa == 0
4642         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4643         //       => colormod breaks in the case GL_SRC_COLOR only
4644         //   src == GL_ONE_MINUS_SRC_ALPHA
4645         //     s*(1-sa) + d * dst(s, d, sa, da) == d
4646         //       => s == 0, or sa == 1
4647         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4648         //       => colormod breaks in the case GL_SRC_COLOR only
4649         //   src == GL_DST_ALPHA
4650         //     s*da + d * dst(s, d, sa, da) == d
4651         //       => s == 0
4652         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4653         //       => colormod is never problematic for these
4654
4655         switch(src)
4656         {
4657                 case GL_ZERO:
4658                 case GL_ONE_MINUS_SRC_COLOR:
4659                 case GL_SRC_ALPHA:
4660                 case GL_ONE_MINUS_SRC_ALPHA:
4661                         if(dst == GL_SRC_COLOR)
4662                                 return false;
4663                         return true;
4664                 case GL_ONE:
4665                 case GL_SRC_COLOR:
4666                 case GL_ONE_MINUS_DST_COLOR:
4667                 case GL_DST_ALPHA:
4668                 case GL_ONE_MINUS_DST_ALPHA:
4669                         return true;
4670                 case GL_DST_COLOR:
4671                         if(dst == GL_ONE)
4672                                 return true;
4673                         return false;
4674                 default:
4675                         return false;
4676         }
4677 }
4678 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist)
4679 {
4680         // select a permutation of the lighting shader appropriate to this
4681         // combination of texture, entity, light source, and fogging, only use the
4682         // minimum features necessary to avoid wasting rendering time in the
4683         // fragment shader on features that are not being used
4684         unsigned int permutation = 0;
4685         unsigned int mode = 0;
4686         qboolean allow_colormod;
4687         static float dummy_colormod[3] = {1, 1, 1};
4688         float *colormod = rsurface.colormod;
4689         float m16f[16];
4690         if (rsurfacepass == RSURFPASS_BACKGROUND)
4691         {
4692                 // distorted background
4693                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4694                         mode = SHADERMODE_WATER;
4695                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4696                         mode = SHADERMODE_REFRACTION;
4697                 else
4698                 {
4699                         mode = SHADERMODE_GENERIC;
4700                         permutation |= SHADERPERMUTATION_DIFFUSE;
4701                 }
4702                 GL_AlphaTest(false);
4703                 GL_BlendFunc(GL_ONE, GL_ZERO);
4704                 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4705         }
4706         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4707         {
4708                 if (r_glsl_offsetmapping.integer)
4709                 {
4710                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4711                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4712                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4713                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4714                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4715                         {
4716                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4717                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4718                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4719                         }
4720                 }
4721                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4722                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4723                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4724                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4725                 // normalmap (deferred prepass), may use alpha test on diffuse
4726                 mode = SHADERMODE_DEFERREDGEOMETRY;
4727                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4728                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4729                 GL_AlphaTest(false);
4730                 GL_BlendFunc(GL_ONE, GL_ZERO);
4731                 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4732         }
4733         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4734         {
4735                 if (r_glsl_offsetmapping.integer)
4736                 {
4737                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4738                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4739                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4740                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4741                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4742                         {
4743                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4744                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4745                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4746                         }
4747                 }
4748                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4749                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4750                 // light source
4751                 mode = SHADERMODE_LIGHTSOURCE;
4752                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4753                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4754                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4755                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4756                 if (diffusescale > 0)
4757                         permutation |= SHADERPERMUTATION_DIFFUSE;
4758                 if (specularscale > 0)
4759                 {
4760                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4761                         if (r_shadow_glossexact.integer)
4762                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4763                 }
4764                 if (r_refdef.fogenabled)
4765                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4766                 if (rsurface.texture->colormapping)
4767                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4768                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4769                 {
4770                         if (r_shadow_usingshadowmaprect)
4771                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4772                         if (r_shadow_usingshadowmap2d)
4773                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4774                         if (r_shadow_usingshadowmapcube)
4775                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4776                         else if(r_shadow_shadowmapvsdct)
4777                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4778
4779                         if (r_shadow_shadowmapsampler)
4780                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4781                         if (r_shadow_shadowmappcf > 1)
4782                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4783                         else if (r_shadow_shadowmappcf)
4784                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4785                 }
4786                 if (rsurface.texture->reflectmasktexture)
4787                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4788                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4789                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4790                 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
4791         }
4792         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4793         {
4794                 if (r_glsl_offsetmapping.integer)
4795                 {
4796                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4797                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4798                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4799                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4800                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4801                         {
4802                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4803                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4804                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4805                         }
4806                 }
4807                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4808                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4809                 // unshaded geometry (fullbright or ambient model lighting)
4810                 mode = SHADERMODE_FLATCOLOR;
4811                 ambientscale = diffusescale = specularscale = 0;
4812                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4813                         permutation |= SHADERPERMUTATION_GLOW;
4814                 if (r_refdef.fogenabled)
4815                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4816                 if (rsurface.texture->colormapping)
4817                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4818                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4819                 {
4820                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4821                         if (r_shadow_usingshadowmaprect)
4822                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4823                         if (r_shadow_usingshadowmap2d)
4824                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4825
4826                         if (r_shadow_shadowmapsampler)
4827                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4828                         if (r_shadow_shadowmappcf > 1)
4829                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4830                         else if (r_shadow_shadowmappcf)
4831                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4832                 }
4833                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4834                         permutation |= SHADERPERMUTATION_REFLECTION;
4835                 if (rsurface.texture->reflectmasktexture)
4836                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4837                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4838                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4839                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4840         }
4841         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4842         {
4843                 if (r_glsl_offsetmapping.integer)
4844                 {
4845                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4846                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4847                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4848                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4849                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4850                         {
4851                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4852                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4853                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4854                         }
4855                 }
4856                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4857                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4858                 // directional model lighting
4859                 mode = SHADERMODE_LIGHTDIRECTION;
4860                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4861                         permutation |= SHADERPERMUTATION_GLOW;
4862                 permutation |= SHADERPERMUTATION_DIFFUSE;
4863                 if (specularscale > 0)
4864                 {
4865                         permutation |= SHADERPERMUTATION_SPECULAR;
4866                         if (r_shadow_glossexact.integer)
4867                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4868                 }
4869                 if (r_refdef.fogenabled)
4870                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4871                 if (rsurface.texture->colormapping)
4872                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4873                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4874                 {
4875                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4876                         if (r_shadow_usingshadowmaprect)
4877                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4878                         if (r_shadow_usingshadowmap2d)
4879                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4880
4881                         if (r_shadow_shadowmapsampler)
4882                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4883                         if (r_shadow_shadowmappcf > 1)
4884                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4885                         else if (r_shadow_shadowmappcf)
4886                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4887                 }
4888                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4889                         permutation |= SHADERPERMUTATION_REFLECTION;
4890                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4891                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4892                 if (rsurface.texture->reflectmasktexture)
4893                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4894                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4895                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4896                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4897         }
4898         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4899         {
4900                 if (r_glsl_offsetmapping.integer)
4901                 {
4902                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4903                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4904                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4905                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4906                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4907                         {
4908                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4909                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4910                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4911                         }
4912                 }
4913                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4914                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4915                 // ambient model lighting
4916                 mode = SHADERMODE_LIGHTDIRECTION;
4917                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4918                         permutation |= SHADERPERMUTATION_GLOW;
4919                 if (r_refdef.fogenabled)
4920                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4921                 if (rsurface.texture->colormapping)
4922                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4923                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4924                 {
4925                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4926                         if (r_shadow_usingshadowmaprect)
4927                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4928                         if (r_shadow_usingshadowmap2d)
4929                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4930
4931                         if (r_shadow_shadowmapsampler)
4932                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4933                         if (r_shadow_shadowmappcf > 1)
4934                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4935                         else if (r_shadow_shadowmappcf)
4936                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4937                 }
4938                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4939                         permutation |= SHADERPERMUTATION_REFLECTION;
4940                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4941                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4942                 if (rsurface.texture->reflectmasktexture)
4943                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4944                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4945                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4946                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4947         }
4948         else
4949         {
4950                 if (r_glsl_offsetmapping.integer)
4951                 {
4952                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4953                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4954                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4955                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4956                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4957                         {
4958                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4959                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4960                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4961                         }
4962                 }
4963                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4964                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4965                 // lightmapped wall
4966                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4967                         permutation |= SHADERPERMUTATION_GLOW;
4968                 if (r_refdef.fogenabled)
4969                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4970                 if (rsurface.texture->colormapping)
4971                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4972                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4973                 {
4974                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4975                         if (r_shadow_usingshadowmaprect)
4976                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4977                         if (r_shadow_usingshadowmap2d)
4978                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4979
4980                         if (r_shadow_shadowmapsampler)
4981                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4982                         if (r_shadow_shadowmappcf > 1)
4983                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4984                         else if (r_shadow_shadowmappcf)
4985                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4986                 }
4987                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4988                         permutation |= SHADERPERMUTATION_REFLECTION;
4989                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4990                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4991                 if (rsurface.texture->reflectmasktexture)
4992                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4993                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4994                 {
4995                         // deluxemapping (light direction texture)
4996                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4997                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4998                         else
4999                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5000                         permutation |= SHADERPERMUTATION_DIFFUSE;
5001                         if (specularscale > 0)
5002                         {
5003                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5004                                 if (r_shadow_glossexact.integer)
5005                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5006                         }
5007                 }
5008                 else if (r_glsl_deluxemapping.integer >= 2)
5009                 {
5010                         // fake deluxemapping (uniform light direction in tangentspace)
5011                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5012                         permutation |= SHADERPERMUTATION_DIFFUSE;
5013                         if (specularscale > 0)
5014                         {
5015                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5016                                 if (r_shadow_glossexact.integer)
5017                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5018                         }
5019                 }
5020                 else if (rsurface.uselightmaptexture)
5021                 {
5022                         // ordinary lightmapping (q1bsp, q3bsp)
5023                         mode = SHADERMODE_LIGHTMAP;
5024                 }
5025                 else
5026                 {
5027                         // ordinary vertex coloring (q3bsp)
5028                         mode = SHADERMODE_VERTEXCOLOR;
5029                 }
5030                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5031                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5032                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5033         }
5034         if(!allow_colormod)
5035                 colormod = dummy_colormod;
5036         switch(vid.renderpath)
5037         {
5038         case RENDERPATH_GL20:
5039                 if (gl_mesh_separatearrays.integer)
5040                 {
5041                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5042                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5043                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5044                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5045                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5046                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5047                         R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5048                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5049                 }
5050                 else
5051                 {
5052                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5053                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5054                 }
5055                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5056                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5057                 if (mode == SHADERMODE_LIGHTSOURCE)
5058                 {
5059                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5060                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5061                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5062                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5063                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5064                         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);
5065         
5066                         // additive passes are only darkened by fog, not tinted
5067                         if (r_glsl_permutation->loc_FogColor >= 0)
5068                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5069                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5070                 }
5071                 else
5072                 {
5073                         if (mode == SHADERMODE_FLATCOLOR)
5074                         {
5075                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5076                         }
5077                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5078                         {
5079                                 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]);
5080                                 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]);
5081                                 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);
5082                                 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);
5083                                 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);
5084                                 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]);
5085                                 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]);
5086                         }
5087                         else
5088                         {
5089                                 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]);
5090                                 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]);
5091                                 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);
5092                                 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);
5093                                 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);
5094                         }
5095                         // additive passes are only darkened by fog, not tinted
5096                         if (r_glsl_permutation->loc_FogColor >= 0)
5097                         {
5098                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5099                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5100                                 else
5101                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5102                         }
5103                         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);
5104                         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]);
5105                         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]);
5106                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5107                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5108                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5109                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5110                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5111                 }
5112                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5113                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5114                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5115                 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]);
5116                 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]);
5117
5118                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5119                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5120                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5121                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5122                 {
5123                         if (rsurface.texture->pantstexture)
5124                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5125                         else
5126                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5127                 }
5128                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5129                 {
5130                         if (rsurface.texture->shirttexture)
5131                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5132                         else
5133                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5134                 }
5135                 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]);
5136                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5137                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5138                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5139                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5140                 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]);
5141                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5142
5143         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5144         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5145         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5146                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5147                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5148                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5149                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5150                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5151                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5152                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5153                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5154                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5155                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5156                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5157                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5158                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5159                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5160                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
5161                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , r_texture_blanknormalmap                            );
5162                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5163                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
5164                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
5165                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5166                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5167                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5168                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5169                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5170                 {
5171                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5172                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5173                         if (rsurface.rtlight)
5174                         {
5175                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5176                                 if (r_shadow_usingshadowmapcube)
5177                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5178                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5179                         }
5180                 }
5181                 CHECKGLERROR
5182                 break;
5183         case RENDERPATH_CGGL:
5184 #ifdef SUPPORTCG
5185                 if (gl_mesh_separatearrays.integer)
5186                 {
5187                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5188                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5189                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5190                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5191                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5192                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5193                         R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5194                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5195                 }
5196                 else
5197                 {
5198                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5199                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5200                 }
5201                 R_SetupShader_SetPermutationCG(mode, permutation);
5202                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5203                 if (mode == SHADERMODE_LIGHTSOURCE)
5204                 {
5205                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5206                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5207                 }
5208                 else
5209                 {
5210                         if (mode == SHADERMODE_LIGHTDIRECTION)
5211                         {
5212                                 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
5213                         }
5214                 }
5215                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5216                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5217                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5218                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5219                 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
5220                 CHECKGLERROR
5221
5222                 if (mode == SHADERMODE_LIGHTSOURCE)
5223                 {
5224                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5225                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5226                         if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5227                         if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5228                         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
5229
5230                         // additive passes are only darkened by fog, not tinted
5231                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5232                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5233                 }
5234                 else
5235                 {
5236                         if (mode == SHADERMODE_FLATCOLOR)
5237                         {
5238                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5239                         }
5240                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5241                         {
5242                                 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
5243                                 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
5244                                 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
5245                                 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
5246                                 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
5247                                 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
5248                                 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
5249                         }
5250                         else
5251                         {
5252                                 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
5253                                 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
5254                                 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
5255                                 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
5256                                 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
5257                         }
5258                         // additive passes are only darkened by fog, not tinted
5259                         if (r_cg_permutation->fp_FogColor)
5260                         {
5261                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5262                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5263                                 else
5264                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5265                                 CHECKCGERROR
5266                         }
5267                         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
5268                         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
5269                         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
5270                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5271                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5272                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5273                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5274                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5275                 }
5276                 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
5277                 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
5278                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5279                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5280                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5281                 if (r_cg_permutation->fp_Color_Pants)
5282                 {
5283                         if (rsurface.texture->pantstexture)
5284                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5285                         else
5286                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5287                         CHECKCGERROR
5288                 }
5289                 if (r_cg_permutation->fp_Color_Shirt)
5290                 {
5291                         if (rsurface.texture->shirttexture)
5292                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5293                         else
5294                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5295                         CHECKCGERROR
5296                 }
5297                 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
5298                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5299                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5300                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5301                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5302                 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
5303                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5304
5305         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5306         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5307         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5308                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5309                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5310                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5311                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5312                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5313                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5314                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5315                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5316                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5317                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5318                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5319                 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
5320                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
5321                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5322                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5323                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5324                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5325                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5326                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5327                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5328                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5329                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5330                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5331                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5332                 {
5333                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5334                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5335                         if (rsurface.rtlight)
5336                         {
5337                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5338                                 if (r_shadow_usingshadowmapcube)
5339                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5340                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5341                         }
5342                 }
5343
5344                 CHECKGLERROR
5345 #endif
5346                 break;
5347         case RENDERPATH_GL13:
5348         case RENDERPATH_GL11:
5349                 break;
5350         }
5351 }
5352
5353 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5354 {
5355         // select a permutation of the lighting shader appropriate to this
5356         // combination of texture, entity, light source, and fogging, only use the
5357         // minimum features necessary to avoid wasting rendering time in the
5358         // fragment shader on features that are not being used
5359         unsigned int permutation = 0;
5360         unsigned int mode = 0;
5361         const float *lightcolorbase = rtlight->currentcolor;
5362         float ambientscale = rtlight->ambientscale;
5363         float diffusescale = rtlight->diffusescale;
5364         float specularscale = rtlight->specularscale;
5365         // this is the location of the light in view space
5366         vec3_t viewlightorigin;
5367         // this transforms from view space (camera) to light space (cubemap)
5368         matrix4x4_t viewtolight;
5369         matrix4x4_t lighttoview;
5370         float viewtolight16f[16];
5371         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5372         // light source
5373         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5374         if (rtlight->currentcubemap != r_texture_whitecube)
5375                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5376         if (diffusescale > 0)
5377                 permutation |= SHADERPERMUTATION_DIFFUSE;
5378         if (specularscale > 0)
5379         {
5380                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5381                 if (r_shadow_glossexact.integer)
5382                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5383         }
5384         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5385         {
5386                 if (r_shadow_usingshadowmaprect)
5387                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5388                 if (r_shadow_usingshadowmap2d)
5389                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5390                 if (r_shadow_usingshadowmapcube)
5391                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5392                 else if(r_shadow_shadowmapvsdct)
5393                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5394
5395                 if (r_shadow_shadowmapsampler)
5396                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5397                 if (r_shadow_shadowmappcf > 1)
5398                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5399                 else if (r_shadow_shadowmappcf)
5400                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5401         }
5402         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5403         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5404         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5405         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5406         switch(vid.renderpath)
5407         {
5408         case RENDERPATH_GL20:
5409                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5410                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5411                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5412                 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);
5413                 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);
5414                 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);
5415                 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]);
5416                 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]);
5417                 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));
5418                 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]);
5419                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5420
5421                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5422                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5423                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5424                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5425                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5426                 if (r_shadow_usingshadowmapcube)
5427                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5428                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5429                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5430                 break;
5431         case RENDERPATH_CGGL:
5432 #ifdef SUPPORTCG
5433                 R_SetupShader_SetPermutationCG(mode, permutation);
5434                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5435                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5436                 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
5437                 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
5438                 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
5439                 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
5440                 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
5441                 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
5442                 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
5443                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5444
5445                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5446                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5447                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5448                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5449                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5450                 if (r_shadow_usingshadowmapcube)
5451                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5452                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5453                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5454 #endif
5455                 break;
5456         case RENDERPATH_GL13:
5457         case RENDERPATH_GL11:
5458                 break;
5459         }
5460 }
5461
5462 #define SKINFRAME_HASH 1024
5463
5464 typedef struct
5465 {
5466         int loadsequence; // incremented each level change
5467         memexpandablearray_t array;
5468         skinframe_t *hash[SKINFRAME_HASH];
5469 }
5470 r_skinframe_t;
5471 r_skinframe_t r_skinframe;
5472
5473 void R_SkinFrame_PrepareForPurge(void)
5474 {
5475         r_skinframe.loadsequence++;
5476         // wrap it without hitting zero
5477         if (r_skinframe.loadsequence >= 200)
5478                 r_skinframe.loadsequence = 1;
5479 }
5480
5481 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5482 {
5483         if (!skinframe)
5484                 return;
5485         // mark the skinframe as used for the purging code
5486         skinframe->loadsequence = r_skinframe.loadsequence;
5487 }
5488
5489 void R_SkinFrame_Purge(void)
5490 {
5491         int i;
5492         skinframe_t *s;
5493         for (i = 0;i < SKINFRAME_HASH;i++)
5494         {
5495                 for (s = r_skinframe.hash[i];s;s = s->next)
5496                 {
5497                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5498                         {
5499                                 if (s->merged == s->base)
5500                                         s->merged = NULL;
5501                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5502                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5503                                 R_PurgeTexture(s->merged);s->merged = NULL;
5504                                 R_PurgeTexture(s->base  );s->base   = NULL;
5505                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5506                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5507                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5508                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5509                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5510                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5511                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5512                                 s->loadsequence = 0;
5513                         }
5514                 }
5515         }
5516 }
5517
5518 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5519         skinframe_t *item;
5520         char basename[MAX_QPATH];
5521
5522         Image_StripImageExtension(name, basename, sizeof(basename));
5523
5524         if( last == NULL ) {
5525                 int hashindex;
5526                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5527                 item = r_skinframe.hash[hashindex];
5528         } else {
5529                 item = last->next;
5530         }
5531
5532         // linearly search through the hash bucket
5533         for( ; item ; item = item->next ) {
5534                 if( !strcmp( item->basename, basename ) ) {
5535                         return item;
5536                 }
5537         }
5538         return NULL;
5539 }
5540
5541 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5542 {
5543         skinframe_t *item;
5544         int hashindex;
5545         char basename[MAX_QPATH];
5546
5547         Image_StripImageExtension(name, basename, sizeof(basename));
5548
5549         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5550         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5551                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5552                         break;
5553
5554         if (!item) {
5555                 rtexture_t *dyntexture;
5556                 // check whether its a dynamic texture
5557                 dyntexture = CL_GetDynTexture( basename );
5558                 if (!add && !dyntexture)
5559                         return NULL;
5560                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5561                 memset(item, 0, sizeof(*item));
5562                 strlcpy(item->basename, basename, sizeof(item->basename));
5563                 item->base = dyntexture; // either NULL or dyntexture handle
5564                 item->textureflags = textureflags;
5565                 item->comparewidth = comparewidth;
5566                 item->compareheight = compareheight;
5567                 item->comparecrc = comparecrc;
5568                 item->next = r_skinframe.hash[hashindex];
5569                 r_skinframe.hash[hashindex] = item;
5570         }
5571         else if( item->base == NULL )
5572         {
5573                 rtexture_t *dyntexture;
5574                 // check whether its a dynamic texture
5575                 // 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]
5576                 dyntexture = CL_GetDynTexture( basename );
5577                 item->base = dyntexture; // either NULL or dyntexture handle
5578         }
5579
5580         R_SkinFrame_MarkUsed(item);
5581         return item;
5582 }
5583
5584 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5585         { \
5586                 unsigned long long avgcolor[5], wsum; \
5587                 int pix, comp, w; \
5588                 avgcolor[0] = 0; \
5589                 avgcolor[1] = 0; \
5590                 avgcolor[2] = 0; \
5591                 avgcolor[3] = 0; \
5592                 avgcolor[4] = 0; \
5593                 wsum = 0; \
5594                 for(pix = 0; pix < cnt; ++pix) \
5595                 { \
5596                         w = 0; \
5597                         for(comp = 0; comp < 3; ++comp) \
5598                                 w += getpixel; \
5599                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5600                         { \
5601                                 ++wsum; \
5602                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5603                                 w = getpixel; \
5604                                 for(comp = 0; comp < 3; ++comp) \
5605                                         avgcolor[comp] += getpixel * w; \
5606                                 avgcolor[3] += w; \
5607                         } \
5608                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5609                         avgcolor[4] += getpixel; \
5610                 } \
5611                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5612                         avgcolor[3] = 1; \
5613                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5614                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5615                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5616                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5617         }
5618
5619 extern cvar_t gl_picmip;
5620 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5621 {
5622         int j;
5623         unsigned char *pixels;
5624         unsigned char *bumppixels;
5625         unsigned char *basepixels = NULL;
5626         int basepixels_width = 0;
5627         int basepixels_height = 0;
5628         skinframe_t *skinframe;
5629         rtexture_t *ddsbase = NULL;
5630         qboolean ddshasalpha = false;
5631         float ddsavgcolor[4];
5632         char basename[MAX_QPATH];
5633         int miplevel = R_PicmipForFlags(textureflags);
5634         int savemiplevel = miplevel;
5635         int mymiplevel;
5636
5637         if (cls.state == ca_dedicated)
5638                 return NULL;
5639
5640         // return an existing skinframe if already loaded
5641         // if loading of the first image fails, don't make a new skinframe as it
5642         // would cause all future lookups of this to be missing
5643         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5644         if (skinframe && skinframe->base)
5645                 return skinframe;
5646
5647         Image_StripImageExtension(name, basename, sizeof(basename));
5648
5649         // check for DDS texture file first
5650         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
5651         {
5652                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
5653                 if (basepixels == NULL)
5654                         return NULL;
5655         }
5656
5657         // FIXME handle miplevel
5658
5659         if (developer_loading.integer)
5660                 Con_Printf("loading skin \"%s\"\n", name);
5661
5662         // we've got some pixels to store, so really allocate this new texture now
5663         if (!skinframe)
5664                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5665         skinframe->stain = NULL;
5666         skinframe->merged = NULL;
5667         skinframe->base = NULL;
5668         skinframe->pants = NULL;
5669         skinframe->shirt = NULL;
5670         skinframe->nmap = NULL;
5671         skinframe->gloss = NULL;
5672         skinframe->glow = NULL;
5673         skinframe->fog = NULL;
5674         skinframe->reflect = NULL;
5675         skinframe->hasalpha = false;
5676
5677         if (ddsbase)
5678         {
5679                 skinframe->base = ddsbase;
5680                 skinframe->hasalpha = ddshasalpha;
5681                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5682                 if (r_loadfog && skinframe->hasalpha)
5683                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
5684                 //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]);
5685         }
5686         else
5687         {
5688                 basepixels_width = image_width;
5689                 basepixels_height = image_height;
5690                 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);
5691                 if (textureflags & TEXF_ALPHA)
5692                 {
5693                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5694                         {
5695                                 if (basepixels[j] < 255)
5696                                 {
5697                                         skinframe->hasalpha = true;
5698                                         break;
5699                                 }
5700                         }
5701                         if (r_loadfog && skinframe->hasalpha)
5702                         {
5703                                 // has transparent pixels
5704                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5705                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5706                                 {
5707                                         pixels[j+0] = 255;
5708                                         pixels[j+1] = 255;
5709                                         pixels[j+2] = 255;
5710                                         pixels[j+3] = basepixels[j+3];
5711                                 }
5712                                 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);
5713                                 Mem_Free(pixels);
5714                         }
5715                 }
5716                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5717                 //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]);
5718                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5719                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
5720                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5721                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
5722         }
5723
5724         if (r_loaddds)
5725         {
5726                 mymiplevel = savemiplevel;
5727                 if (r_loadnormalmap)
5728                         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);
5729                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5730                 if (r_loadgloss)
5731                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5732                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5733                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5734                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5735         }
5736
5737         // _norm is the name used by tenebrae and has been adopted as standard
5738         if (r_loadnormalmap && skinframe->nmap == NULL)
5739         {
5740                 mymiplevel = savemiplevel;
5741                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5742                 {
5743                         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);
5744                         Mem_Free(pixels);
5745                         pixels = NULL;
5746                 }
5747                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5748                 {
5749                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5750                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5751                         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);
5752                         Mem_Free(pixels);
5753                         Mem_Free(bumppixels);
5754                 }
5755                 else if (r_shadow_bumpscale_basetexture.value > 0)
5756                 {
5757                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5758                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5759                         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);
5760                         Mem_Free(pixels);
5761                 }
5762                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5763                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
5764         }
5765
5766         // _luma is supported only for tenebrae compatibility
5767         // _glow is the preferred name
5768         mymiplevel = savemiplevel;
5769         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
5770         {
5771                 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);
5772                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5773                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
5774                 Mem_Free(pixels);pixels = NULL;
5775         }
5776
5777         mymiplevel = savemiplevel;
5778         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
5779         {
5780                 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);
5781                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5782                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
5783                 Mem_Free(pixels);
5784                 pixels = NULL;
5785         }
5786
5787         mymiplevel = savemiplevel;
5788         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
5789         {
5790                 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);
5791                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5792                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
5793                 Mem_Free(pixels);
5794                 pixels = NULL;
5795         }
5796
5797         mymiplevel = savemiplevel;
5798         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
5799         {
5800                 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);
5801                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5802                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
5803                 Mem_Free(pixels);
5804                 pixels = NULL;
5805         }
5806
5807         mymiplevel = savemiplevel;
5808         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
5809         {
5810                 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);
5811                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5812                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
5813                 Mem_Free(pixels);
5814                 pixels = NULL;
5815         }
5816
5817         if (basepixels)
5818                 Mem_Free(basepixels);
5819
5820         return skinframe;
5821 }
5822
5823 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5824 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5825 {
5826         int i;
5827         unsigned char *temp1, *temp2;
5828         skinframe_t *skinframe;
5829
5830         if (cls.state == ca_dedicated)
5831                 return NULL;
5832
5833         // if already loaded just return it, otherwise make a new skinframe
5834         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5835         if (skinframe && skinframe->base)
5836                 return skinframe;
5837
5838         skinframe->stain = NULL;
5839         skinframe->merged = NULL;
5840         skinframe->base = NULL;
5841         skinframe->pants = NULL;
5842         skinframe->shirt = NULL;
5843         skinframe->nmap = NULL;
5844         skinframe->gloss = NULL;
5845         skinframe->glow = NULL;
5846         skinframe->fog = NULL;
5847         skinframe->reflect = NULL;
5848         skinframe->hasalpha = false;
5849
5850         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5851         if (!skindata)
5852                 return NULL;
5853
5854         if (developer_loading.integer)
5855                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5856
5857         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5858         {
5859                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5860                 temp2 = temp1 + width * height * 4;
5861                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5862                 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);
5863                 Mem_Free(temp1);
5864         }
5865         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
5866         if (textureflags & TEXF_ALPHA)
5867         {
5868                 for (i = 3;i < width * height * 4;i += 4)
5869                 {
5870                         if (skindata[i] < 255)
5871                         {
5872                                 skinframe->hasalpha = true;
5873                                 break;
5874                         }
5875                 }
5876                 if (r_loadfog && skinframe->hasalpha)
5877                 {
5878                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5879                         memcpy(fogpixels, skindata, width * height * 4);
5880                         for (i = 0;i < width * height * 4;i += 4)
5881                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5882                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
5883                         Mem_Free(fogpixels);
5884                 }
5885         }
5886
5887         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5888         //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]);
5889
5890         return skinframe;
5891 }
5892
5893 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5894 {
5895         int i;
5896         int featuresmask;
5897         skinframe_t *skinframe;
5898
5899         if (cls.state == ca_dedicated)
5900                 return NULL;
5901
5902         // if already loaded just return it, otherwise make a new skinframe
5903         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5904         if (skinframe && skinframe->base)
5905                 return skinframe;
5906
5907         skinframe->stain = NULL;
5908         skinframe->merged = NULL;
5909         skinframe->base = NULL;
5910         skinframe->pants = NULL;
5911         skinframe->shirt = NULL;
5912         skinframe->nmap = NULL;
5913         skinframe->gloss = NULL;
5914         skinframe->glow = NULL;
5915         skinframe->fog = NULL;
5916         skinframe->reflect = NULL;
5917         skinframe->hasalpha = false;
5918
5919         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5920         if (!skindata)
5921                 return NULL;
5922
5923         if (developer_loading.integer)
5924                 Con_Printf("loading quake skin \"%s\"\n", name);
5925
5926         // 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)
5927         skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
5928         memcpy(skinframe->qpixels, skindata, width*height);
5929         skinframe->qwidth = width;
5930         skinframe->qheight = height;
5931
5932         featuresmask = 0;
5933         for (i = 0;i < width * height;i++)
5934                 featuresmask |= palette_featureflags[skindata[i]];
5935
5936         skinframe->hasalpha = false;
5937         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5938         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5939         skinframe->qgeneratemerged = true;
5940         skinframe->qgeneratebase = skinframe->qhascolormapping;
5941         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5942
5943         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5944         //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]);
5945
5946         return skinframe;
5947 }
5948
5949 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5950 {
5951         int width;
5952         int height;
5953         unsigned char *skindata;
5954
5955         if (!skinframe->qpixels)
5956                 return;
5957
5958         if (!skinframe->qhascolormapping)
5959                 colormapped = false;
5960
5961         if (colormapped)
5962         {
5963                 if (!skinframe->qgeneratebase)
5964                         return;
5965         }
5966         else
5967         {
5968                 if (!skinframe->qgeneratemerged)
5969                         return;
5970         }
5971
5972         width = skinframe->qwidth;
5973         height = skinframe->qheight;
5974         skindata = skinframe->qpixels;
5975
5976         if (skinframe->qgeneratenmap)
5977         {
5978                 unsigned char *temp1, *temp2;
5979                 skinframe->qgeneratenmap = false;
5980                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5981                 temp2 = temp1 + width * height * 4;
5982                 // use either a custom palette or the quake palette
5983                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5984                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5985                 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);
5986                 Mem_Free(temp1);
5987         }
5988
5989         if (skinframe->qgenerateglow)
5990         {
5991                 skinframe->qgenerateglow = false;
5992                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
5993         }
5994
5995         if (colormapped)
5996         {
5997                 skinframe->qgeneratebase = false;
5998                 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);
5999                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6000                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6001         }
6002         else
6003         {
6004                 skinframe->qgeneratemerged = false;
6005                 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);
6006         }
6007
6008         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6009         {
6010                 Mem_Free(skinframe->qpixels);
6011                 skinframe->qpixels = NULL;
6012         }
6013 }
6014
6015 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)
6016 {
6017         int i;
6018         skinframe_t *skinframe;
6019
6020         if (cls.state == ca_dedicated)
6021                 return NULL;
6022
6023         // if already loaded just return it, otherwise make a new skinframe
6024         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6025         if (skinframe && skinframe->base)
6026                 return skinframe;
6027
6028         skinframe->stain = NULL;
6029         skinframe->merged = NULL;
6030         skinframe->base = NULL;
6031         skinframe->pants = NULL;
6032         skinframe->shirt = NULL;
6033         skinframe->nmap = NULL;
6034         skinframe->gloss = NULL;
6035         skinframe->glow = NULL;
6036         skinframe->fog = NULL;
6037         skinframe->reflect = NULL;
6038         skinframe->hasalpha = false;
6039
6040         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6041         if (!skindata)
6042                 return NULL;
6043
6044         if (developer_loading.integer)
6045                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6046
6047         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6048         if (textureflags & TEXF_ALPHA)
6049         {
6050                 for (i = 0;i < width * height;i++)
6051                 {
6052                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6053                         {
6054                                 skinframe->hasalpha = true;
6055                                 break;
6056                         }
6057                 }
6058                 if (r_loadfog && skinframe->hasalpha)
6059                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6060         }
6061
6062         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6063         //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]);
6064
6065         return skinframe;
6066 }
6067
6068 skinframe_t *R_SkinFrame_LoadMissing(void)
6069 {
6070         skinframe_t *skinframe;
6071
6072         if (cls.state == ca_dedicated)
6073                 return NULL;
6074
6075         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6076         skinframe->stain = NULL;
6077         skinframe->merged = NULL;
6078         skinframe->base = NULL;
6079         skinframe->pants = NULL;
6080         skinframe->shirt = NULL;
6081         skinframe->nmap = NULL;
6082         skinframe->gloss = NULL;
6083         skinframe->glow = NULL;
6084         skinframe->fog = NULL;
6085         skinframe->reflect = NULL;
6086         skinframe->hasalpha = false;
6087
6088         skinframe->avgcolor[0] = rand() / RAND_MAX;
6089         skinframe->avgcolor[1] = rand() / RAND_MAX;
6090         skinframe->avgcolor[2] = rand() / RAND_MAX;
6091         skinframe->avgcolor[3] = 1;
6092
6093         return skinframe;
6094 }
6095
6096 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6097 typedef struct suffixinfo_s
6098 {
6099         char *suffix;
6100         qboolean flipx, flipy, flipdiagonal;
6101 }
6102 suffixinfo_t;
6103 static suffixinfo_t suffix[3][6] =
6104 {
6105         {
6106                 {"px",   false, false, false},
6107                 {"nx",   false, false, false},
6108                 {"py",   false, false, false},
6109                 {"ny",   false, false, false},
6110                 {"pz",   false, false, false},
6111                 {"nz",   false, false, false}
6112         },
6113         {
6114                 {"posx", false, false, false},
6115                 {"negx", false, false, false},
6116                 {"posy", false, false, false},
6117                 {"negy", false, false, false},
6118                 {"posz", false, false, false},
6119                 {"negz", false, false, false}
6120         },
6121         {
6122                 {"rt",    true, false,  true},
6123                 {"lf",   false,  true,  true},
6124                 {"ft",    true,  true, false},
6125                 {"bk",   false, false, false},
6126                 {"up",    true, false,  true},
6127                 {"dn",    true, false,  true}
6128         }
6129 };
6130
6131 static int componentorder[4] = {0, 1, 2, 3};
6132
6133 rtexture_t *R_LoadCubemap(const char *basename)
6134 {
6135         int i, j, cubemapsize;
6136         unsigned char *cubemappixels, *image_buffer;
6137         rtexture_t *cubemaptexture;
6138         char name[256];
6139         // must start 0 so the first loadimagepixels has no requested width/height
6140         cubemapsize = 0;
6141         cubemappixels = NULL;
6142         cubemaptexture = NULL;
6143         // keep trying different suffix groups (posx, px, rt) until one loads
6144         for (j = 0;j < 3 && !cubemappixels;j++)
6145         {
6146                 // load the 6 images in the suffix group
6147                 for (i = 0;i < 6;i++)
6148                 {
6149                         // generate an image name based on the base and and suffix
6150                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6151                         // load it
6152                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6153                         {
6154                                 // an image loaded, make sure width and height are equal
6155                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6156                                 {
6157                                         // if this is the first image to load successfully, allocate the cubemap memory
6158                                         if (!cubemappixels && image_width >= 1)
6159                                         {
6160                                                 cubemapsize = image_width;
6161                                                 // note this clears to black, so unavailable sides are black
6162                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6163                                         }
6164                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6165                                         if (cubemappixels)
6166                                                 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);
6167                                 }
6168                                 else
6169                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6170                                 // free the image
6171                                 Mem_Free(image_buffer);
6172                         }
6173                 }
6174         }
6175         // if a cubemap loaded, upload it
6176         if (cubemappixels)
6177         {
6178                 if (developer_loading.integer)
6179                         Con_Printf("loading cubemap \"%s\"\n", basename);
6180
6181                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6182                 Mem_Free(cubemappixels);
6183         }
6184         else
6185         {
6186                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6187                 if (developer_loading.integer)
6188                 {
6189                         Con_Printf("(tried tried images ");
6190                         for (j = 0;j < 3;j++)
6191                                 for (i = 0;i < 6;i++)
6192                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6193                         Con_Print(" and was unable to find any of them).\n");
6194                 }
6195         }
6196         return cubemaptexture;
6197 }
6198
6199 rtexture_t *R_GetCubemap(const char *basename)
6200 {
6201         int i;
6202         for (i = 0;i < r_texture_numcubemaps;i++)
6203                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6204                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6205         if (i >= MAX_CUBEMAPS)
6206                 return r_texture_whitecube;
6207         r_texture_numcubemaps++;
6208         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6209         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6210         return r_texture_cubemaps[i].texture;
6211 }
6212
6213 void R_FreeCubemaps(void)
6214 {
6215         int i;
6216         for (i = 0;i < r_texture_numcubemaps;i++)
6217         {
6218                 if (developer_loading.integer)
6219                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6220                 if (r_texture_cubemaps[i].texture)
6221                         R_FreeTexture(r_texture_cubemaps[i].texture);
6222         }
6223         r_texture_numcubemaps = 0;
6224 }
6225
6226 void R_Main_FreeViewCache(void)
6227 {
6228         if (r_refdef.viewcache.entityvisible)
6229                 Mem_Free(r_refdef.viewcache.entityvisible);
6230         if (r_refdef.viewcache.world_pvsbits)
6231                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6232         if (r_refdef.viewcache.world_leafvisible)
6233                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6234         if (r_refdef.viewcache.world_surfacevisible)
6235                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6236         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6237 }
6238
6239 void R_Main_ResizeViewCache(void)
6240 {
6241         int numentities = r_refdef.scene.numentities;
6242         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6243         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6244         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6245         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6246         if (r_refdef.viewcache.maxentities < numentities)
6247         {
6248                 r_refdef.viewcache.maxentities = numentities;
6249                 if (r_refdef.viewcache.entityvisible)
6250                         Mem_Free(r_refdef.viewcache.entityvisible);
6251                 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6252         }
6253         if (r_refdef.viewcache.world_numclusters != numclusters)
6254         {
6255                 r_refdef.viewcache.world_numclusters = numclusters;
6256                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6257                 if (r_refdef.viewcache.world_pvsbits)
6258                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6259                 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6260         }
6261         if (r_refdef.viewcache.world_numleafs != numleafs)
6262         {
6263                 r_refdef.viewcache.world_numleafs = numleafs;
6264                 if (r_refdef.viewcache.world_leafvisible)
6265                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6266                 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6267         }
6268         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6269         {
6270                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6271                 if (r_refdef.viewcache.world_surfacevisible)
6272                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6273                 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6274         }
6275 }
6276
6277 extern rtexture_t *loadingscreentexture;
6278 void gl_main_start(void)
6279 {
6280         loadingscreentexture = NULL;
6281         r_texture_blanknormalmap = NULL;
6282         r_texture_white = NULL;
6283         r_texture_grey128 = NULL;
6284         r_texture_black = NULL;
6285         r_texture_whitecube = NULL;
6286         r_texture_normalizationcube = NULL;
6287         r_texture_fogattenuation = NULL;
6288         r_texture_fogheighttexture = NULL;
6289         r_texture_gammaramps = NULL;
6290         r_texture_numcubemaps = 0;
6291
6292         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6293         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6294
6295         switch(vid.renderpath)
6296         {
6297         case RENDERPATH_GL20:
6298         case RENDERPATH_CGGL:
6299                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6300                 Cvar_SetValueQuick(&gl_combine, 1);
6301                 Cvar_SetValueQuick(&r_glsl, 1);
6302                 r_loadnormalmap = true;
6303                 r_loadgloss = true;
6304                 r_loadfog = false;
6305                 break;
6306         case RENDERPATH_GL13:
6307                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6308                 Cvar_SetValueQuick(&gl_combine, 1);
6309                 Cvar_SetValueQuick(&r_glsl, 0);
6310                 r_loadnormalmap = false;
6311                 r_loadgloss = false;
6312                 r_loadfog = true;
6313                 break;
6314         case RENDERPATH_GL11:
6315                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6316                 Cvar_SetValueQuick(&gl_combine, 0);
6317                 Cvar_SetValueQuick(&r_glsl, 0);
6318                 r_loadnormalmap = false;
6319                 r_loadgloss = false;
6320                 r_loadfog = true;
6321                 break;
6322         }
6323
6324         R_AnimCache_Free();
6325         R_FrameData_Reset();
6326
6327         r_numqueries = 0;
6328         r_maxqueries = 0;
6329         memset(r_queries, 0, sizeof(r_queries));
6330
6331         r_qwskincache = NULL;
6332         r_qwskincache_size = 0;
6333
6334         // set up r_skinframe loading system for textures
6335         memset(&r_skinframe, 0, sizeof(r_skinframe));
6336         r_skinframe.loadsequence = 1;
6337         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6338
6339         r_main_texturepool = R_AllocTexturePool();
6340         R_BuildBlankTextures();
6341         R_BuildNoTexture();
6342         if (vid.support.arb_texture_cube_map)
6343         {
6344                 R_BuildWhiteCube();
6345                 R_BuildNormalizationCube();
6346         }
6347         r_texture_fogattenuation = NULL;
6348         r_texture_fogheighttexture = NULL;
6349         r_texture_gammaramps = NULL;
6350         //r_texture_fogintensity = NULL;
6351         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6352         memset(&r_waterstate, 0, sizeof(r_waterstate));
6353         r_glsl_permutation = NULL;
6354         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6355         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6356         glslshaderstring = NULL;
6357 #ifdef SUPPORTCG
6358         r_cg_permutation = NULL;
6359         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6360         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6361         cgshaderstring = NULL;
6362 #endif
6363         memset(&r_svbsp, 0, sizeof (r_svbsp));
6364
6365         r_refdef.fogmasktable_density = 0;
6366 }
6367
6368 void gl_main_shutdown(void)
6369 {
6370         R_AnimCache_Free();
6371         R_FrameData_Reset();
6372
6373         R_Main_FreeViewCache();
6374
6375         if (r_maxqueries)
6376                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6377
6378         r_numqueries = 0;
6379         r_maxqueries = 0;
6380         memset(r_queries, 0, sizeof(r_queries));
6381
6382         r_qwskincache = NULL;
6383         r_qwskincache_size = 0;
6384
6385         // clear out the r_skinframe state
6386         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6387         memset(&r_skinframe, 0, sizeof(r_skinframe));
6388
6389         if (r_svbsp.nodes)
6390                 Mem_Free(r_svbsp.nodes);
6391         memset(&r_svbsp, 0, sizeof (r_svbsp));
6392         R_FreeTexturePool(&r_main_texturepool);
6393         loadingscreentexture = NULL;
6394         r_texture_blanknormalmap = NULL;
6395         r_texture_white = NULL;
6396         r_texture_grey128 = NULL;
6397         r_texture_black = NULL;
6398         r_texture_whitecube = NULL;
6399         r_texture_normalizationcube = NULL;
6400         r_texture_fogattenuation = NULL;
6401         r_texture_fogheighttexture = NULL;
6402         r_texture_gammaramps = NULL;
6403         r_texture_numcubemaps = 0;
6404         //r_texture_fogintensity = NULL;
6405         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6406         memset(&r_waterstate, 0, sizeof(r_waterstate));
6407         r_glsl_permutation = NULL;
6408         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6409         glslshaderstring = NULL;
6410 #ifdef SUPPORTCG
6411         r_cg_permutation = NULL;
6412         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6413         cgshaderstring = NULL;
6414 #endif
6415         R_GLSL_Restart_f();
6416 }
6417
6418 extern void CL_ParseEntityLump(char *entitystring);
6419 void gl_main_newmap(void)
6420 {
6421         // FIXME: move this code to client
6422         char *entities, entname[MAX_QPATH];
6423         if (r_qwskincache)
6424                 Mem_Free(r_qwskincache);
6425         r_qwskincache = NULL;
6426         r_qwskincache_size = 0;
6427         if (cl.worldmodel)
6428         {
6429                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6430                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6431                 {
6432                         CL_ParseEntityLump(entities);
6433                         Mem_Free(entities);
6434                         return;
6435                 }
6436                 if (cl.worldmodel->brush.entities)
6437                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6438         }
6439         R_Main_FreeViewCache();
6440
6441         R_FrameData_Reset();
6442 }
6443
6444 void GL_Main_Init(void)
6445 {
6446         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6447
6448         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6449         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6450         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6451         if (gamemode == GAME_NEHAHRA)
6452         {
6453                 Cvar_RegisterVariable (&gl_fogenable);
6454                 Cvar_RegisterVariable (&gl_fogdensity);
6455                 Cvar_RegisterVariable (&gl_fogred);
6456                 Cvar_RegisterVariable (&gl_foggreen);
6457                 Cvar_RegisterVariable (&gl_fogblue);
6458                 Cvar_RegisterVariable (&gl_fogstart);
6459                 Cvar_RegisterVariable (&gl_fogend);
6460                 Cvar_RegisterVariable (&gl_skyclip);
6461         }
6462         Cvar_RegisterVariable(&r_motionblur);
6463         Cvar_RegisterVariable(&r_motionblur_maxblur);
6464         Cvar_RegisterVariable(&r_motionblur_bmin);
6465         Cvar_RegisterVariable(&r_motionblur_vmin);
6466         Cvar_RegisterVariable(&r_motionblur_vmax);
6467         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6468         Cvar_RegisterVariable(&r_motionblur_randomize);
6469         Cvar_RegisterVariable(&r_damageblur);
6470         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6471         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6472         Cvar_RegisterVariable(&r_equalize_entities_by);
6473         Cvar_RegisterVariable(&r_equalize_entities_to);
6474         Cvar_RegisterVariable(&r_depthfirst);
6475         Cvar_RegisterVariable(&r_useinfinitefarclip);
6476         Cvar_RegisterVariable(&r_farclip_base);
6477         Cvar_RegisterVariable(&r_farclip_world);
6478         Cvar_RegisterVariable(&r_nearclip);
6479         Cvar_RegisterVariable(&r_showbboxes);
6480         Cvar_RegisterVariable(&r_showsurfaces);
6481         Cvar_RegisterVariable(&r_showtris);
6482         Cvar_RegisterVariable(&r_shownormals);
6483         Cvar_RegisterVariable(&r_showlighting);
6484         Cvar_RegisterVariable(&r_showshadowvolumes);
6485         Cvar_RegisterVariable(&r_showcollisionbrushes);
6486         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6487         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6488         Cvar_RegisterVariable(&r_showdisabledepthtest);
6489         Cvar_RegisterVariable(&r_drawportals);
6490         Cvar_RegisterVariable(&r_drawentities);
6491         Cvar_RegisterVariable(&r_draw2d);
6492         Cvar_RegisterVariable(&r_drawworld);
6493         Cvar_RegisterVariable(&r_cullentities_trace);
6494         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6495         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6496         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6497         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6498         Cvar_RegisterVariable(&r_drawviewmodel);
6499         Cvar_RegisterVariable(&r_drawexteriormodel);
6500         Cvar_RegisterVariable(&r_speeds);
6501         Cvar_RegisterVariable(&r_fullbrights);
6502         Cvar_RegisterVariable(&r_wateralpha);
6503         Cvar_RegisterVariable(&r_dynamic);
6504         Cvar_RegisterVariable(&r_fullbright);
6505         Cvar_RegisterVariable(&r_shadows);
6506         Cvar_RegisterVariable(&r_shadows_darken);
6507         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6508         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6509         Cvar_RegisterVariable(&r_shadows_throwdistance);
6510         Cvar_RegisterVariable(&r_shadows_throwdirection);
6511         Cvar_RegisterVariable(&r_shadows_focus);
6512         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6513         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6514         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6515         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6516         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6517         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6518         Cvar_RegisterVariable(&r_fog_exp2);
6519         Cvar_RegisterVariable(&r_drawfog);
6520         Cvar_RegisterVariable(&r_transparentdepthmasking);
6521         Cvar_RegisterVariable(&r_texture_dds_load);
6522         Cvar_RegisterVariable(&r_texture_dds_save);
6523         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6524         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6525         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6526         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6527         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6528         Cvar_RegisterVariable(&r_textureunits);
6529         Cvar_RegisterVariable(&gl_combine);
6530         Cvar_RegisterVariable(&r_glsl);
6531         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6532         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6533         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6534         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6535         Cvar_RegisterVariable(&r_glsl_postprocess);
6536         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6537         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6538         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6539         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6540         Cvar_RegisterVariable(&r_water);
6541         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6542         Cvar_RegisterVariable(&r_water_clippingplanebias);
6543         Cvar_RegisterVariable(&r_water_refractdistort);
6544         Cvar_RegisterVariable(&r_water_reflectdistort);
6545         Cvar_RegisterVariable(&r_lerpsprites);
6546         Cvar_RegisterVariable(&r_lerpmodels);
6547         Cvar_RegisterVariable(&r_lerplightstyles);
6548         Cvar_RegisterVariable(&r_waterscroll);
6549         Cvar_RegisterVariable(&r_bloom);
6550         Cvar_RegisterVariable(&r_bloom_colorscale);
6551         Cvar_RegisterVariable(&r_bloom_brighten);
6552         Cvar_RegisterVariable(&r_bloom_blur);
6553         Cvar_RegisterVariable(&r_bloom_resolution);
6554         Cvar_RegisterVariable(&r_bloom_colorexponent);
6555         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6556         Cvar_RegisterVariable(&r_hdr);
6557         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6558         Cvar_RegisterVariable(&r_hdr_glowintensity);
6559         Cvar_RegisterVariable(&r_hdr_range);
6560         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6561         Cvar_RegisterVariable(&developer_texturelogging);
6562         Cvar_RegisterVariable(&gl_lightmaps);
6563         Cvar_RegisterVariable(&r_test);
6564         Cvar_RegisterVariable(&r_glsl_saturation);
6565         Cvar_RegisterVariable(&r_framedatasize);
6566         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6567                 Cvar_SetValue("r_fullbrights", 0);
6568         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
6569
6570         Cvar_RegisterVariable(&r_track_sprites);
6571         Cvar_RegisterVariable(&r_track_sprites_flags);
6572         Cvar_RegisterVariable(&r_track_sprites_scalew);
6573         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6574         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6575         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6576 }
6577
6578 extern void R_Textures_Init(void);
6579 extern void GL_Draw_Init(void);
6580 extern void GL_Main_Init(void);
6581 extern void R_Shadow_Init(void);
6582 extern void R_Sky_Init(void);
6583 extern void GL_Surf_Init(void);
6584 extern void R_Particles_Init(void);
6585 extern void R_Explosion_Init(void);
6586 extern void gl_backend_init(void);
6587 extern void Sbar_Init(void);
6588 extern void R_LightningBeams_Init(void);
6589 extern void Mod_RenderInit(void);
6590 extern void Font_Init(void);
6591
6592 void Render_Init(void)
6593 {
6594         gl_backend_init();
6595         R_Textures_Init();
6596         GL_Main_Init();
6597         Font_Init();
6598         GL_Draw_Init();
6599         R_Shadow_Init();
6600         R_Sky_Init();
6601         GL_Surf_Init();
6602         Sbar_Init();
6603         R_Particles_Init();
6604         R_Explosion_Init();
6605         R_LightningBeams_Init();
6606         Mod_RenderInit();
6607 }
6608
6609 /*
6610 ===============
6611 GL_Init
6612 ===============
6613 */
6614 extern char *ENGINE_EXTENSIONS;
6615 void GL_Init (void)
6616 {
6617         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6618         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6619         gl_version = (const char *)qglGetString(GL_VERSION);
6620         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6621
6622         if (!gl_extensions)
6623                 gl_extensions = "";
6624         if (!gl_platformextensions)
6625                 gl_platformextensions = "";
6626
6627         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6628         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6629         Con_Printf("GL_VERSION: %s\n", gl_version);
6630         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6631         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6632
6633         VID_CheckExtensions();
6634
6635         // LordHavoc: report supported extensions
6636         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6637
6638         // clear to black (loading plaque will be seen over this)
6639         CHECKGLERROR
6640         qglClearColor(0,0,0,1);CHECKGLERROR
6641         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6642 }
6643
6644 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6645 {
6646         int i;
6647         mplane_t *p;
6648         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6649         {
6650                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6651                 if (i == 4)
6652                         continue;
6653                 p = r_refdef.view.frustum + i;
6654                 switch(p->signbits)
6655                 {
6656                 default:
6657                 case 0:
6658                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6659                                 return true;
6660                         break;
6661                 case 1:
6662                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6663                                 return true;
6664                         break;
6665                 case 2:
6666                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6667                                 return true;
6668                         break;
6669                 case 3:
6670                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6671                                 return true;
6672                         break;
6673                 case 4:
6674                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6675                                 return true;
6676                         break;
6677                 case 5:
6678                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6679                                 return true;
6680                         break;
6681                 case 6:
6682                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6683                                 return true;
6684                         break;
6685                 case 7:
6686                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6687                                 return true;
6688                         break;
6689                 }
6690         }
6691         return false;
6692 }
6693
6694 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6695 {
6696         int i;
6697         const mplane_t *p;
6698         for (i = 0;i < numplanes;i++)
6699         {
6700                 p = planes + i;
6701                 switch(p->signbits)
6702                 {
6703                 default:
6704                 case 0:
6705                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6706                                 return true;
6707                         break;
6708                 case 1:
6709                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6710                                 return true;
6711                         break;
6712                 case 2:
6713                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6714                                 return true;
6715                         break;
6716                 case 3:
6717                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6718                                 return true;
6719                         break;
6720                 case 4:
6721                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6722                                 return true;
6723                         break;
6724                 case 5:
6725                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6726                                 return true;
6727                         break;
6728                 case 6:
6729                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6730                                 return true;
6731                         break;
6732                 case 7:
6733                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6734                                 return true;
6735                         break;
6736                 }
6737         }
6738         return false;
6739 }
6740
6741 //==================================================================================
6742
6743 // LordHavoc: this stores temporary data used within the same frame
6744
6745 qboolean r_framedata_failed;
6746 static size_t r_framedata_size;
6747 static size_t r_framedata_current;
6748 static void *r_framedata_base;
6749
6750 void R_FrameData_Reset(void)
6751 {
6752         if (r_framedata_base)
6753                 Mem_Free(r_framedata_base);
6754         r_framedata_base = NULL;
6755         r_framedata_size = 0;
6756         r_framedata_current = 0;
6757         r_framedata_failed = false;
6758 }
6759
6760 void R_FrameData_NewFrame(void)
6761 {
6762         size_t wantedsize;
6763         if (r_framedata_failed)
6764                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6765         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6766         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6767         if (r_framedata_size != wantedsize)
6768         {
6769                 r_framedata_size = wantedsize;
6770                 if (r_framedata_base)
6771                         Mem_Free(r_framedata_base);
6772                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6773         }
6774         r_framedata_current = 0;
6775         r_framedata_failed = false;
6776 }
6777
6778 void *R_FrameData_Alloc(size_t size)
6779 {
6780         void *data;
6781
6782         // align to 16 byte boundary
6783         size = (size + 15) & ~15;
6784         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6785         r_framedata_current += size;
6786
6787         // check overflow
6788         if (r_framedata_current > r_framedata_size)
6789                 r_framedata_failed = true;
6790
6791         // return NULL on everything after a failure
6792         if (r_framedata_failed)
6793                 return NULL;
6794
6795         return data;
6796 }
6797
6798 void *R_FrameData_Store(size_t size, void *data)
6799 {
6800         void *d = R_FrameData_Alloc(size);
6801         if (d)
6802                 memcpy(d, data, size);
6803         return d;
6804 }
6805
6806 //==================================================================================
6807
6808 // LordHavoc: animcache originally written by Echon, rewritten since then
6809
6810 /**
6811  * Animation cache prevents re-generating mesh data for an animated model
6812  * multiple times in one frame for lighting, shadowing, reflections, etc.
6813  */
6814
6815 void R_AnimCache_Free(void)
6816 {
6817 }
6818
6819 void R_AnimCache_ClearCache(void)
6820 {
6821         int i;
6822         entity_render_t *ent;
6823
6824         for (i = 0;i < r_refdef.scene.numentities;i++)
6825         {
6826                 ent = r_refdef.scene.entities[i];
6827                 ent->animcache_vertex3f = NULL;
6828                 ent->animcache_normal3f = NULL;
6829                 ent->animcache_svector3f = NULL;
6830                 ent->animcache_tvector3f = NULL;
6831                 ent->animcache_vertexposition = NULL;
6832                 ent->animcache_vertexmesh = NULL;
6833                 ent->animcache_vertexpositionbuffer = NULL;
6834                 ent->animcache_vertexmeshbuffer = NULL;
6835         }
6836 }
6837
6838 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
6839 {
6840         int i;
6841         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
6842                 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
6843         if (!ent->animcache_vertexposition)
6844                 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
6845         if (ent->animcache_vertexposition)
6846         {
6847                 for (i = 0;i < numvertices;i++)
6848                         VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
6849                 // TODO: upload vertex buffer?
6850         }
6851         if (ent->animcache_vertexmesh)
6852         {
6853                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
6854                 for (i = 0;i < numvertices;i++)
6855                         VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
6856                 if (ent->animcache_svector3f)
6857                         for (i = 0;i < numvertices;i++)
6858                                 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
6859                 if (ent->animcache_tvector3f)
6860                         for (i = 0;i < numvertices;i++)
6861                                 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
6862                 if (ent->animcache_normal3f)
6863                         for (i = 0;i < numvertices;i++)
6864                                 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
6865                 // TODO: upload vertex buffer?
6866         }
6867 }
6868
6869 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6870 {
6871         dp_model_t *model = ent->model;
6872         int numvertices;
6873         // see if it's already cached this frame
6874         if (ent->animcache_vertex3f)
6875         {
6876                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
6877                 if (wantnormals || wanttangents)
6878                 {
6879                         if (ent->animcache_normal3f)
6880                                 wantnormals = false;
6881                         if (ent->animcache_svector3f)
6882                                 wanttangents = false;
6883                         if (wantnormals || wanttangents)
6884                         {
6885                                 numvertices = model->surfmesh.num_vertices;
6886                                 if (wantnormals)
6887                                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
6888                                 if (wanttangents)
6889                                 {
6890                                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
6891                                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
6892                                 }
6893                                 if (!r_framedata_failed)
6894                                 {
6895                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6896                                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6897                                 }
6898                         }
6899                 }
6900         }
6901         else
6902         {
6903                 // see if this ent is worth caching
6904                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6905                         return false;
6906                 // get some memory for this entity and generate mesh data
6907                 numvertices = model->surfmesh.num_vertices;
6908                 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
6909                 if (wantnormals)
6910                         ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
6911                 if (wanttangents)
6912                 {
6913                         ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
6914                         ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
6915                 }
6916                 if (!r_framedata_failed)
6917                 {
6918                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6919                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6920                 }
6921         }
6922         return !r_framedata_failed;
6923 }
6924
6925 void R_AnimCache_CacheVisibleEntities(void)
6926 {
6927         int i;
6928         qboolean wantnormals = true;
6929         qboolean wanttangents = !r_showsurfaces.integer;
6930
6931         switch(vid.renderpath)
6932         {
6933         case RENDERPATH_GL20:
6934         case RENDERPATH_CGGL:
6935                 break;
6936         case RENDERPATH_GL13:
6937         case RENDERPATH_GL11:
6938                 wanttangents = false;
6939                 break;
6940         }
6941
6942         if (r_shownormals.integer)
6943                 wanttangents = wantnormals = true;
6944
6945         // TODO: thread this
6946         // NOTE: R_PrepareRTLights() also caches entities
6947
6948         for (i = 0;i < r_refdef.scene.numentities;i++)
6949                 if (r_refdef.viewcache.entityvisible[i])
6950                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6951 }
6952
6953 //==================================================================================
6954
6955 static void R_View_UpdateEntityLighting (void)
6956 {
6957         int i;
6958         entity_render_t *ent;
6959         vec3_t tempdiffusenormal, avg;
6960         vec_t f, fa, fd, fdd;
6961         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6962
6963         for (i = 0;i < r_refdef.scene.numentities;i++)
6964         {
6965                 ent = r_refdef.scene.entities[i];
6966
6967                 // skip unseen models
6968                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6969                         continue;
6970
6971                 // skip bsp models
6972                 if (ent->model && ent->model->brush.num_leafs)
6973                 {
6974                         // TODO: use modellight for r_ambient settings on world?
6975                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6976                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6977                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6978                         continue;
6979                 }
6980
6981                 // fetch the lighting from the worldmodel data
6982                 VectorClear(ent->modellight_ambient);
6983                 VectorClear(ent->modellight_diffuse);
6984                 VectorClear(tempdiffusenormal);
6985                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6986                 {
6987                         vec3_t org;
6988                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6989                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6990                         if(ent->flags & RENDER_EQUALIZE)
6991                         {
6992                                 // first fix up ambient lighting...
6993                                 if(r_equalize_entities_minambient.value > 0)
6994                                 {
6995                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6996                                         if(fd > 0)
6997                                         {
6998                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6999                                                 if(fa < r_equalize_entities_minambient.value * fd)
7000                                                 {
7001                                                         // solve:
7002                                                         //   fa'/fd' = minambient
7003                                                         //   fa'+0.25*fd' = fa+0.25*fd
7004                                                         //   ...
7005                                                         //   fa' = fd' * minambient
7006                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
7007                                                         //   ...
7008                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7009                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7010                                                         //   ...
7011                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7012                                                         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
7013                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7014                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7015                                                 }
7016                                         }
7017                                 }
7018
7019                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7020                                 {
7021                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7022                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7023                                         if(f > 0)
7024                                         {
7025                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7026                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7027                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7028                                         }
7029                                 }
7030                         }
7031                 }
7032                 else // highly rare
7033                         VectorSet(ent->modellight_ambient, 1, 1, 1);
7034
7035                 // move the light direction into modelspace coordinates for lighting code
7036                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7037                 if(VectorLength2(ent->modellight_lightdir) == 0)
7038                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7039                 VectorNormalize(ent->modellight_lightdir);
7040         }
7041 }
7042
7043 #define MAX_LINEOFSIGHTTRACES 64
7044
7045 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7046 {
7047         int i;
7048         vec3_t boxmins, boxmaxs;
7049         vec3_t start;
7050         vec3_t end;
7051         dp_model_t *model = r_refdef.scene.worldmodel;
7052
7053         if (!model || !model->brush.TraceLineOfSight)
7054                 return true;
7055
7056         // expand the box a little
7057         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7058         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7059         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7060         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7061         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7062         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7063
7064         // return true if eye is inside enlarged box
7065         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7066                 return true;
7067
7068         // try center
7069         VectorCopy(eye, start);
7070         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7071         if (model->brush.TraceLineOfSight(model, start, end))
7072                 return true;
7073
7074         // try various random positions
7075         for (i = 0;i < numsamples;i++)
7076         {
7077                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7078                 if (model->brush.TraceLineOfSight(model, start, end))
7079                         return true;
7080         }
7081
7082         return false;
7083 }
7084
7085
7086 static void R_View_UpdateEntityVisible (void)
7087 {
7088         int i;
7089         int renderimask;
7090         int samples;
7091         entity_render_t *ent;
7092
7093         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7094                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7095                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
7096                 :                                                          RENDER_EXTERIORMODEL;
7097         if (!r_drawviewmodel.integer)
7098                 renderimask |= RENDER_VIEWMODEL;
7099         if (!r_drawexteriormodel.integer)
7100                 renderimask |= RENDER_EXTERIORMODEL;
7101         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7102         {
7103                 // worldmodel can check visibility
7104                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7105                 for (i = 0;i < r_refdef.scene.numentities;i++)
7106                 {
7107                         ent = r_refdef.scene.entities[i];
7108                         if (!(ent->flags & renderimask))
7109                         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)))
7110                         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))
7111                                 r_refdef.viewcache.entityvisible[i] = true;
7112                 }
7113                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7114                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7115                 {
7116                         for (i = 0;i < r_refdef.scene.numentities;i++)
7117                         {
7118                                 ent = r_refdef.scene.entities[i];
7119                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7120                                 {
7121                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7122                                         if (samples < 0)
7123                                                 continue; // temp entities do pvs only
7124                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7125                                                 ent->last_trace_visibility = realtime;
7126                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7127                                                 r_refdef.viewcache.entityvisible[i] = 0;
7128                                 }
7129                         }
7130                 }
7131         }
7132         else
7133         {
7134                 // no worldmodel or it can't check visibility
7135                 for (i = 0;i < r_refdef.scene.numentities;i++)
7136                 {
7137                         ent = r_refdef.scene.entities[i];
7138                         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));
7139                 }
7140         }
7141 }
7142
7143 /// only used if skyrendermasked, and normally returns false
7144 int R_DrawBrushModelsSky (void)
7145 {
7146         int i, sky;
7147         entity_render_t *ent;
7148
7149         sky = false;
7150         for (i = 0;i < r_refdef.scene.numentities;i++)
7151         {
7152                 if (!r_refdef.viewcache.entityvisible[i])
7153                         continue;
7154                 ent = r_refdef.scene.entities[i];
7155                 if (!ent->model || !ent->model->DrawSky)
7156                         continue;
7157                 ent->model->DrawSky(ent);
7158                 sky = true;
7159         }
7160         return sky;
7161 }
7162
7163 static void R_DrawNoModel(entity_render_t *ent);
7164 static void R_DrawModels(void)
7165 {
7166         int i;
7167         entity_render_t *ent;
7168
7169         for (i = 0;i < r_refdef.scene.numentities;i++)
7170         {
7171                 if (!r_refdef.viewcache.entityvisible[i])
7172                         continue;
7173                 ent = r_refdef.scene.entities[i];
7174                 r_refdef.stats.entities++;
7175                 if (ent->model && ent->model->Draw != NULL)
7176                         ent->model->Draw(ent);
7177                 else
7178                         R_DrawNoModel(ent);
7179         }
7180 }
7181
7182 static void R_DrawModelsDepth(void)
7183 {
7184         int i;
7185         entity_render_t *ent;
7186
7187         for (i = 0;i < r_refdef.scene.numentities;i++)
7188         {
7189                 if (!r_refdef.viewcache.entityvisible[i])
7190                         continue;
7191                 ent = r_refdef.scene.entities[i];
7192                 if (ent->model && ent->model->DrawDepth != NULL)
7193                         ent->model->DrawDepth(ent);
7194         }
7195 }
7196
7197 static void R_DrawModelsDebug(void)
7198 {
7199         int i;
7200         entity_render_t *ent;
7201
7202         for (i = 0;i < r_refdef.scene.numentities;i++)
7203         {
7204                 if (!r_refdef.viewcache.entityvisible[i])
7205                         continue;
7206                 ent = r_refdef.scene.entities[i];
7207                 if (ent->model && ent->model->DrawDebug != NULL)
7208                         ent->model->DrawDebug(ent);
7209         }
7210 }
7211
7212 static void R_DrawModelsAddWaterPlanes(void)
7213 {
7214         int i;
7215         entity_render_t *ent;
7216
7217         for (i = 0;i < r_refdef.scene.numentities;i++)
7218         {
7219                 if (!r_refdef.viewcache.entityvisible[i])
7220                         continue;
7221                 ent = r_refdef.scene.entities[i];
7222                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7223                         ent->model->DrawAddWaterPlanes(ent);
7224         }
7225 }
7226
7227 static void R_View_SetFrustum(void)
7228 {
7229         int i;
7230         double slopex, slopey;
7231         vec3_t forward, left, up, origin;
7232
7233         // we can't trust r_refdef.view.forward and friends in reflected scenes
7234         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7235
7236 #if 0
7237         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7238         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7239         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7240         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7241         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7242         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7243         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7244         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7245         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7246         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7247         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7248         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7249 #endif
7250
7251 #if 0
7252         zNear = r_refdef.nearclip;
7253         nudge = 1.0 - 1.0 / (1<<23);
7254         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7255         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7256         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7257         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7258         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7259         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7260         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7261         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7262 #endif
7263
7264
7265
7266 #if 0
7267         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7268         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7269         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7270         r_refdef.view.frustum[0].dist = m[15] - m[12];
7271
7272         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7273         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7274         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7275         r_refdef.view.frustum[1].dist = m[15] + m[12];
7276
7277         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7278         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7279         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7280         r_refdef.view.frustum[2].dist = m[15] - m[13];
7281
7282         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7283         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7284         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7285         r_refdef.view.frustum[3].dist = m[15] + m[13];
7286
7287         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7288         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7289         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7290         r_refdef.view.frustum[4].dist = m[15] - m[14];
7291
7292         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7293         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7294         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7295         r_refdef.view.frustum[5].dist = m[15] + m[14];
7296 #endif
7297
7298         if (r_refdef.view.useperspective)
7299         {
7300                 slopex = 1.0 / r_refdef.view.frustum_x;
7301                 slopey = 1.0 / r_refdef.view.frustum_y;
7302                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7303                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7304                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7305                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7306                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7307
7308                 // Leaving those out was a mistake, those were in the old code, and they
7309                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7310                 // I couldn't reproduce it after adding those normalizations. --blub
7311                 VectorNormalize(r_refdef.view.frustum[0].normal);
7312                 VectorNormalize(r_refdef.view.frustum[1].normal);
7313                 VectorNormalize(r_refdef.view.frustum[2].normal);
7314                 VectorNormalize(r_refdef.view.frustum[3].normal);
7315
7316                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7317                 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]);
7318                 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]);
7319                 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]);
7320                 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]);
7321
7322                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7323                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7324                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7325                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7326                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7327         }
7328         else
7329         {
7330                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7331                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7332                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7333                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7334                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7335                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7336                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7337                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7338                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7339                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7340         }
7341         r_refdef.view.numfrustumplanes = 5;
7342
7343         if (r_refdef.view.useclipplane)
7344         {
7345                 r_refdef.view.numfrustumplanes = 6;
7346                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7347         }
7348
7349         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7350                 PlaneClassify(r_refdef.view.frustum + i);
7351
7352         // LordHavoc: note to all quake engine coders, Quake had a special case
7353         // for 90 degrees which assumed a square view (wrong), so I removed it,
7354         // Quake2 has it disabled as well.
7355
7356         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7357         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7358         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7359         //PlaneClassify(&frustum[0]);
7360
7361         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7362         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7363         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7364         //PlaneClassify(&frustum[1]);
7365
7366         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7367         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7368         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7369         //PlaneClassify(&frustum[2]);
7370
7371         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7372         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7373         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7374         //PlaneClassify(&frustum[3]);
7375
7376         // nearclip plane
7377         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7378         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7379         //PlaneClassify(&frustum[4]);
7380 }
7381
7382 void R_View_Update(void)
7383 {
7384         R_Main_ResizeViewCache();
7385         R_View_SetFrustum();
7386         R_View_WorldVisibility(r_refdef.view.useclipplane);
7387         R_View_UpdateEntityVisible();
7388         R_View_UpdateEntityLighting();
7389 }
7390
7391 void R_SetupView(qboolean allowwaterclippingplane)
7392 {
7393         const float *customclipplane = NULL;
7394         float plane[4];
7395         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7396         {
7397                 // LordHavoc: couldn't figure out how to make this approach the
7398                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7399                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7400                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7401                         dist = r_refdef.view.clipplane.dist;
7402                 plane[0] = r_refdef.view.clipplane.normal[0];
7403                 plane[1] = r_refdef.view.clipplane.normal[1];
7404                 plane[2] = r_refdef.view.clipplane.normal[2];
7405                 plane[3] = dist;
7406                 customclipplane = plane;
7407         }
7408
7409         if (!r_refdef.view.useperspective)
7410                 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);
7411         else if (vid.stencil && r_useinfinitefarclip.integer)
7412                 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);
7413         else
7414                 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);
7415         R_SetViewport(&r_refdef.view.viewport);
7416 }
7417
7418 void R_EntityMatrix(const matrix4x4_t *matrix)
7419 {
7420         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7421         {
7422                 gl_modelmatrixchanged = false;
7423                 gl_modelmatrix = *matrix;
7424                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7425                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7426                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7427                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7428                 CHECKGLERROR
7429                 switch(vid.renderpath)
7430                 {
7431                 case RENDERPATH_GL20:
7432                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7433                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7434                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7435                         break;
7436                 case RENDERPATH_CGGL:
7437 #ifdef SUPPORTCG
7438                         CHECKCGERROR
7439                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7440                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7441                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7442 #endif
7443                         break;
7444                 case RENDERPATH_GL13:
7445                 case RENDERPATH_GL11:
7446                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7447                         break;
7448                 }
7449         }
7450 }
7451
7452 void R_ResetViewRendering2D(void)
7453 {
7454         r_viewport_t viewport;
7455         DrawQ_Finish();
7456
7457         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7458         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);
7459         R_SetViewport(&viewport);
7460         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7461         GL_Color(1, 1, 1, 1);
7462         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7463         GL_BlendFunc(GL_ONE, GL_ZERO);
7464         GL_AlphaTest(false);
7465         GL_ScissorTest(false);
7466         GL_DepthMask(false);
7467         GL_DepthRange(0, 1);
7468         GL_DepthTest(false);
7469         R_EntityMatrix(&identitymatrix);
7470         R_Mesh_ResetTextureState();
7471         GL_PolygonOffset(0, 0);
7472         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7473         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7474         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7475         qglStencilMask(~0);CHECKGLERROR
7476         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7477         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7478         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7479 }
7480
7481 void R_ResetViewRendering3D(void)
7482 {
7483         DrawQ_Finish();
7484
7485         R_SetupView(true);
7486         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7487         GL_Color(1, 1, 1, 1);
7488         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7489         GL_BlendFunc(GL_ONE, GL_ZERO);
7490         GL_AlphaTest(false);
7491         GL_ScissorTest(true);
7492         GL_DepthMask(true);
7493         GL_DepthRange(0, 1);
7494         GL_DepthTest(true);
7495         R_EntityMatrix(&identitymatrix);
7496         R_Mesh_ResetTextureState();
7497         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7498         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7499         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7500         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7501         qglStencilMask(~0);CHECKGLERROR
7502         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7503         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7504         GL_CullFace(r_refdef.view.cullface_back);
7505 }
7506
7507 /*
7508 ================
7509 R_RenderView_UpdateViewVectors
7510 ================
7511 */
7512 static void R_RenderView_UpdateViewVectors(void)
7513 {
7514         // break apart the view matrix into vectors for various purposes
7515         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7516         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7517         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7518         VectorNegate(r_refdef.view.left, r_refdef.view.right);
7519         // make an inverted copy of the view matrix for tracking sprites
7520         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7521 }
7522
7523 void R_RenderScene(void);
7524 void R_RenderWaterPlanes(void);
7525
7526 static void R_Water_StartFrame(void)
7527 {
7528         int i;
7529         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7530         r_waterstate_waterplane_t *p;
7531
7532         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7533                 return;
7534
7535         switch(vid.renderpath)
7536         {
7537         case RENDERPATH_GL20:
7538         case RENDERPATH_CGGL:
7539                 break;
7540         case RENDERPATH_GL13:
7541         case RENDERPATH_GL11:
7542                 return;
7543         }
7544
7545         // set waterwidth and waterheight to the water resolution that will be
7546         // used (often less than the screen resolution for faster rendering)
7547         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7548         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7549
7550         // calculate desired texture sizes
7551         // can't use water if the card does not support the texture size
7552         if (!r_water.integer || r_showsurfaces.integer)
7553                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7554         else if (vid.support.arb_texture_non_power_of_two)
7555         {
7556                 texturewidth = waterwidth;
7557                 textureheight = waterheight;
7558                 camerawidth = waterwidth;
7559                 cameraheight = waterheight;
7560         }
7561         else
7562         {
7563                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7564                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7565                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
7566                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
7567         }
7568
7569         // allocate textures as needed
7570         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7571         {
7572                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7573                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7574                 {
7575                         if (p->texture_refraction)
7576                                 R_FreeTexture(p->texture_refraction);
7577                         p->texture_refraction = NULL;
7578                         if (p->texture_reflection)
7579                                 R_FreeTexture(p->texture_reflection);
7580                         p->texture_reflection = NULL;
7581                         if (p->texture_camera)
7582                                 R_FreeTexture(p->texture_camera);
7583                         p->texture_camera = NULL;
7584                 }
7585                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7586                 r_waterstate.texturewidth = texturewidth;
7587                 r_waterstate.textureheight = textureheight;
7588                 r_waterstate.camerawidth = camerawidth;
7589                 r_waterstate.cameraheight = cameraheight;
7590         }
7591
7592         if (r_waterstate.texturewidth)
7593         {
7594                 r_waterstate.enabled = true;
7595
7596                 // when doing a reduced render (HDR) we want to use a smaller area
7597                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7598                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7599
7600                 // set up variables that will be used in shader setup
7601                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7602                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7603                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7604                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7605         }
7606
7607         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7608         r_waterstate.numwaterplanes = 0;
7609 }
7610
7611 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
7612 {
7613         int triangleindex, planeindex;
7614         const int *e;
7615         vec3_t vert[3];
7616         vec3_t normal;
7617         vec3_t center;
7618         mplane_t plane;
7619         int cam_ent;
7620         r_waterstate_waterplane_t *p;
7621         texture_t *t = R_GetCurrentTexture(surface->texture);
7622         cam_ent = t->camera_entity;
7623         if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7624                 cam_ent = 0;
7625
7626         // just use the first triangle with a valid normal for any decisions
7627         VectorClear(normal);
7628         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7629         {
7630                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7631                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7632                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7633                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7634                 if (VectorLength2(normal) >= 0.001)
7635                         break;
7636         }
7637
7638         VectorCopy(normal, plane.normal);
7639         VectorNormalize(plane.normal);
7640         plane.dist = DotProduct(vert[0], plane.normal);
7641         PlaneClassify(&plane);
7642         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7643         {
7644                 // skip backfaces (except if nocullface is set)
7645                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7646                         return;
7647                 VectorNegate(plane.normal, plane.normal);
7648                 plane.dist *= -1;
7649                 PlaneClassify(&plane);
7650         }
7651
7652
7653         // find a matching plane if there is one
7654         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7655                 if(p->camera_entity == t->camera_entity)
7656                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7657                                 break;
7658         if (planeindex >= r_waterstate.maxwaterplanes)
7659                 return; // nothing we can do, out of planes
7660
7661         // if this triangle does not fit any known plane rendered this frame, add one
7662         if (planeindex >= r_waterstate.numwaterplanes)
7663         {
7664                 // store the new plane
7665                 r_waterstate.numwaterplanes++;
7666                 p->plane = plane;
7667                 // clear materialflags and pvs
7668                 p->materialflags = 0;
7669                 p->pvsvalid = false;
7670                 p->camera_entity = t->camera_entity;
7671         }
7672         // merge this surface's materialflags into the waterplane
7673         p->materialflags |= t->currentmaterialflags;
7674         if(!(p->materialflags & MATERIALFLAG_CAMERA))
7675         {
7676                 // merge this surface's PVS into the waterplane
7677                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7678                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7679                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7680                 {
7681                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7682                         p->pvsvalid = true;
7683                 }
7684         }
7685 }
7686
7687 static void R_Water_ProcessPlanes(void)
7688 {
7689         r_refdef_view_t originalview;
7690         r_refdef_view_t myview;
7691         int planeindex;
7692         r_waterstate_waterplane_t *p;
7693         vec3_t visorigin;
7694
7695         originalview = r_refdef.view;
7696
7697         // make sure enough textures are allocated
7698         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7699         {
7700                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7701                 {
7702                         if (!p->texture_refraction)
7703                                 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);
7704                         if (!p->texture_refraction)
7705                                 goto error;
7706                 }
7707                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7708                 {
7709                         if (!p->texture_camera)
7710                                 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);
7711                         if (!p->texture_camera)
7712                                 goto error;
7713                 }
7714
7715                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7716                 {
7717                         if (!p->texture_reflection)
7718                                 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);
7719                         if (!p->texture_reflection)
7720                                 goto error;
7721                 }
7722         }
7723
7724         // render views
7725         r_refdef.view = originalview;
7726         r_refdef.view.showdebug = false;
7727         r_refdef.view.width = r_waterstate.waterwidth;
7728         r_refdef.view.height = r_waterstate.waterheight;
7729         r_refdef.view.useclipplane = true;
7730         myview = r_refdef.view;
7731         r_waterstate.renderingscene = true;
7732         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7733         {
7734                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7735                 {
7736                         r_refdef.view = myview;
7737                         // render reflected scene and copy into texture
7738                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7739                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7740                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7741                         r_refdef.view.clipplane = p->plane;
7742                         // reverse the cullface settings for this render
7743                         r_refdef.view.cullface_front = GL_FRONT;
7744                         r_refdef.view.cullface_back = GL_BACK;
7745                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7746                         {
7747                                 r_refdef.view.usecustompvs = true;
7748                                 if (p->pvsvalid)
7749                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7750                                 else
7751                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7752                         }
7753
7754                         R_ResetViewRendering3D();
7755                         R_ClearScreen(r_refdef.fogenabled);
7756                         R_View_Update();
7757                         R_RenderScene();
7758
7759                         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);
7760                 }
7761
7762                 // render the normal view scene and copy into texture
7763                 // (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)
7764                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7765                 {
7766                         r_waterstate.renderingrefraction = true;
7767                         r_refdef.view = myview;
7768
7769                         r_refdef.view.clipplane = p->plane;
7770                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7771                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7772
7773                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7774                         {
7775                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7776                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7777                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7778                                 R_RenderView_UpdateViewVectors();
7779                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
7780                                 {
7781                                         r_refdef.view.usecustompvs = true;
7782                                         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);
7783                                 }
7784                         }
7785
7786                         PlaneClassify(&r_refdef.view.clipplane);
7787
7788                         R_ResetViewRendering3D();
7789                         R_ClearScreen(r_refdef.fogenabled);
7790                         R_View_Update();
7791                         R_RenderScene();
7792
7793                         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);
7794                         r_waterstate.renderingrefraction = false;
7795                 }
7796                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7797                 {
7798                         r_refdef.view = myview;
7799
7800                         r_refdef.view.clipplane = p->plane;
7801                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7802                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7803
7804                         r_refdef.view.width = r_waterstate.camerawidth;
7805                         r_refdef.view.height = r_waterstate.cameraheight;
7806                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7807                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7808
7809                         if(p->camera_entity)
7810                         {
7811                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7812                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7813                         }
7814
7815                         // reverse the cullface settings for this render
7816                         r_refdef.view.cullface_front = GL_FRONT;
7817                         r_refdef.view.cullface_back = GL_BACK;
7818                         // also reverse the view matrix
7819                         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
7820                         R_RenderView_UpdateViewVectors();
7821                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
7822                         {
7823                                 r_refdef.view.usecustompvs = true;
7824                                 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);
7825                         }
7826                         
7827                         // camera needs no clipplane
7828                         r_refdef.view.useclipplane = false;
7829
7830                         PlaneClassify(&r_refdef.view.clipplane);
7831
7832                         R_ResetViewRendering3D();
7833                         R_ClearScreen(r_refdef.fogenabled);
7834                         R_View_Update();
7835                         R_RenderScene();
7836
7837                         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);
7838                         r_waterstate.renderingrefraction = false;
7839                 }
7840
7841         }
7842         r_waterstate.renderingscene = false;
7843         r_refdef.view = originalview;
7844         R_ResetViewRendering3D();
7845         R_ClearScreen(r_refdef.fogenabled);
7846         R_View_Update();
7847         return;
7848 error:
7849         r_refdef.view = originalview;
7850         r_waterstate.renderingscene = false;
7851         Cvar_SetValueQuick(&r_water, 0);
7852         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7853         return;
7854 }
7855
7856 void R_Bloom_StartFrame(void)
7857 {
7858         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7859
7860         switch(vid.renderpath)
7861         {
7862         case RENDERPATH_GL20:
7863         case RENDERPATH_CGGL:
7864                 break;
7865         case RENDERPATH_GL13:
7866         case RENDERPATH_GL11:
7867                 return;
7868         }
7869
7870         // set bloomwidth and bloomheight to the bloom resolution that will be
7871         // used (often less than the screen resolution for faster rendering)
7872         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7873         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7874         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7875         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7876         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7877
7878         // calculate desired texture sizes
7879         if (vid.support.arb_texture_non_power_of_two)
7880         {
7881                 screentexturewidth = r_refdef.view.width;
7882                 screentextureheight = r_refdef.view.height;
7883                 bloomtexturewidth = r_bloomstate.bloomwidth;
7884                 bloomtextureheight = r_bloomstate.bloomheight;
7885         }
7886         else
7887         {
7888                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7889                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7890                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7891                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7892         }
7893
7894         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))
7895         {
7896                 Cvar_SetValueQuick(&r_hdr, 0);
7897                 Cvar_SetValueQuick(&r_bloom, 0);
7898                 Cvar_SetValueQuick(&r_motionblur, 0);
7899                 Cvar_SetValueQuick(&r_damageblur, 0);
7900         }
7901
7902         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)))
7903                 screentexturewidth = screentextureheight = 0;
7904         if (!r_hdr.integer && !r_bloom.integer)
7905                 bloomtexturewidth = bloomtextureheight = 0;
7906
7907         // allocate textures as needed
7908         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7909         {
7910                 if (r_bloomstate.texture_screen)
7911                         R_FreeTexture(r_bloomstate.texture_screen);
7912                 r_bloomstate.texture_screen = NULL;
7913                 r_bloomstate.screentexturewidth = screentexturewidth;
7914                 r_bloomstate.screentextureheight = screentextureheight;
7915                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7916                         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);
7917         }
7918         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7919         {
7920                 if (r_bloomstate.texture_bloom)
7921                         R_FreeTexture(r_bloomstate.texture_bloom);
7922                 r_bloomstate.texture_bloom = NULL;
7923                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7924                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7925                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7926                         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);
7927         }
7928
7929         // when doing a reduced render (HDR) we want to use a smaller area
7930         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7931         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7932         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7933         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7934         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7935
7936         // set up a texcoord array for the full resolution screen image
7937         // (we have to keep this around to copy back during final render)
7938         r_bloomstate.screentexcoord2f[0] = 0;
7939         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7940         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7941         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7942         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7943         r_bloomstate.screentexcoord2f[5] = 0;
7944         r_bloomstate.screentexcoord2f[6] = 0;
7945         r_bloomstate.screentexcoord2f[7] = 0;
7946
7947         // set up a texcoord array for the reduced resolution bloom image
7948         // (which will be additive blended over the screen image)
7949         r_bloomstate.bloomtexcoord2f[0] = 0;
7950         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7951         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7952         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7953         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7954         r_bloomstate.bloomtexcoord2f[5] = 0;
7955         r_bloomstate.bloomtexcoord2f[6] = 0;
7956         r_bloomstate.bloomtexcoord2f[7] = 0;
7957
7958         if (r_hdr.integer || r_bloom.integer)
7959         {
7960                 r_bloomstate.enabled = true;
7961                 r_bloomstate.hdr = r_hdr.integer != 0;
7962         }
7963
7964         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);
7965 }
7966
7967 void R_Bloom_CopyBloomTexture(float colorscale)
7968 {
7969         r_refdef.stats.bloom++;
7970
7971         // scale down screen texture to the bloom texture size
7972         CHECKGLERROR
7973         R_SetViewport(&r_bloomstate.viewport);
7974         GL_BlendFunc(GL_ONE, GL_ZERO);
7975         GL_Color(colorscale, colorscale, colorscale, 1);
7976         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
7977         // TODO: do boxfilter scale-down in shader?
7978         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7979         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7980         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7981
7982         // we now have a bloom image in the framebuffer
7983         // copy it into the bloom image texture for later processing
7984         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);
7985         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7986 }
7987
7988 void R_Bloom_CopyHDRTexture(void)
7989 {
7990         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);
7991         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7992 }
7993
7994 void R_Bloom_MakeTexture(void)
7995 {
7996         int x, range, dir;
7997         float xoffset, yoffset, r, brighten;
7998
7999         r_refdef.stats.bloom++;
8000
8001         R_ResetViewRendering2D();
8002
8003         // we have a bloom image in the framebuffer
8004         CHECKGLERROR
8005         R_SetViewport(&r_bloomstate.viewport);
8006
8007         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8008         {
8009                 x *= 2;
8010                 r = bound(0, r_bloom_colorexponent.value / x, 1);
8011                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8012                 GL_Color(r,r,r,1);
8013                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8014                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8015                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8016                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8017
8018                 // copy the vertically blurred bloom view to a texture
8019                 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);
8020                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8021         }
8022
8023         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8024         brighten = r_bloom_brighten.value;
8025         if (r_hdr.integer)
8026                 brighten *= r_hdr_range.value;
8027         brighten = sqrt(brighten);
8028         if(range >= 1)
8029                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8030         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8031
8032         for (dir = 0;dir < 2;dir++)
8033         {
8034                 // blend on at multiple vertical offsets to achieve a vertical blur
8035                 // TODO: do offset blends using GLSL
8036                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8037                 GL_BlendFunc(GL_ONE, GL_ZERO);
8038                 for (x = -range;x <= range;x++)
8039                 {
8040                         if (!dir){xoffset = 0;yoffset = x;}
8041                         else {xoffset = x;yoffset = 0;}
8042                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
8043                         yoffset /= (float)r_bloomstate.bloomtextureheight;
8044                         // compute a texcoord array with the specified x and y offset
8045                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8046                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8047                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8048                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8049                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8050                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8051                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8052                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8053                         // this r value looks like a 'dot' particle, fading sharply to
8054                         // black at the edges
8055                         // (probably not realistic but looks good enough)
8056                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8057                         //r = brighten/(range*2+1);
8058                         r = brighten / (range * 2 + 1);
8059                         if(range >= 1)
8060                                 r *= (1 - x*x/(float)(range*range));
8061                         GL_Color(r, r, r, 1);
8062                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
8063                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8064                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8065                         GL_BlendFunc(GL_ONE, GL_ONE);
8066                 }
8067
8068                 // copy the vertically blurred bloom view to a texture
8069                 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);
8070                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8071         }
8072
8073         // apply subtract last
8074         // (just like it would be in a GLSL shader)
8075         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
8076         {
8077                 GL_BlendFunc(GL_ONE, GL_ZERO);
8078                 GL_Color(1,1,1,1);
8079                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8080                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8081                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8082                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8083
8084                 GL_BlendFunc(GL_ONE, GL_ONE);
8085                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
8086                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8087                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
8088                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8089                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8090                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8091                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8092
8093                 // copy the darkened bloom view to a texture
8094                 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);
8095                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8096         }
8097 }
8098
8099 void R_HDR_RenderBloomTexture(void)
8100 {
8101         int oldwidth, oldheight;
8102         float oldcolorscale;
8103
8104         oldcolorscale = r_refdef.view.colorscale;
8105         oldwidth = r_refdef.view.width;
8106         oldheight = r_refdef.view.height;
8107         r_refdef.view.width = r_bloomstate.bloomwidth;
8108         r_refdef.view.height = r_bloomstate.bloomheight;
8109
8110         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
8111         // TODO: add exposure compensation features
8112         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8113
8114         r_refdef.view.showdebug = false;
8115         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8116
8117         R_ResetViewRendering3D();
8118
8119         R_ClearScreen(r_refdef.fogenabled);
8120         if (r_timereport_active)
8121                 R_TimeReport("HDRclear");
8122
8123         R_View_Update();
8124         if (r_timereport_active)
8125                 R_TimeReport("visibility");
8126
8127         // only do secondary renders with HDR if r_hdr is 2 or higher
8128         r_waterstate.numwaterplanes = 0;
8129         if (r_waterstate.enabled && r_hdr.integer >= 2)
8130                 R_RenderWaterPlanes();
8131
8132         r_refdef.view.showdebug = true;
8133         R_RenderScene();
8134         r_waterstate.numwaterplanes = 0;
8135
8136         R_ResetViewRendering2D();
8137
8138         R_Bloom_CopyHDRTexture();
8139         R_Bloom_MakeTexture();
8140
8141         // restore the view settings
8142         r_refdef.view.width = oldwidth;
8143         r_refdef.view.height = oldheight;
8144         r_refdef.view.colorscale = oldcolorscale;
8145
8146         R_ResetViewRendering3D();
8147
8148         R_ClearScreen(r_refdef.fogenabled);
8149         if (r_timereport_active)
8150                 R_TimeReport("viewclear");
8151 }
8152
8153 static void R_BlendView(void)
8154 {
8155         unsigned int permutation;
8156         float uservecs[4][4];
8157
8158         switch (vid.renderpath)
8159         {
8160         case RENDERPATH_GL20:
8161         case RENDERPATH_CGGL:
8162                 permutation =
8163                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8164                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8165                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8166                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8167                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8168
8169                 if (r_bloomstate.texture_screen)
8170                 {
8171                         // make sure the buffer is available
8172                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8173
8174                         R_ResetViewRendering2D();
8175
8176                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8177                         {
8178                                 // declare variables
8179                                 float speed;
8180                                 static float avgspeed;
8181
8182                                 speed = VectorLength(cl.movement_velocity);
8183
8184                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8185                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8186
8187                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8188                                 speed = bound(0, speed, 1);
8189                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8190
8191                                 // calculate values into a standard alpha
8192                                 cl.motionbluralpha = 1 - exp(-
8193                                                 (
8194                                                  (r_motionblur.value * speed / 80)
8195                                                  +
8196                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8197                                                 )
8198                                                 /
8199                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
8200                                            );
8201
8202                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8203                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8204                                 // apply the blur
8205                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8206                                 {
8207                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8208                                         GL_Color(1, 1, 1, cl.motionbluralpha);
8209                                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8210                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8211                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8212                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8213                                 }
8214                         }
8215
8216                         // copy view into the screen texture
8217                         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);
8218                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8219                 }
8220                 else if (!r_bloomstate.texture_bloom)
8221                 {
8222                         // we may still have to do view tint...
8223                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8224                         {
8225                                 // apply a color tint to the whole view
8226                                 R_ResetViewRendering2D();
8227                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8228                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8229                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8230                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8231                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8232                         }
8233                         break; // no screen processing, no bloom, skip it
8234                 }
8235
8236                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8237                 {
8238                         // render simple bloom effect
8239                         // copy the screen and shrink it and darken it for the bloom process
8240                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8241                         // make the bloom texture
8242                         R_Bloom_MakeTexture();
8243                 }
8244
8245 #if _MSC_VER >= 1400
8246 #define sscanf sscanf_s
8247 #endif
8248                 memset(uservecs, 0, sizeof(uservecs));
8249                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8250                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8251                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8252                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8253
8254                 R_ResetViewRendering2D();
8255                 GL_Color(1, 1, 1, 1);
8256                 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
8257                 GL_BlendFunc(GL_ONE, GL_ZERO);
8258
8259                 switch(vid.renderpath)
8260                 {
8261                 case RENDERPATH_GL20:
8262                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8263                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
8264                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
8265                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
8266                         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]);
8267                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8268                         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]);
8269                         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]);
8270                         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]);
8271                         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]);
8272                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
8273                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8274                         break;
8275                 case RENDERPATH_CGGL:
8276 #ifdef SUPPORTCG
8277                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8278                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
8279                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
8280                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
8281                         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
8282                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8283                         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
8284                         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
8285                         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
8286                         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
8287                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
8288                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8289 #endif
8290                         break;
8291                 default:
8292                         break;
8293                 }
8294                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8295                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8296                 break;
8297         case RENDERPATH_GL13:
8298         case RENDERPATH_GL11:
8299                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8300                 {
8301                         // apply a color tint to the whole view
8302                         R_ResetViewRendering2D();
8303                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8304                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8305                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8306                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8307                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8308                 }
8309                 break;
8310         }
8311 }
8312
8313 matrix4x4_t r_waterscrollmatrix;
8314
8315 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8316 {
8317         if (r_refdef.fog_density)
8318         {
8319                 r_refdef.fogcolor[0] = r_refdef.fog_red;
8320                 r_refdef.fogcolor[1] = r_refdef.fog_green;
8321                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8322
8323                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8324                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8325                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8326                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8327
8328                 {
8329                         vec3_t fogvec;
8330                         VectorCopy(r_refdef.fogcolor, fogvec);
8331                         //   color.rgb *= ContrastBoost * SceneBrightness;
8332                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8333                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8334                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8335                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8336                 }
8337         }
8338 }
8339
8340 void R_UpdateVariables(void)
8341 {
8342         R_Textures_Frame();
8343
8344         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8345
8346         r_refdef.farclip = r_farclip_base.value;
8347         if (r_refdef.scene.worldmodel)
8348                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8349         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8350
8351         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8352                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8353         r_refdef.polygonfactor = 0;
8354         r_refdef.polygonoffset = 0;
8355         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8356         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8357
8358         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8359         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8360         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8361         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8362         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8363         if (r_showsurfaces.integer)
8364         {
8365                 r_refdef.scene.rtworld = false;
8366                 r_refdef.scene.rtworldshadows = false;
8367                 r_refdef.scene.rtdlight = false;
8368                 r_refdef.scene.rtdlightshadows = false;
8369                 r_refdef.lightmapintensity = 0;
8370         }
8371
8372         if (gamemode == GAME_NEHAHRA)
8373         {
8374                 if (gl_fogenable.integer)
8375                 {
8376                         r_refdef.oldgl_fogenable = true;
8377                         r_refdef.fog_density = gl_fogdensity.value;
8378                         r_refdef.fog_red = gl_fogred.value;
8379                         r_refdef.fog_green = gl_foggreen.value;
8380                         r_refdef.fog_blue = gl_fogblue.value;
8381                         r_refdef.fog_alpha = 1;
8382                         r_refdef.fog_start = 0;
8383                         r_refdef.fog_end = gl_skyclip.value;
8384                         r_refdef.fog_height = 1<<30;
8385                         r_refdef.fog_fadedepth = 128;
8386                 }
8387                 else if (r_refdef.oldgl_fogenable)
8388                 {
8389                         r_refdef.oldgl_fogenable = false;
8390                         r_refdef.fog_density = 0;
8391                         r_refdef.fog_red = 0;
8392                         r_refdef.fog_green = 0;
8393                         r_refdef.fog_blue = 0;
8394                         r_refdef.fog_alpha = 0;
8395                         r_refdef.fog_start = 0;
8396                         r_refdef.fog_end = 0;
8397                         r_refdef.fog_height = 1<<30;
8398                         r_refdef.fog_fadedepth = 128;
8399                 }
8400         }
8401
8402         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8403         r_refdef.fog_start = max(0, r_refdef.fog_start);
8404         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8405
8406         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8407
8408         if (r_refdef.fog_density && r_drawfog.integer)
8409         {
8410                 r_refdef.fogenabled = true;
8411                 // this is the point where the fog reaches 0.9986 alpha, which we
8412                 // consider a good enough cutoff point for the texture
8413                 // (0.9986 * 256 == 255.6)
8414                 if (r_fog_exp2.integer)
8415                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8416                 else
8417                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8418                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8419                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8420                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8421                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8422                         R_BuildFogHeightTexture();
8423                 // fog color was already set
8424                 // update the fog texture
8425                 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)
8426                         R_BuildFogTexture();
8427                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8428                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8429         }
8430         else
8431                 r_refdef.fogenabled = false;
8432
8433         switch(vid.renderpath)
8434         {
8435         case RENDERPATH_GL20:
8436         case RENDERPATH_CGGL:
8437                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8438                 {
8439                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8440                         {
8441                                 // build GLSL gamma texture
8442 #define RAMPWIDTH 256
8443                                 unsigned short ramp[RAMPWIDTH * 3];
8444                                 unsigned char rampbgr[RAMPWIDTH][4];
8445                                 int i;
8446
8447                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8448
8449                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8450                                 for(i = 0; i < RAMPWIDTH; ++i)
8451                                 {
8452                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8453                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8454                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8455                                         rampbgr[i][3] = 0;
8456                                 }
8457                                 if (r_texture_gammaramps)
8458                                 {
8459                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8460                                 }
8461                                 else
8462                                 {
8463                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
8464                                 }
8465                         }
8466                 }
8467                 else
8468                 {
8469                         // remove GLSL gamma texture
8470                 }
8471                 break;
8472         case RENDERPATH_GL13:
8473         case RENDERPATH_GL11:
8474                 break;
8475         }
8476 }
8477
8478 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8479 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8480 /*
8481 ================
8482 R_SelectScene
8483 ================
8484 */
8485 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8486         if( scenetype != r_currentscenetype ) {
8487                 // store the old scenetype
8488                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8489                 r_currentscenetype = scenetype;
8490                 // move in the new scene
8491                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8492         }
8493 }
8494
8495 /*
8496 ================
8497 R_GetScenePointer
8498 ================
8499 */
8500 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8501 {
8502         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8503         if( scenetype == r_currentscenetype ) {
8504                 return &r_refdef.scene;
8505         } else {
8506                 return &r_scenes_store[ scenetype ];
8507         }
8508 }
8509
8510 /*
8511 ================
8512 R_RenderView
8513 ================
8514 */
8515 void R_RenderView(void)
8516 {
8517         if (r_timereport_active)
8518                 R_TimeReport("start");
8519         r_textureframe++; // used only by R_GetCurrentTexture
8520         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8521
8522         if (!r_drawentities.integer)
8523                 r_refdef.scene.numentities = 0;
8524
8525         R_AnimCache_ClearCache();
8526         R_FrameData_NewFrame();
8527
8528         if (r_refdef.view.isoverlay)
8529         {
8530                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8531                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8532                 R_TimeReport("depthclear");
8533
8534                 r_refdef.view.showdebug = false;
8535
8536                 r_waterstate.enabled = false;
8537                 r_waterstate.numwaterplanes = 0;
8538
8539                 R_RenderScene();
8540
8541                 CHECKGLERROR
8542                 return;
8543         }
8544
8545         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8546                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8547
8548         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8549
8550         R_RenderView_UpdateViewVectors();
8551
8552         R_Shadow_UpdateWorldLightSelection();
8553
8554         R_Bloom_StartFrame();
8555         R_Water_StartFrame();
8556
8557         CHECKGLERROR
8558         if (r_timereport_active)
8559                 R_TimeReport("viewsetup");
8560
8561         R_ResetViewRendering3D();
8562
8563         if (r_refdef.view.clear || r_refdef.fogenabled)
8564         {
8565                 R_ClearScreen(r_refdef.fogenabled);
8566                 if (r_timereport_active)
8567                         R_TimeReport("viewclear");
8568         }
8569         r_refdef.view.clear = true;
8570
8571         // this produces a bloom texture to be used in R_BlendView() later
8572         if (r_hdr.integer && r_bloomstate.bloomwidth)
8573         {
8574                 R_HDR_RenderBloomTexture();
8575                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8576                 r_textureframe++; // used only by R_GetCurrentTexture
8577         }
8578
8579         r_refdef.view.showdebug = true;
8580
8581         R_View_Update();
8582         if (r_timereport_active)
8583                 R_TimeReport("visibility");
8584
8585         r_waterstate.numwaterplanes = 0;
8586         if (r_waterstate.enabled)
8587                 R_RenderWaterPlanes();
8588
8589         R_RenderScene();
8590         r_waterstate.numwaterplanes = 0;
8591
8592         R_BlendView();
8593         if (r_timereport_active)
8594                 R_TimeReport("blendview");
8595
8596         GL_Scissor(0, 0, vid.width, vid.height);
8597         GL_ScissorTest(false);
8598         CHECKGLERROR
8599 }
8600
8601 void R_RenderWaterPlanes(void)
8602 {
8603         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8604         {
8605                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8606                 if (r_timereport_active)
8607                         R_TimeReport("waterworld");
8608         }
8609
8610         // don't let sound skip if going slow
8611         if (r_refdef.scene.extraupdate)
8612                 S_ExtraUpdate ();
8613
8614         R_DrawModelsAddWaterPlanes();
8615         if (r_timereport_active)
8616                 R_TimeReport("watermodels");
8617
8618         if (r_waterstate.numwaterplanes)
8619         {
8620                 R_Water_ProcessPlanes();
8621                 if (r_timereport_active)
8622                         R_TimeReport("waterscenes");
8623         }
8624 }
8625
8626 extern void R_DrawLightningBeams (void);
8627 extern void VM_CL_AddPolygonsToMeshQueue (void);
8628 extern void R_DrawPortals (void);
8629 extern cvar_t cl_locs_show;
8630 static void R_DrawLocs(void);
8631 static void R_DrawEntityBBoxes(void);
8632 static void R_DrawModelDecals(void);
8633 extern void R_DrawModelShadows(void);
8634 extern void R_DrawModelShadowMaps(void);
8635 extern cvar_t cl_decals_newsystem;
8636 extern qboolean r_shadow_usingdeferredprepass;
8637 void R_RenderScene(void)
8638 {
8639         qboolean shadowmapping = false;
8640
8641         if (r_timereport_active)
8642                 R_TimeReport("beginscene");
8643
8644         r_refdef.stats.renders++;
8645
8646         R_UpdateFogColor();
8647
8648         // don't let sound skip if going slow
8649         if (r_refdef.scene.extraupdate)
8650                 S_ExtraUpdate ();
8651
8652         R_MeshQueue_BeginScene();
8653
8654         R_SkyStartFrame();
8655
8656         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);
8657
8658         if (r_timereport_active)
8659                 R_TimeReport("skystartframe");
8660
8661         if (cl.csqc_vidvars.drawworld)
8662         {
8663                 // don't let sound skip if going slow
8664                 if (r_refdef.scene.extraupdate)
8665                         S_ExtraUpdate ();
8666
8667                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8668                 {
8669                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8670                         if (r_timereport_active)
8671                                 R_TimeReport("worldsky");
8672                 }
8673
8674                 if (R_DrawBrushModelsSky() && r_timereport_active)
8675                         R_TimeReport("bmodelsky");
8676
8677                 if (skyrendermasked && skyrenderlater)
8678                 {
8679                         // we have to force off the water clipping plane while rendering sky
8680                         R_SetupView(false);
8681                         R_Sky();
8682                         R_SetupView(true);
8683                         if (r_timereport_active)
8684                                 R_TimeReport("sky");
8685                 }
8686         }
8687
8688         R_AnimCache_CacheVisibleEntities();
8689         if (r_timereport_active)
8690                 R_TimeReport("animation");
8691
8692         R_Shadow_PrepareLights();
8693         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8694                 R_Shadow_PrepareModelShadows();
8695         if (r_timereport_active)
8696                 R_TimeReport("preparelights");
8697
8698         if (R_Shadow_ShadowMappingEnabled())
8699                 shadowmapping = true;
8700
8701         if (r_shadow_usingdeferredprepass)
8702                 R_Shadow_DrawPrepass();
8703
8704         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8705         {
8706                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8707                 if (r_timereport_active)
8708                         R_TimeReport("worlddepth");
8709         }
8710         if (r_depthfirst.integer >= 2)
8711         {
8712                 R_DrawModelsDepth();
8713                 if (r_timereport_active)
8714                         R_TimeReport("modeldepth");
8715         }
8716
8717         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8718         {
8719                 R_DrawModelShadowMaps();
8720                 R_ResetViewRendering3D();
8721                 // don't let sound skip if going slow
8722                 if (r_refdef.scene.extraupdate)
8723                         S_ExtraUpdate ();
8724         }
8725
8726         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8727         {
8728                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8729                 if (r_timereport_active)
8730                         R_TimeReport("world");
8731         }
8732
8733         // don't let sound skip if going slow
8734         if (r_refdef.scene.extraupdate)
8735                 S_ExtraUpdate ();
8736
8737         R_DrawModels();
8738         if (r_timereport_active)
8739                 R_TimeReport("models");
8740
8741         // don't let sound skip if going slow
8742         if (r_refdef.scene.extraupdate)
8743                 S_ExtraUpdate ();
8744
8745         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8746         {
8747                 R_DrawModelShadows();
8748                 R_ResetViewRendering3D();
8749                 // don't let sound skip if going slow
8750                 if (r_refdef.scene.extraupdate)
8751                         S_ExtraUpdate ();
8752         }
8753
8754         if (!r_shadow_usingdeferredprepass)
8755         {
8756                 R_Shadow_DrawLights();
8757                 if (r_timereport_active)
8758                         R_TimeReport("rtlights");
8759         }
8760
8761         // don't let sound skip if going slow
8762         if (r_refdef.scene.extraupdate)
8763                 S_ExtraUpdate ();
8764
8765         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8766         {
8767                 R_DrawModelShadows();
8768                 R_ResetViewRendering3D();
8769                 // don't let sound skip if going slow
8770                 if (r_refdef.scene.extraupdate)
8771                         S_ExtraUpdate ();
8772         }
8773
8774         if (cl.csqc_vidvars.drawworld)
8775         {
8776                 if (cl_decals_newsystem.integer)
8777                 {
8778                         R_DrawModelDecals();
8779                         if (r_timereport_active)
8780                                 R_TimeReport("modeldecals");
8781                 }
8782                 else
8783                 {
8784                         R_DrawDecals();
8785                         if (r_timereport_active)
8786                                 R_TimeReport("decals");
8787                 }
8788
8789                 R_DrawParticles();
8790                 if (r_timereport_active)
8791                         R_TimeReport("particles");
8792
8793                 R_DrawExplosions();
8794                 if (r_timereport_active)
8795                         R_TimeReport("explosions");
8796
8797                 R_DrawLightningBeams();
8798                 if (r_timereport_active)
8799                         R_TimeReport("lightning");
8800         }
8801
8802         VM_CL_AddPolygonsToMeshQueue();
8803
8804         if (r_refdef.view.showdebug)
8805         {
8806                 if (cl_locs_show.integer)
8807                 {
8808                         R_DrawLocs();
8809                         if (r_timereport_active)
8810                                 R_TimeReport("showlocs");
8811                 }
8812
8813                 if (r_drawportals.integer)
8814                 {
8815                         R_DrawPortals();
8816                         if (r_timereport_active)
8817                                 R_TimeReport("portals");
8818                 }
8819
8820                 if (r_showbboxes.value > 0)
8821                 {
8822                         R_DrawEntityBBoxes();
8823                         if (r_timereport_active)
8824                                 R_TimeReport("bboxes");
8825                 }
8826         }
8827
8828         R_MeshQueue_RenderTransparent();
8829         if (r_timereport_active)
8830                 R_TimeReport("drawtrans");
8831
8832         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))
8833         {
8834                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8835                 if (r_timereport_active)
8836                         R_TimeReport("worlddebug");
8837                 R_DrawModelsDebug();
8838                 if (r_timereport_active)
8839                         R_TimeReport("modeldebug");
8840         }
8841
8842         if (cl.csqc_vidvars.drawworld)
8843         {
8844                 R_Shadow_DrawCoronas();
8845                 if (r_timereport_active)
8846                         R_TimeReport("coronas");
8847         }
8848
8849         // don't let sound skip if going slow
8850         if (r_refdef.scene.extraupdate)
8851                 S_ExtraUpdate ();
8852
8853         R_ResetViewRendering2D();
8854 }
8855
8856 static const unsigned short bboxelements[36] =
8857 {
8858         5, 1, 3, 5, 3, 7,
8859         6, 2, 0, 6, 0, 4,
8860         7, 3, 2, 7, 2, 6,
8861         4, 0, 1, 4, 1, 5,
8862         4, 5, 7, 4, 7, 6,
8863         1, 0, 2, 1, 2, 3,
8864 };
8865
8866 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8867 {
8868         int i;
8869         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8870
8871         RSurf_ActiveWorldEntity();
8872
8873         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8874         GL_DepthMask(false);
8875         GL_DepthRange(0, 1);
8876         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8877         R_Mesh_ResetTextureState();
8878
8879         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8880         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8881         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8882         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8883         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8884         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8885         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8886         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8887         R_FillColors(color4f, 8, cr, cg, cb, ca);
8888         if (r_refdef.fogenabled)
8889         {
8890                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8891                 {
8892                         f1 = RSurf_FogVertex(v);
8893                         f2 = 1 - f1;
8894                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8895                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8896                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8897                 }
8898         }
8899         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
8900         R_Mesh_ResetTextureState();
8901         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8902         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
8903 }
8904
8905 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8906 {
8907         int i;
8908         float color[4];
8909         prvm_edict_t *edict;
8910         prvm_prog_t *prog_save = prog;
8911
8912         // this function draws bounding boxes of server entities
8913         if (!sv.active)
8914                 return;
8915
8916         GL_CullFace(GL_NONE);
8917         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8918
8919         prog = 0;
8920         SV_VM_Begin();
8921         for (i = 0;i < numsurfaces;i++)
8922         {
8923                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8924                 switch ((int)edict->fields.server->solid)
8925                 {
8926                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8927                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8928                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8929                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8930                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8931                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8932                 }
8933                 color[3] *= r_showbboxes.value;
8934                 color[3] = bound(0, color[3], 1);
8935                 GL_DepthTest(!r_showdisabledepthtest.integer);
8936                 GL_CullFace(r_refdef.view.cullface_front);
8937                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8938         }
8939         SV_VM_End();
8940         prog = prog_save;
8941 }
8942
8943 static void R_DrawEntityBBoxes(void)
8944 {
8945         int i;
8946         prvm_edict_t *edict;
8947         vec3_t center;
8948         prvm_prog_t *prog_save = prog;
8949
8950         // this function draws bounding boxes of server entities
8951         if (!sv.active)
8952                 return;
8953
8954         prog = 0;
8955         SV_VM_Begin();
8956         for (i = 0;i < prog->num_edicts;i++)
8957         {
8958                 edict = PRVM_EDICT_NUM(i);
8959                 if (edict->priv.server->free)
8960                         continue;
8961                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8962                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8963                         continue;
8964                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8965                         continue;
8966                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8967                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8968         }
8969         SV_VM_End();
8970         prog = prog_save;
8971 }
8972
8973 static const int nomodelelement3i[24] =
8974 {
8975         5, 2, 0,
8976         5, 1, 2,
8977         5, 0, 3,
8978         5, 3, 1,
8979         0, 2, 4,
8980         2, 1, 4,
8981         3, 0, 4,
8982         1, 3, 4
8983 };
8984
8985 static const unsigned short nomodelelement3s[24] =
8986 {
8987         5, 2, 0,
8988         5, 1, 2,
8989         5, 0, 3,
8990         5, 3, 1,
8991         0, 2, 4,
8992         2, 1, 4,
8993         3, 0, 4,
8994         1, 3, 4
8995 };
8996
8997 static const float nomodelvertex3f[6*3] =
8998 {
8999         -16,   0,   0,
9000          16,   0,   0,
9001           0, -16,   0,
9002           0,  16,   0,
9003           0,   0, -16,
9004           0,   0,  16
9005 };
9006
9007 static const float nomodelcolor4f[6*4] =
9008 {
9009         0.0f, 0.0f, 0.5f, 1.0f,
9010         0.0f, 0.0f, 0.5f, 1.0f,
9011         0.0f, 0.5f, 0.0f, 1.0f,
9012         0.0f, 0.5f, 0.0f, 1.0f,
9013         0.5f, 0.0f, 0.0f, 1.0f,
9014         0.5f, 0.0f, 0.0f, 1.0f
9015 };
9016
9017 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9018 {
9019         int i;
9020         float f1, f2, *c;
9021         float color4f[6*4];
9022
9023         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);
9024
9025         // this is only called once per entity so numsurfaces is always 1, and
9026         // surfacelist is always {0}, so this code does not handle batches
9027
9028         if (rsurface.ent_flags & RENDER_ADDITIVE)
9029         {
9030                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9031                 GL_DepthMask(false);
9032         }
9033         else if (rsurface.colormod[3] < 1)
9034         {
9035                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9036                 GL_DepthMask(false);
9037         }
9038         else
9039         {
9040                 GL_BlendFunc(GL_ONE, GL_ZERO);
9041                 GL_DepthMask(true);
9042         }
9043         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9044         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9045         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9046         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9047         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9048         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9049         for (i = 0, c = color4f;i < 6;i++, c += 4)
9050         {
9051                 c[0] *= rsurface.colormod[0];
9052                 c[1] *= rsurface.colormod[1];
9053                 c[2] *= rsurface.colormod[2];
9054                 c[3] *= rsurface.colormod[3];
9055         }
9056         if (r_refdef.fogenabled)
9057         {
9058                 for (i = 0, c = color4f;i < 6;i++, c += 4)
9059                 {
9060                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
9061                         f2 = 1 - f1;
9062                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9063                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9064                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9065                 }
9066         }
9067         R_Mesh_ResetTextureState();
9068         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
9069         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
9070 }
9071
9072 void R_DrawNoModel(entity_render_t *ent)
9073 {
9074         vec3_t org;
9075         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9076         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9077                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9078         else
9079                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9080 }
9081
9082 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9083 {
9084         vec3_t right1, right2, diff, normal;
9085
9086         VectorSubtract (org2, org1, normal);
9087
9088         // calculate 'right' vector for start
9089         VectorSubtract (r_refdef.view.origin, org1, diff);
9090         CrossProduct (normal, diff, right1);
9091         VectorNormalize (right1);
9092
9093         // calculate 'right' vector for end
9094         VectorSubtract (r_refdef.view.origin, org2, diff);
9095         CrossProduct (normal, diff, right2);
9096         VectorNormalize (right2);
9097
9098         vert[ 0] = org1[0] + width * right1[0];
9099         vert[ 1] = org1[1] + width * right1[1];
9100         vert[ 2] = org1[2] + width * right1[2];
9101         vert[ 3] = org1[0] - width * right1[0];
9102         vert[ 4] = org1[1] - width * right1[1];
9103         vert[ 5] = org1[2] - width * right1[2];
9104         vert[ 6] = org2[0] - width * right2[0];
9105         vert[ 7] = org2[1] - width * right2[1];
9106         vert[ 8] = org2[2] - width * right2[2];
9107         vert[ 9] = org2[0] + width * right2[0];
9108         vert[10] = org2[1] + width * right2[1];
9109         vert[11] = org2[2] + width * right2[2];
9110 }
9111
9112 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)
9113 {
9114         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9115         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9116         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9117         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9118         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9119         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9120         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9121         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9122         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9123         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9124         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9125         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9126 }
9127
9128 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9129 {
9130         int i;
9131         float *vertex3f;
9132         float v[3];
9133         VectorSet(v, x, y, z);
9134         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9135                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9136                         break;
9137         if (i == mesh->numvertices)
9138         {
9139                 if (mesh->numvertices < mesh->maxvertices)
9140                 {
9141                         VectorCopy(v, vertex3f);
9142                         mesh->numvertices++;
9143                 }
9144                 return mesh->numvertices;
9145         }
9146         else
9147                 return i;
9148 }
9149
9150 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9151 {
9152         int i;
9153         int *e, element[3];
9154         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9155         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9156         e = mesh->element3i + mesh->numtriangles * 3;
9157         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9158         {
9159                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9160                 if (mesh->numtriangles < mesh->maxtriangles)
9161                 {
9162                         *e++ = element[0];
9163                         *e++ = element[1];
9164                         *e++ = element[2];
9165                         mesh->numtriangles++;
9166                 }
9167                 element[1] = element[2];
9168         }
9169 }
9170
9171 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9172 {
9173         int i;
9174         int *e, element[3];
9175         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9176         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9177         e = mesh->element3i + mesh->numtriangles * 3;
9178         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9179         {
9180                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9181                 if (mesh->numtriangles < mesh->maxtriangles)
9182                 {
9183                         *e++ = element[0];
9184                         *e++ = element[1];
9185                         *e++ = element[2];
9186                         mesh->numtriangles++;
9187                 }
9188                 element[1] = element[2];
9189         }
9190 }
9191
9192 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9193 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9194 {
9195         int planenum, planenum2;
9196         int w;
9197         int tempnumpoints;
9198         mplane_t *plane, *plane2;
9199         double maxdist;
9200         double temppoints[2][256*3];
9201         // figure out how large a bounding box we need to properly compute this brush
9202         maxdist = 0;
9203         for (w = 0;w < numplanes;w++)
9204                 maxdist = max(maxdist, fabs(planes[w].dist));
9205         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9206         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9207         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9208         {
9209                 w = 0;
9210                 tempnumpoints = 4;
9211                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9212                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9213                 {
9214                         if (planenum2 == planenum)
9215                                 continue;
9216                         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);
9217                         w = !w;
9218                 }
9219                 if (tempnumpoints < 3)
9220                         continue;
9221                 // generate elements forming a triangle fan for this polygon
9222                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9223         }
9224 }
9225
9226 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)
9227 {
9228         texturelayer_t *layer;
9229         layer = t->currentlayers + t->currentnumlayers++;
9230         layer->type = type;
9231         layer->depthmask = depthmask;
9232         layer->blendfunc1 = blendfunc1;
9233         layer->blendfunc2 = blendfunc2;
9234         layer->texture = texture;
9235         layer->texmatrix = *matrix;
9236         layer->color[0] = r;
9237         layer->color[1] = g;
9238         layer->color[2] = b;
9239         layer->color[3] = a;
9240 }
9241
9242 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9243 {
9244         if(parms[0] == 0 && parms[1] == 0)
9245                 return false;
9246         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9247                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9248                         return false;
9249         return true;
9250 }
9251
9252 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9253 {
9254         double index, f;
9255         index = parms[2] + r_refdef.scene.time * parms[3];
9256         index -= floor(index);
9257         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9258         {
9259         default:
9260         case Q3WAVEFUNC_NONE:
9261         case Q3WAVEFUNC_NOISE:
9262         case Q3WAVEFUNC_COUNT:
9263                 f = 0;
9264                 break;
9265         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9266         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9267         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9268         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9269         case Q3WAVEFUNC_TRIANGLE:
9270                 index *= 4;
9271                 f = index - floor(index);
9272                 if (index < 1)
9273                         f = f;
9274                 else if (index < 2)
9275                         f = 1 - f;
9276                 else if (index < 3)
9277                         f = -f;
9278                 else
9279                         f = -(1 - f);
9280                 break;
9281         }
9282         f = parms[0] + parms[1] * f;
9283         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9284                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9285         return (float) f;
9286 }
9287
9288 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9289 {
9290         int w, h, idx;
9291         float f;
9292         float tcmat[12];
9293         matrix4x4_t matrix, temp;
9294         switch(tcmod->tcmod)
9295         {
9296                 case Q3TCMOD_COUNT:
9297                 case Q3TCMOD_NONE:
9298                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9299                                 matrix = r_waterscrollmatrix;
9300                         else
9301                                 matrix = identitymatrix;
9302                         break;
9303                 case Q3TCMOD_ENTITYTRANSLATE:
9304                         // this is used in Q3 to allow the gamecode to control texcoord
9305                         // scrolling on the entity, which is not supported in darkplaces yet.
9306                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9307                         break;
9308                 case Q3TCMOD_ROTATE:
9309                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9310                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9311                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9312                         break;
9313                 case Q3TCMOD_SCALE:
9314                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9315                         break;
9316                 case Q3TCMOD_SCROLL:
9317                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9318                         break;
9319                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9320                         w = (int) tcmod->parms[0];
9321                         h = (int) tcmod->parms[1];
9322                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9323                         f = f - floor(f);
9324                         idx = (int) floor(f * w * h);
9325                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9326                         break;
9327                 case Q3TCMOD_STRETCH:
9328                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9329                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9330                         break;
9331                 case Q3TCMOD_TRANSFORM:
9332                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
9333                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
9334                         VectorSet(tcmat +  6, 0                   , 0                , 1);
9335                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
9336                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9337                         break;
9338                 case Q3TCMOD_TURBULENT:
9339                         // this is handled in the RSurf_PrepareVertices function
9340                         matrix = identitymatrix;
9341                         break;
9342         }
9343         temp = *texmatrix;
9344         Matrix4x4_Concat(texmatrix, &matrix, &temp);
9345 }
9346
9347 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9348 {
9349         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9350         char name[MAX_QPATH];
9351         skinframe_t *skinframe;
9352         unsigned char pixels[296*194];
9353         strlcpy(cache->name, skinname, sizeof(cache->name));
9354         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9355         if (developer_loading.integer)
9356                 Con_Printf("loading %s\n", name);
9357         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9358         if (!skinframe || !skinframe->base)
9359         {
9360                 unsigned char *f;
9361                 fs_offset_t filesize;
9362                 skinframe = NULL;
9363                 f = FS_LoadFile(name, tempmempool, true, &filesize);
9364                 if (f)
9365                 {
9366                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9367                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9368                         Mem_Free(f);
9369                 }
9370         }
9371         cache->skinframe = skinframe;
9372 }
9373
9374 texture_t *R_GetCurrentTexture(texture_t *t)
9375 {
9376         int i;
9377         const entity_render_t *ent = rsurface.entity;
9378         dp_model_t *model = ent->model;
9379         q3shaderinfo_layer_tcmod_t *tcmod;
9380
9381         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9382                 return t->currentframe;
9383         t->update_lastrenderframe = r_textureframe;
9384         t->update_lastrenderentity = (void *)ent;
9385
9386         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9387                 t->camera_entity = ent->entitynumber;
9388         else
9389                 t->camera_entity = 0;
9390
9391         // switch to an alternate material if this is a q1bsp animated material
9392         {
9393                 texture_t *texture = t;
9394                 int s = rsurface.ent_skinnum;
9395                 if ((unsigned int)s >= (unsigned int)model->numskins)
9396                         s = 0;
9397                 if (model->skinscenes)
9398                 {
9399                         if (model->skinscenes[s].framecount > 1)
9400                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9401                         else
9402                                 s = model->skinscenes[s].firstframe;
9403                 }
9404                 if (s > 0)
9405                         t = t + s * model->num_surfaces;
9406                 if (t->animated)
9407                 {
9408                         // use an alternate animation if the entity's frame is not 0,
9409                         // and only if the texture has an alternate animation
9410                         if (rsurface.ent_alttextures && t->anim_total[1])
9411                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9412                         else
9413                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9414                 }
9415                 texture->currentframe = t;
9416         }
9417
9418         // update currentskinframe to be a qw skin or animation frame
9419         if (rsurface.ent_qwskin >= 0)
9420         {
9421                 i = rsurface.ent_qwskin;
9422                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9423                 {
9424                         r_qwskincache_size = cl.maxclients;
9425                         if (r_qwskincache)
9426                                 Mem_Free(r_qwskincache);
9427                         r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9428                 }
9429                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9430                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9431                 t->currentskinframe = r_qwskincache[i].skinframe;
9432                 if (t->currentskinframe == NULL)
9433                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9434         }
9435         else if (t->numskinframes >= 2)
9436                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9437         if (t->backgroundnumskinframes >= 2)
9438                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9439
9440         t->currentmaterialflags = t->basematerialflags;
9441         t->currentalpha = rsurface.colormod[3];
9442         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9443                 t->currentalpha *= r_wateralpha.value;
9444         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9445                 t->currentalpha *= t->r_water_wateralpha;
9446         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9447                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9448         if (!(rsurface.ent_flags & RENDER_LIGHT))
9449                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9450         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9451         {
9452                 // pick a model lighting mode
9453                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9454                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9455                 else
9456                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9457         }
9458         if (rsurface.ent_flags & RENDER_ADDITIVE)
9459                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9460         else if (t->currentalpha < 1)
9461                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9462         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9463                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9464         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9465                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9466         if (t->backgroundnumskinframes)
9467                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9468         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9469         {
9470                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9471                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9472         }
9473         else
9474                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9475         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9476                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9477
9478         // there is no tcmod
9479         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9480         {
9481                 t->currenttexmatrix = r_waterscrollmatrix;
9482                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9483         }
9484         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9485         {
9486                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9487                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9488         }
9489
9490         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9491                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9492         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9493                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9494
9495         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9496         if (t->currentskinframe->qpixels)
9497                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9498         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9499         if (!t->basetexture)
9500                 t->basetexture = r_texture_notexture;
9501         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9502         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9503         t->nmaptexture = t->currentskinframe->nmap;
9504         if (!t->nmaptexture)
9505                 t->nmaptexture = r_texture_blanknormalmap;
9506         t->glosstexture = r_texture_black;
9507         t->glowtexture = t->currentskinframe->glow;
9508         t->fogtexture = t->currentskinframe->fog;
9509         t->reflectmasktexture = t->currentskinframe->reflect;
9510         if (t->backgroundnumskinframes)
9511         {
9512                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9513                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9514                 t->backgroundglosstexture = r_texture_black;
9515                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9516                 if (!t->backgroundnmaptexture)
9517                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9518         }
9519         else
9520         {
9521                 t->backgroundbasetexture = r_texture_white;
9522                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9523                 t->backgroundglosstexture = r_texture_black;
9524                 t->backgroundglowtexture = NULL;
9525         }
9526         t->specularpower = r_shadow_glossexponent.value;
9527         // TODO: store reference values for these in the texture?
9528         t->specularscale = 0;
9529         if (r_shadow_gloss.integer > 0)
9530         {
9531                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9532                 {
9533                         if (r_shadow_glossintensity.value > 0)
9534                         {
9535                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9536                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9537                                 t->specularscale = r_shadow_glossintensity.value;
9538                         }
9539                 }
9540                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9541                 {
9542                         t->glosstexture = r_texture_white;
9543                         t->backgroundglosstexture = r_texture_white;
9544                         t->specularscale = r_shadow_gloss2intensity.value;
9545                         t->specularpower = r_shadow_gloss2exponent.value;
9546                 }
9547         }
9548         t->specularscale *= t->specularscalemod;
9549         t->specularpower *= t->specularpowermod;
9550
9551         // lightmaps mode looks bad with dlights using actual texturing, so turn
9552         // off the colormap and glossmap, but leave the normalmap on as it still
9553         // accurately represents the shading involved
9554         if (gl_lightmaps.integer)
9555         {
9556                 t->basetexture = r_texture_grey128;
9557                 t->pantstexture = r_texture_black;
9558                 t->shirttexture = r_texture_black;
9559                 t->nmaptexture = r_texture_blanknormalmap;
9560                 t->glosstexture = r_texture_black;
9561                 t->glowtexture = NULL;
9562                 t->fogtexture = NULL;
9563                 t->reflectmasktexture = NULL;
9564                 t->backgroundbasetexture = NULL;
9565                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9566                 t->backgroundglosstexture = r_texture_black;
9567                 t->backgroundglowtexture = NULL;
9568                 t->specularscale = 0;
9569                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9570         }
9571
9572         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9573         VectorClear(t->dlightcolor);
9574         t->currentnumlayers = 0;
9575         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9576         {
9577                 int blendfunc1, blendfunc2;
9578                 qboolean depthmask;
9579                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9580                 {
9581                         blendfunc1 = GL_SRC_ALPHA;
9582                         blendfunc2 = GL_ONE;
9583                 }
9584                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9585                 {
9586                         blendfunc1 = GL_SRC_ALPHA;
9587                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9588                 }
9589                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9590                 {
9591                         blendfunc1 = t->customblendfunc[0];
9592                         blendfunc2 = t->customblendfunc[1];
9593                 }
9594                 else
9595                 {
9596                         blendfunc1 = GL_ONE;
9597                         blendfunc2 = GL_ZERO;
9598                 }
9599                 // don't colormod evilblend textures
9600                 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
9601                         VectorSet(t->lightmapcolor, 1, 1, 1);
9602                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9603                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9604                 {
9605                         // fullbright is not affected by r_refdef.lightmapintensity
9606                         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]);
9607                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9608                                 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]);
9609                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9610                                 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]);
9611                 }
9612                 else
9613                 {
9614                         vec3_t ambientcolor;
9615                         float colorscale;
9616                         // set the color tint used for lights affecting this surface
9617                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9618                         colorscale = 2;
9619                         // q3bsp has no lightmap updates, so the lightstylevalue that
9620                         // would normally be baked into the lightmap must be
9621                         // applied to the color
9622                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9623                         if (model->type == mod_brushq3)
9624                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9625                         colorscale *= r_refdef.lightmapintensity;
9626                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9627                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9628                         // basic lit geometry
9629                         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]);
9630                         // add pants/shirt if needed
9631                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9632                                 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]);
9633                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9634                                 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]);
9635                         // now add ambient passes if needed
9636                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9637                         {
9638                                 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]);
9639                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9640                                         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]);
9641                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9642                                         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]);
9643                         }
9644                 }
9645                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9646                         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]);
9647                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9648                 {
9649                         // if this is opaque use alpha blend which will darken the earlier
9650                         // passes cheaply.
9651                         //
9652                         // if this is an alpha blended material, all the earlier passes
9653                         // were darkened by fog already, so we only need to add the fog
9654                         // color ontop through the fog mask texture
9655                         //
9656                         // if this is an additive blended material, all the earlier passes
9657                         // were darkened by fog already, and we should not add fog color
9658                         // (because the background was not darkened, there is no fog color
9659                         // that was lost behind it).
9660                         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]);
9661                 }
9662         }
9663
9664         return t->currentframe;
9665 }
9666
9667 rsurfacestate_t rsurface;
9668
9669 void R_Mesh_ResizeArrays(int newvertices)
9670 {
9671         unsigned char *base;
9672         size_t size;
9673         if (rsurface.array_size >= newvertices)
9674                 return;
9675         if (rsurface.array_base)
9676                 Mem_Free(rsurface.array_base);
9677         rsurface.array_size = (newvertices + 1023) & ~1023;
9678         size = 0;
9679         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9680         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9681         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9682         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9683         size += rsurface.array_size * sizeof(float[3]);
9684         size += rsurface.array_size * sizeof(float[3]);
9685         size += rsurface.array_size * sizeof(float[3]);
9686         size += rsurface.array_size * sizeof(float[3]);
9687         size += rsurface.array_size * sizeof(float[3]);
9688         size += rsurface.array_size * sizeof(float[3]);
9689         size += rsurface.array_size * sizeof(float[3]);
9690         size += rsurface.array_size * sizeof(float[3]);
9691         size += rsurface.array_size * sizeof(float[4]);
9692         size += rsurface.array_size * sizeof(float[2]);
9693         size += rsurface.array_size * sizeof(float[2]);
9694         size += rsurface.array_size * sizeof(float[4]);
9695         size += rsurface.array_size * sizeof(int[3]);
9696         size += rsurface.array_size * sizeof(unsigned short[3]);
9697         rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
9698         rsurface.array_modelvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9699         rsurface.array_batchvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9700         rsurface.array_modelvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9701         rsurface.array_batchvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9702         rsurface.array_modelvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9703         rsurface.array_modelsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9704         rsurface.array_modeltvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9705         rsurface.array_modelnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9706         rsurface.array_batchvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9707         rsurface.array_batchsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9708         rsurface.array_batchtvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9709         rsurface.array_batchnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9710         rsurface.array_batchlightmapcolor4f    = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
9711         rsurface.array_batchtexcoordtexture2f  = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
9712         rsurface.array_batchtexcoordlightmap2f = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
9713         rsurface.array_passcolor4f             = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
9714         rsurface.array_batchelement3i          = (int                *)base;base += rsurface.array_size * sizeof(int[3]);
9715         rsurface.array_batchelement3s          = (unsigned short     *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
9716 }
9717
9718 void RSurf_ActiveWorldEntity(void)
9719 {
9720         dp_model_t *model = r_refdef.scene.worldmodel;
9721         //if (rsurface.entity == r_refdef.scene.worldentity)
9722         //      return;
9723         rsurface.entity = r_refdef.scene.worldentity;
9724         rsurface.skeleton = NULL;
9725         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9726         rsurface.ent_skinnum = 0;
9727         rsurface.ent_qwskin = -1;
9728         rsurface.ent_shadertime = 0;
9729         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9730         if (rsurface.array_size < model->surfmesh.num_vertices)
9731                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9732         rsurface.matrix = identitymatrix;
9733         rsurface.inversematrix = identitymatrix;
9734         rsurface.matrixscale = 1;
9735         rsurface.inversematrixscale = 1;
9736         R_EntityMatrix(&identitymatrix);
9737         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9738         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9739         rsurface.fograngerecip = r_refdef.fograngerecip;
9740         rsurface.fogheightfade = r_refdef.fogheightfade;
9741         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9742         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9743         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9744         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9745         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9746         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9747         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9748         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9749         rsurface.colormod[3] = 1;
9750         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);
9751         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9752         rsurface.frameblend[0].lerp = 1;
9753         rsurface.ent_alttextures = false;
9754         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9755         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9756         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9757         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9758         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9759         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9760         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9761         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9762         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9763         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9764         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9765         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9766         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9767         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9768         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9769         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9770         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9771         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9772         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9773         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9774         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9775         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9776         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9777         rsurface.modelelement3i = model->surfmesh.data_element3i;
9778         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9779         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9780         rsurface.modelelement3s = model->surfmesh.data_element3s;
9781         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9782         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9783         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9784         rsurface.modelnumvertices = model->surfmesh.num_vertices;
9785         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9786         rsurface.modelsurfaces = model->data_surfaces;
9787         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9788         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9789         rsurface.modelvertexposition = model->surfmesh.vertexposition;
9790         rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9791         rsurface.modelgeneratedvertex = false;
9792         rsurface.batchgeneratedvertex = false;
9793         rsurface.batchfirstvertex = 0;
9794         rsurface.batchnumvertices = 0;
9795         rsurface.batchfirsttriangle = 0;
9796         rsurface.batchnumtriangles = 0;
9797         rsurface.batchvertex3f  = NULL;
9798         rsurface.batchvertex3f_vertexbuffer = NULL;
9799         rsurface.batchvertex3f_bufferoffset = 0;
9800         rsurface.batchsvector3f = NULL;
9801         rsurface.batchsvector3f_vertexbuffer = NULL;
9802         rsurface.batchsvector3f_bufferoffset = 0;
9803         rsurface.batchtvector3f = NULL;
9804         rsurface.batchtvector3f_vertexbuffer = NULL;
9805         rsurface.batchtvector3f_bufferoffset = 0;
9806         rsurface.batchnormal3f  = NULL;
9807         rsurface.batchnormal3f_vertexbuffer = NULL;
9808         rsurface.batchnormal3f_bufferoffset = 0;
9809         rsurface.batchlightmapcolor4f = NULL;
9810         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9811         rsurface.batchlightmapcolor4f_bufferoffset = 0;
9812         rsurface.batchtexcoordtexture2f = NULL;
9813         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9814         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9815         rsurface.batchtexcoordlightmap2f = NULL;
9816         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9817         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9818         rsurface.batchvertexmesh = NULL;
9819         rsurface.batchvertexmeshbuffer = NULL;
9820         rsurface.batchvertexposition = NULL;
9821         rsurface.batchvertexpositionbuffer = NULL;
9822         rsurface.batchelement3i = NULL;
9823         rsurface.batchelement3i_indexbuffer = NULL;
9824         rsurface.batchelement3i_bufferoffset = 0;
9825         rsurface.batchelement3s = NULL;
9826         rsurface.batchelement3s_indexbuffer = NULL;
9827         rsurface.batchelement3s_bufferoffset = 0;
9828         rsurface.passcolor4f = NULL;
9829         rsurface.passcolor4f_vertexbuffer = NULL;
9830         rsurface.passcolor4f_bufferoffset = 0;
9831 }
9832
9833 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9834 {
9835         dp_model_t *model = ent->model;
9836         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9837         //      return;
9838         rsurface.entity = (entity_render_t *)ent;
9839         rsurface.skeleton = ent->skeleton;
9840         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
9841         rsurface.ent_skinnum = ent->skinnum;
9842         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;
9843         rsurface.ent_shadertime = ent->shadertime;
9844         rsurface.ent_flags = ent->flags;
9845         if (rsurface.array_size < model->surfmesh.num_vertices)
9846                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9847         rsurface.matrix = ent->matrix;
9848         rsurface.inversematrix = ent->inversematrix;
9849         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9850         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9851         R_EntityMatrix(&rsurface.matrix);
9852         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9853         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9854         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9855         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9856         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9857         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9858         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9859         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9860         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9861         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9862         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9863         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9864         rsurface.colormod[3] = ent->alpha;
9865         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9866         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9867         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9868         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9869         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9870         if (ent->model->brush.submodel && !prepass)
9871         {
9872                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9873                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9874         }
9875         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9876         {
9877                 if (ent->animcache_vertex3f && !r_framedata_failed)
9878                 {
9879                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9880                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9881                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9882                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9883                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
9884                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
9885                         rsurface.modelvertexposition = ent->animcache_vertexposition;
9886                         rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
9887                 }
9888                 else if (wanttangents)
9889                 {
9890                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9891                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9892                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9893                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9894                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9895                         rsurface.modelvertexmesh = NULL;
9896                         rsurface.modelvertexmeshbuffer = NULL;
9897                         rsurface.modelvertexposition = NULL;
9898                         rsurface.modelvertexpositionbuffer = NULL;
9899                 }
9900                 else if (wantnormals)
9901                 {
9902                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9903                         rsurface.modelsvector3f = NULL;
9904                         rsurface.modeltvector3f = NULL;
9905                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9906                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9907                         rsurface.modelvertexmesh = NULL;
9908                         rsurface.modelvertexmeshbuffer = NULL;
9909                         rsurface.modelvertexposition = NULL;
9910                         rsurface.modelvertexpositionbuffer = NULL;
9911                 }
9912                 else
9913                 {
9914                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9915                         rsurface.modelsvector3f = NULL;
9916                         rsurface.modeltvector3f = NULL;
9917                         rsurface.modelnormal3f = NULL;
9918                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9919                         rsurface.modelvertexmesh = NULL;
9920                         rsurface.modelvertexmeshbuffer = NULL;
9921                         rsurface.modelvertexposition = NULL;
9922                         rsurface.modelvertexpositionbuffer = NULL;
9923                 }
9924                 rsurface.modelvertex3f_vertexbuffer = 0;
9925                 rsurface.modelvertex3f_bufferoffset = 0;
9926                 rsurface.modelsvector3f_vertexbuffer = 0;
9927                 rsurface.modelsvector3f_bufferoffset = 0;
9928                 rsurface.modeltvector3f_vertexbuffer = 0;
9929                 rsurface.modeltvector3f_bufferoffset = 0;
9930                 rsurface.modelnormal3f_vertexbuffer = 0;
9931                 rsurface.modelnormal3f_bufferoffset = 0;
9932                 rsurface.modelgeneratedvertex = true;
9933         }
9934         else
9935         {
9936                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9937                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9938                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9939                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9940                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9941                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9942                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9943                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9944                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9945                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9946                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9947                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9948                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9949                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9950                 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9951                 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9952                 rsurface.modelgeneratedvertex = false;
9953         }
9954         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9955         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9956         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9957         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9958         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9959         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9960         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9961         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9962         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9963         rsurface.modelelement3i = model->surfmesh.data_element3i;
9964         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9965         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9966         rsurface.modelelement3s = model->surfmesh.data_element3s;
9967         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9968         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9969         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9970         rsurface.modelnumvertices = model->surfmesh.num_vertices;
9971         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9972         rsurface.modelsurfaces = model->data_surfaces;
9973         rsurface.batchgeneratedvertex = false;
9974         rsurface.batchfirstvertex = 0;
9975         rsurface.batchnumvertices = 0;
9976         rsurface.batchfirsttriangle = 0;
9977         rsurface.batchnumtriangles = 0;
9978         rsurface.batchvertex3f  = NULL;
9979         rsurface.batchvertex3f_vertexbuffer = NULL;
9980         rsurface.batchvertex3f_bufferoffset = 0;
9981         rsurface.batchsvector3f = NULL;
9982         rsurface.batchsvector3f_vertexbuffer = NULL;
9983         rsurface.batchsvector3f_bufferoffset = 0;
9984         rsurface.batchtvector3f = NULL;
9985         rsurface.batchtvector3f_vertexbuffer = NULL;
9986         rsurface.batchtvector3f_bufferoffset = 0;
9987         rsurface.batchnormal3f  = NULL;
9988         rsurface.batchnormal3f_vertexbuffer = NULL;
9989         rsurface.batchnormal3f_bufferoffset = 0;
9990         rsurface.batchlightmapcolor4f = NULL;
9991         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9992         rsurface.batchlightmapcolor4f_bufferoffset = 0;
9993         rsurface.batchtexcoordtexture2f = NULL;
9994         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9995         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9996         rsurface.batchtexcoordlightmap2f = NULL;
9997         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9998         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9999         rsurface.batchvertexmesh = NULL;
10000         rsurface.batchvertexmeshbuffer = NULL;
10001         rsurface.batchvertexposition = NULL;
10002         rsurface.batchvertexpositionbuffer = NULL;
10003         rsurface.batchelement3i = NULL;
10004         rsurface.batchelement3i_indexbuffer = NULL;
10005         rsurface.batchelement3i_bufferoffset = 0;
10006         rsurface.batchelement3s = NULL;
10007         rsurface.batchelement3s_indexbuffer = NULL;
10008         rsurface.batchelement3s_bufferoffset = 0;
10009         rsurface.passcolor4f = NULL;
10010         rsurface.passcolor4f_vertexbuffer = NULL;
10011         rsurface.passcolor4f_bufferoffset = 0;
10012 }
10013
10014 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)
10015 {
10016         int i;
10017
10018         rsurface.entity = r_refdef.scene.worldentity;
10019         rsurface.skeleton = NULL;
10020         rsurface.ent_skinnum = 0;
10021         rsurface.ent_qwskin = -1;
10022         rsurface.ent_shadertime = shadertime;
10023         rsurface.ent_flags = entflags;
10024         rsurface.modelnumvertices = numvertices;
10025         rsurface.modelnumtriangles = numtriangles;
10026         if (rsurface.array_size < rsurface.modelnumvertices)
10027                 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
10028         rsurface.matrix = *matrix;
10029         rsurface.inversematrix = *inversematrix;
10030         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10031         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10032         R_EntityMatrix(&rsurface.matrix);
10033         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10034         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10035         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10036         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10037         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10038         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10039         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10040         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10041         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10042         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10043         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10044         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
10045         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);
10046         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10047         rsurface.frameblend[0].lerp = 1;
10048         rsurface.ent_alttextures = false;
10049         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10050         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10051         if (wanttangents)
10052         {
10053                 rsurface.modelvertex3f = vertex3f;
10054                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
10055                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
10056                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10057         }
10058         else if (wantnormals)
10059         {
10060                 rsurface.modelvertex3f = vertex3f;
10061                 rsurface.modelsvector3f = NULL;
10062                 rsurface.modeltvector3f = NULL;
10063                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10064         }
10065         else
10066         {
10067                 rsurface.modelvertex3f = vertex3f;
10068                 rsurface.modelsvector3f = NULL;
10069                 rsurface.modeltvector3f = NULL;
10070                 rsurface.modelnormal3f = NULL;
10071         }
10072         rsurface.modelvertexmesh = NULL;
10073         rsurface.modelvertexmeshbuffer = NULL;
10074         rsurface.modelvertexposition = NULL;
10075         rsurface.modelvertexpositionbuffer = NULL;
10076         rsurface.modelvertex3f_vertexbuffer = 0;
10077         rsurface.modelvertex3f_bufferoffset = 0;
10078         rsurface.modelsvector3f_vertexbuffer = 0;
10079         rsurface.modelsvector3f_bufferoffset = 0;
10080         rsurface.modeltvector3f_vertexbuffer = 0;
10081         rsurface.modeltvector3f_bufferoffset = 0;
10082         rsurface.modelnormal3f_vertexbuffer = 0;
10083         rsurface.modelnormal3f_bufferoffset = 0;
10084         rsurface.modelgeneratedvertex = true;
10085         rsurface.modellightmapcolor4f  = color4f;
10086         rsurface.modellightmapcolor4f_vertexbuffer = 0;
10087         rsurface.modellightmapcolor4f_bufferoffset = 0;
10088         rsurface.modeltexcoordtexture2f  = texcoord2f;
10089         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
10090         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10091         rsurface.modeltexcoordlightmap2f  = NULL;
10092         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
10093         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10094         rsurface.modelelement3i = element3i;
10095         rsurface.modelelement3i_indexbuffer = NULL;
10096         rsurface.modelelement3i_bufferoffset = 0;
10097         rsurface.modelelement3s = element3s;
10098         rsurface.modelelement3s_indexbuffer = NULL;
10099         rsurface.modelelement3s_bufferoffset = 0;
10100         rsurface.modellightmapoffsets = NULL;
10101         rsurface.modelsurfaces = NULL;
10102         rsurface.batchgeneratedvertex = false;
10103         rsurface.batchfirstvertex = 0;
10104         rsurface.batchnumvertices = 0;
10105         rsurface.batchfirsttriangle = 0;
10106         rsurface.batchnumtriangles = 0;
10107         rsurface.batchvertex3f  = NULL;
10108         rsurface.batchvertex3f_vertexbuffer = NULL;
10109         rsurface.batchvertex3f_bufferoffset = 0;
10110         rsurface.batchsvector3f = NULL;
10111         rsurface.batchsvector3f_vertexbuffer = NULL;
10112         rsurface.batchsvector3f_bufferoffset = 0;
10113         rsurface.batchtvector3f = NULL;
10114         rsurface.batchtvector3f_vertexbuffer = NULL;
10115         rsurface.batchtvector3f_bufferoffset = 0;
10116         rsurface.batchnormal3f  = NULL;
10117         rsurface.batchnormal3f_vertexbuffer = NULL;
10118         rsurface.batchnormal3f_bufferoffset = 0;
10119         rsurface.batchlightmapcolor4f = NULL;
10120         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10121         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10122         rsurface.batchtexcoordtexture2f = NULL;
10123         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10124         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10125         rsurface.batchtexcoordlightmap2f = NULL;
10126         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10127         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10128         rsurface.batchvertexmesh = NULL;
10129         rsurface.batchvertexmeshbuffer = NULL;
10130         rsurface.batchvertexposition = NULL;
10131         rsurface.batchvertexpositionbuffer = NULL;
10132         rsurface.batchelement3i = NULL;
10133         rsurface.batchelement3i_indexbuffer = NULL;
10134         rsurface.batchelement3i_bufferoffset = 0;
10135         rsurface.batchelement3s = NULL;
10136         rsurface.batchelement3s_indexbuffer = NULL;
10137         rsurface.batchelement3s_bufferoffset = 0;
10138         rsurface.passcolor4f = NULL;
10139         rsurface.passcolor4f_vertexbuffer = NULL;
10140         rsurface.passcolor4f_bufferoffset = 0;
10141
10142         if (rsurface.modelnumvertices && rsurface.modelelement3i)
10143         {
10144                 if ((wantnormals || wanttangents) && !normal3f)
10145                 {
10146                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10147                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10148                 }
10149                 if (wanttangents && !svector3f)
10150                 {
10151                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
10152                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10153                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10154                 }
10155         }
10156
10157         // now convert arrays into vertexmesh structs
10158         for (i = 0;i < numvertices;i++)
10159         {
10160                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
10161                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
10162                 if (rsurface.modelsvector3f)
10163                         VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
10164                 if (rsurface.modeltvector3f)
10165                         VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
10166                 if (rsurface.modelnormal3f)
10167                         VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
10168                 if (rsurface.modellightmapcolor4f)
10169                         Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
10170                 if (rsurface.modeltexcoordtexture2f)
10171                         Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
10172                 if (rsurface.modeltexcoordlightmap2f)
10173                         Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
10174         }
10175 }
10176
10177 float RSurf_FogPoint(const float *v)
10178 {
10179         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10180         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10181         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10182         float FogHeightFade = r_refdef.fogheightfade;
10183         float fogfrac;
10184         unsigned int fogmasktableindex;
10185         if (r_refdef.fogplaneviewabove)
10186                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10187         else
10188                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10189         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10190         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10191 }
10192
10193 float RSurf_FogVertex(const float *v)
10194 {
10195         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10196         float FogPlaneViewDist = rsurface.fogplaneviewdist;
10197         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10198         float FogHeightFade = rsurface.fogheightfade;
10199         float fogfrac;
10200         unsigned int fogmasktableindex;
10201         if (r_refdef.fogplaneviewabove)
10202                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10203         else
10204                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10205         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10206         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10207 }
10208
10209 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
10210 {
10211         int i;
10212         for (i = 0;i < numelements;i++)
10213                 outelement3i[i] = inelement3i[i] + adjust;
10214 }
10215
10216 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10217 extern cvar_t gl_vbo;
10218 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10219 {
10220         int deformindex;
10221         int firsttriangle;
10222         int numtriangles;
10223         int firstvertex;
10224         int endvertex;
10225         int numvertices;
10226         int surfacefirsttriangle;
10227         int surfacenumtriangles;
10228         int surfacefirstvertex;
10229         int surfaceendvertex;
10230         int surfacenumvertices;
10231         int surfaceadjustvertex;
10232         int needsupdate;
10233         int i, j;
10234         qboolean gaps;
10235         qboolean dynamicvertex;
10236         float amplitude;
10237         float animpos;
10238         float scale;
10239         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10240         float waveparms[4];
10241         q3shaderinfo_deform_t *deform;
10242         const msurface_t *surface, *firstsurface;
10243         r_vertexposition_t *vertexposition;
10244         r_vertexmesh_t *vertexmesh;
10245         if (!texturenumsurfaces)
10246                 return;
10247         // find vertex range of this surface batch
10248         gaps = false;
10249         firstsurface = texturesurfacelist[0];
10250         firsttriangle = firstsurface->num_firsttriangle;
10251         numtriangles = 0;
10252         firstvertex = endvertex = firstsurface->num_firstvertex;
10253         for (i = 0;i < texturenumsurfaces;i++)
10254         {
10255                 surface = texturesurfacelist[i];
10256                 if (surface != firstsurface + i)
10257                         gaps = true;
10258                 surfacefirstvertex = surface->num_firstvertex;
10259                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
10260                 surfacenumtriangles = surface->num_triangles;
10261                 if (firstvertex > surfacefirstvertex)
10262                         firstvertex = surfacefirstvertex;
10263                 if (endvertex < surfaceendvertex)
10264                         endvertex = surfaceendvertex;
10265                 numtriangles += surfacenumtriangles;
10266         }
10267         if (!numtriangles)
10268                 return;
10269
10270         // we now know the vertex range used, and if there are any gaps in it
10271         rsurface.batchfirstvertex = firstvertex;
10272         rsurface.batchnumvertices = endvertex - firstvertex;
10273         rsurface.batchfirsttriangle = firsttriangle;
10274         rsurface.batchnumtriangles = numtriangles;
10275
10276         // this variable holds flags for which properties have been updated that
10277         // may require regenerating vertexmesh or vertexposition arrays...
10278         needsupdate = 0;
10279
10280         // check if any dynamic vertex processing must occur
10281         dynamicvertex = false;
10282
10283         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10284                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
10285         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10286         {
10287                 switch (deform->deform)
10288                 {
10289                 default:
10290                 case Q3DEFORM_PROJECTIONSHADOW:
10291                 case Q3DEFORM_TEXT0:
10292                 case Q3DEFORM_TEXT1:
10293                 case Q3DEFORM_TEXT2:
10294                 case Q3DEFORM_TEXT3:
10295                 case Q3DEFORM_TEXT4:
10296                 case Q3DEFORM_TEXT5:
10297                 case Q3DEFORM_TEXT6:
10298                 case Q3DEFORM_TEXT7:
10299                 case Q3DEFORM_NONE:
10300                         break;
10301                 case Q3DEFORM_AUTOSPRITE:
10302                         dynamicvertex = true;
10303                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10304                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10305                         break;
10306                 case Q3DEFORM_AUTOSPRITE2:
10307                         dynamicvertex = true;
10308                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10309                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10310                         break;
10311                 case Q3DEFORM_NORMAL:
10312                         dynamicvertex = true;
10313                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10314                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10315                         break;
10316                 case Q3DEFORM_WAVE:
10317                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10318                                 break; // if wavefunc is a nop, ignore this transform
10319                         dynamicvertex = true;
10320                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10321                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10322                         break;
10323                 case Q3DEFORM_BULGE:
10324                         dynamicvertex = true;
10325                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10326                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10327                         break;
10328                 case Q3DEFORM_MOVE:
10329                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10330                                 break; // if wavefunc is a nop, ignore this transform
10331                         dynamicvertex = true;
10332                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10333                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
10334                         break;
10335                 }
10336         }
10337         switch(rsurface.texture->tcgen.tcgen)
10338         {
10339         default:
10340         case Q3TCGEN_TEXTURE:
10341                 break;
10342         case Q3TCGEN_LIGHTMAP:
10343                 dynamicvertex = true;
10344                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
10345                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
10346                 break;
10347         case Q3TCGEN_VECTOR:
10348                 dynamicvertex = true;
10349                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10350                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10351                 break;
10352         case Q3TCGEN_ENVIRONMENT:
10353                 dynamicvertex = true;
10354                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
10355                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10356                 break;
10357         }
10358         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10359         {
10360                 dynamicvertex = true;
10361                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10362                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10363         }
10364
10365         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10366         {
10367                 dynamicvertex = true;
10368                 batchneed |= BATCHNEED_NOGAPS;
10369                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
10370         }
10371
10372         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10373         {
10374                 dynamicvertex = true;
10375                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10376                 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
10377         }
10378
10379         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
10380         {
10381                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
10382                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
10383                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
10384                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
10385                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
10386                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
10387                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
10388         }
10389
10390         // when the model data has no vertex buffer (dynamic mesh), we need to
10391         // eliminate gaps
10392         if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
10393                 batchneed |= BATCHNEED_NOGAPS;
10394
10395         // if needsupdate, we have to do a dynamic vertex batch for sure
10396         if (needsupdate & batchneed)
10397                 dynamicvertex = true;
10398
10399         // see if we need to build vertexmesh from arrays
10400         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10401                 dynamicvertex = true;
10402
10403         // see if we need to build vertexposition from arrays
10404         if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
10405                 dynamicvertex = true;
10406
10407         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
10408         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
10409                 dynamicvertex = true;
10410
10411         // if there is a chance of animated vertex colors, it's a dynamic batch
10412         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10413                 dynamicvertex = true;
10414
10415         rsurface.batchvertex3f = rsurface.modelvertex3f;
10416         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
10417         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10418         rsurface.batchsvector3f = rsurface.modelsvector3f;
10419         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
10420         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10421         rsurface.batchtvector3f = rsurface.modeltvector3f;
10422         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
10423         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10424         rsurface.batchnormal3f = rsurface.modelnormal3f;
10425         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
10426         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10427         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
10428         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
10429         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
10430         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
10431         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
10432         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
10433         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10434         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
10435         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10436         rsurface.batchvertexposition = rsurface.modelvertexposition;
10437         rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
10438         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
10439         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
10440         rsurface.batchelement3i = rsurface.modelelement3i;
10441         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
10442         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
10443         rsurface.batchelement3s = rsurface.modelelement3s;
10444         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
10445         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
10446
10447         // if any dynamic vertex processing has to occur in software, we copy the
10448         // entire surface list together before processing to rebase the vertices
10449         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
10450         //
10451         // if any gaps exist and we do not have a static vertex buffer, we have to
10452         // copy the surface list together to avoid wasting upload bandwidth on the
10453         // vertices in the gaps.
10454         //
10455         // if gaps exist and we have a static vertex buffer, we still have to
10456         // combine the index buffer ranges into one dynamic index buffer.
10457         //
10458         // in all cases we end up with data that can be drawn in one call.
10459
10460         if (!dynamicvertex)
10461         {
10462                 // static vertex data, just set pointers...
10463                 rsurface.batchgeneratedvertex = false;
10464                 // if there are gaps, we want to build a combined index buffer,
10465                 // otherwise use the original static buffer with an appropriate offset
10466                 if (gaps)
10467                 {
10468                         firsttriangle = 0;
10469                         numtriangles = 0;
10470                         for (i = 0;i < texturenumsurfaces;i++)
10471                         {
10472                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10473                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10474                                 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
10475                                 numtriangles += surfacenumtriangles;
10476                         }
10477                         rsurface.batchelement3i = rsurface.array_batchelement3i;
10478                         rsurface.batchelement3i_indexbuffer = NULL;
10479                         rsurface.batchelement3i_bufferoffset = 0;
10480                         rsurface.batchelement3s = NULL;
10481                         rsurface.batchelement3s_indexbuffer = NULL;
10482                         rsurface.batchelement3s_bufferoffset = 0;
10483                         if (endvertex <= 65536)
10484                         {
10485                                 rsurface.batchelement3s = rsurface.array_batchelement3s;
10486                                 for (i = 0;i < numtriangles*3;i++)
10487                                         rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10488                         }
10489                         rsurface.batchfirsttriangle = firsttriangle;
10490                         rsurface.batchnumtriangles = numtriangles;
10491                 }
10492                 return;
10493         }
10494
10495         // something needs software processing, do it for real...
10496         // we only directly handle interleaved array data in this case...
10497         rsurface.batchgeneratedvertex = true;
10498
10499         // now copy the vertex data into a combined array and make an index array
10500         // (this is what Quake3 does all the time)
10501         //if (gaps || rsurface.batchfirstvertex)
10502         {
10503                 rsurface.batchvertexposition = NULL;
10504                 rsurface.batchvertexpositionbuffer = NULL;
10505                 rsurface.batchvertexmesh = NULL;
10506                 rsurface.batchvertexmeshbuffer = NULL;
10507                 rsurface.batchvertex3f = NULL;
10508                 rsurface.batchvertex3f_vertexbuffer = NULL;
10509                 rsurface.batchvertex3f_bufferoffset = 0;
10510                 rsurface.batchsvector3f = NULL;
10511                 rsurface.batchsvector3f_vertexbuffer = NULL;
10512                 rsurface.batchsvector3f_bufferoffset = 0;
10513                 rsurface.batchtvector3f = NULL;
10514                 rsurface.batchtvector3f_vertexbuffer = NULL;
10515                 rsurface.batchtvector3f_bufferoffset = 0;
10516                 rsurface.batchnormal3f = NULL;
10517                 rsurface.batchnormal3f_vertexbuffer = NULL;
10518                 rsurface.batchnormal3f_bufferoffset = 0;
10519                 rsurface.batchlightmapcolor4f = NULL;
10520                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10521                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10522                 rsurface.batchtexcoordtexture2f = NULL;
10523                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10524                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10525                 rsurface.batchtexcoordlightmap2f = NULL;
10526                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10527                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10528                 rsurface.batchelement3i = rsurface.array_batchelement3i;
10529                 rsurface.batchelement3i_indexbuffer = NULL;
10530                 rsurface.batchelement3i_bufferoffset = 0;
10531                 rsurface.batchelement3s = NULL;
10532                 rsurface.batchelement3s_indexbuffer = NULL;
10533                 rsurface.batchelement3s_bufferoffset = 0;
10534                 // we'll only be setting up certain arrays as needed
10535                 if (batchneed & BATCHNEED_VERTEXPOSITION)
10536                         rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10537                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10538                         rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10539                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10540                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10541                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
10542                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10543                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
10544                 {
10545                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10546                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10547                 }
10548                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
10549                         rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10550                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
10551                         rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10552                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
10553                         rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
10554                 numvertices = 0;
10555                 numtriangles = 0;
10556                 for (i = 0;i < texturenumsurfaces;i++)
10557                 {
10558                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
10559                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
10560                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10561                         surfaceadjustvertex = numvertices - surfacefirstvertex;
10562                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10563                         // copy only the data requested
10564                         if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
10565                                 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
10566                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
10567                                 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
10568                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
10569                         {
10570                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10571                                         memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10572                                 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
10573                                         memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10574                                 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
10575                                 {
10576                                         memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10577                                         memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10578                                 }
10579                                 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
10580                                         memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
10581                                 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
10582                                         memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10583                                 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
10584                                         memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10585                         }
10586                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
10587                         numvertices += surfacenumvertices;
10588                         numtriangles += surfacenumtriangles;
10589                 }
10590
10591                 // generate a 16bit index array as well if possible
10592                 // (in general, dynamic batches fit)
10593                 if (numvertices <= 65536)
10594                 {
10595                         rsurface.batchelement3s = rsurface.array_batchelement3s;
10596                         for (i = 0;i < numtriangles*3;i++)
10597                                 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10598                 }
10599
10600                 // since we've copied everything, the batch now starts at 0
10601                 rsurface.batchfirstvertex = 0;
10602                 rsurface.batchnumvertices = numvertices;
10603                 rsurface.batchfirsttriangle = 0;
10604                 rsurface.batchnumtriangles = numtriangles;
10605         }
10606
10607         // q1bsp surfaces rendered in vertex color mode have to have colors
10608         // calculated based on lightstyles
10609         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10610         {
10611                 // generate color arrays for the surfaces in this list
10612                 int c[4];
10613                 int scale;
10614                 int size3;
10615                 const int *offsets;
10616                 const unsigned char *lm;
10617                 numvertices = 0;
10618                 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10619                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10620                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10621                 for (i = 0;i < texturenumsurfaces;i++)
10622                 {
10623                         surface = texturesurfacelist[i];
10624                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
10625                         surfacenumvertices = surface->num_vertices;
10626                         if (surface->lightmapinfo->samples)
10627                         {
10628                                 for (j = 0;j < surfacenumvertices;j++)
10629                                 {
10630                                         lm = surface->lightmapinfo->samples + offsets[j];
10631                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
10632                                         VectorScale(lm, scale, c);
10633                                         if (surface->lightmapinfo->styles[1] != 255)
10634                                         {
10635                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10636                                                 lm += size3;
10637                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
10638                                                 VectorMA(c, scale, lm, c);
10639                                                 if (surface->lightmapinfo->styles[2] != 255)
10640                                                 {
10641                                                         lm += size3;
10642                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
10643                                                         VectorMA(c, scale, lm, c);
10644                                                         if (surface->lightmapinfo->styles[3] != 255)
10645                                                         {
10646                                                                 lm += size3;
10647                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
10648                                                                 VectorMA(c, scale, lm, c);
10649                                                         }
10650                                                 }
10651                                         }
10652                                         c[0] >>= 15;
10653                                         c[1] >>= 15;
10654                                         c[2] >>= 15;
10655                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
10656                                         numvertices++;
10657                                 }
10658                         }
10659                         else
10660                         {
10661                                 for (j = 0;j < surfacenumvertices;j++)
10662                                 {
10663                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
10664                                         numvertices++;
10665                                 }
10666                         }
10667                 }
10668         }
10669
10670         // if vertices are deformed (sprite flares and things in maps, possibly
10671         // water waves, bulges and other deformations), modify the copied vertices
10672         // in place
10673         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10674         {
10675                 switch (deform->deform)
10676                 {
10677                 default:
10678                 case Q3DEFORM_PROJECTIONSHADOW:
10679                 case Q3DEFORM_TEXT0:
10680                 case Q3DEFORM_TEXT1:
10681                 case Q3DEFORM_TEXT2:
10682                 case Q3DEFORM_TEXT3:
10683                 case Q3DEFORM_TEXT4:
10684                 case Q3DEFORM_TEXT5:
10685                 case Q3DEFORM_TEXT6:
10686                 case Q3DEFORM_TEXT7:
10687                 case Q3DEFORM_NONE:
10688                         break;
10689                 case Q3DEFORM_AUTOSPRITE:
10690                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10691                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10692                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10693                         VectorNormalize(newforward);
10694                         VectorNormalize(newright);
10695                         VectorNormalize(newup);
10696                         // a single autosprite surface can contain multiple sprites...
10697                         for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10698                         {
10699                                 VectorClear(center);
10700                                 for (i = 0;i < 4;i++)
10701                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10702                                 VectorScale(center, 0.25f, center);
10703                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
10704                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
10705                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
10706                                 for (i = 0;i < 4;i++)
10707                                 {
10708                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
10709                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
10710                                 }
10711                         }
10712                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10713                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10714                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10715                         rsurface.batchvertex3f_vertexbuffer = NULL;
10716                         rsurface.batchvertex3f_bufferoffset = 0;
10717                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10718                         rsurface.batchsvector3f_vertexbuffer = NULL;
10719                         rsurface.batchsvector3f_bufferoffset = 0;
10720                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10721                         rsurface.batchtvector3f_vertexbuffer = NULL;
10722                         rsurface.batchtvector3f_bufferoffset = 0;
10723                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10724                         rsurface.batchnormal3f_vertexbuffer = NULL;
10725                         rsurface.batchnormal3f_bufferoffset = 0;
10726                         break;
10727                 case Q3DEFORM_AUTOSPRITE2:
10728                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10729                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10730                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10731                         VectorNormalize(newforward);
10732                         VectorNormalize(newright);
10733                         VectorNormalize(newup);
10734                         {
10735                                 const float *v1, *v2;
10736                                 vec3_t start, end;
10737                                 float f, l;
10738                                 struct
10739                                 {
10740                                         float length2;
10741                                         const float *v1;
10742                                         const float *v2;
10743                                 }
10744                                 shortest[2];
10745                                 memset(shortest, 0, sizeof(shortest));
10746                                 // a single autosprite surface can contain multiple sprites...
10747                                 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10748                                 {
10749                                         VectorClear(center);
10750                                         for (i = 0;i < 4;i++)
10751                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10752                                         VectorScale(center, 0.25f, center);
10753                                         // find the two shortest edges, then use them to define the
10754                                         // axis vectors for rotating around the central axis
10755                                         for (i = 0;i < 6;i++)
10756                                         {
10757                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
10758                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
10759                                                 l = VectorDistance2(v1, v2);
10760                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10761                                                 if (v1[2] != v2[2])
10762                                                         l += (1.0f / 1024.0f);
10763                                                 if (shortest[0].length2 > l || i == 0)
10764                                                 {
10765                                                         shortest[1] = shortest[0];
10766                                                         shortest[0].length2 = l;
10767                                                         shortest[0].v1 = v1;
10768                                                         shortest[0].v2 = v2;
10769                                                 }
10770                                                 else if (shortest[1].length2 > l || i == 1)
10771                                                 {
10772                                                         shortest[1].length2 = l;
10773                                                         shortest[1].v1 = v1;
10774                                                         shortest[1].v2 = v2;
10775                                                 }
10776                                         }
10777                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10778                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10779                                         // this calculates the right vector from the shortest edge
10780                                         // and the up vector from the edge midpoints
10781                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10782                                         VectorNormalize(right);
10783                                         VectorSubtract(end, start, up);
10784                                         VectorNormalize(up);
10785                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10786                                         VectorSubtract(rsurface.localvieworigin, center, forward);
10787                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10788                                         VectorNegate(forward, forward);
10789                                         VectorReflect(forward, 0, up, forward);
10790                                         VectorNormalize(forward);
10791                                         CrossProduct(up, forward, newright);
10792                                         VectorNormalize(newright);
10793                                         // rotate the quad around the up axis vector, this is made
10794                                         // especially easy by the fact we know the quad is flat,
10795                                         // so we only have to subtract the center position and
10796                                         // measure distance along the right vector, and then
10797                                         // multiply that by the newright vector and add back the
10798                                         // center position
10799                                         // we also need to subtract the old position to undo the
10800                                         // displacement from the center, which we do with a
10801                                         // DotProduct, the subtraction/addition of center is also
10802                                         // optimized into DotProducts here
10803                                         l = DotProduct(right, center);
10804                                         for (i = 0;i < 4;i++)
10805                                         {
10806                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
10807                                                 f = DotProduct(right, v1) - l;
10808                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
10809                                         }
10810                                 }
10811                         }
10812                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10813                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10814                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10815                         rsurface.batchvertex3f_vertexbuffer = NULL;
10816                         rsurface.batchvertex3f_bufferoffset = 0;
10817                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10818                         rsurface.batchsvector3f_vertexbuffer = NULL;
10819                         rsurface.batchsvector3f_bufferoffset = 0;
10820                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10821                         rsurface.batchtvector3f_vertexbuffer = NULL;
10822                         rsurface.batchtvector3f_bufferoffset = 0;
10823                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10824                         rsurface.batchnormal3f_vertexbuffer = NULL;
10825                         rsurface.batchnormal3f_bufferoffset = 0;
10826                         break;
10827                 case Q3DEFORM_NORMAL:
10828                         // deform the normals to make reflections wavey
10829                         for (j = 0;j < rsurface.batchnumvertices;j++)
10830                         {
10831                                 float vertex[3];
10832                                 float *normal = rsurface.array_batchnormal3f + 3*j;
10833                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10834                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10835                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10836                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10837                                 VectorNormalize(normal);
10838                         }
10839                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10840                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10841                         rsurface.batchsvector3f_vertexbuffer = NULL;
10842                         rsurface.batchsvector3f_bufferoffset = 0;
10843                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10844                         rsurface.batchtvector3f_vertexbuffer = NULL;
10845                         rsurface.batchtvector3f_bufferoffset = 0;
10846                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10847                         rsurface.batchnormal3f_vertexbuffer = NULL;
10848                         rsurface.batchnormal3f_bufferoffset = 0;
10849                         break;
10850                 case Q3DEFORM_WAVE:
10851                         // deform vertex array to make wavey water and flags and such
10852                         waveparms[0] = deform->waveparms[0];
10853                         waveparms[1] = deform->waveparms[1];
10854                         waveparms[2] = deform->waveparms[2];
10855                         waveparms[3] = deform->waveparms[3];
10856                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10857                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10858                         // this is how a divisor of vertex influence on deformation
10859                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10860                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10861                         for (j = 0;j < rsurface.batchnumvertices;j++)
10862                         {
10863                                 // if the wavefunc depends on time, evaluate it per-vertex
10864                                 if (waveparms[3])
10865                                 {
10866                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10867                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10868                                 }
10869                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10870                         }
10871                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10872                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10873                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10874                         rsurface.batchvertex3f_vertexbuffer = NULL;
10875                         rsurface.batchvertex3f_bufferoffset = 0;
10876                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10877                         rsurface.batchsvector3f_vertexbuffer = NULL;
10878                         rsurface.batchsvector3f_bufferoffset = 0;
10879                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10880                         rsurface.batchtvector3f_vertexbuffer = NULL;
10881                         rsurface.batchtvector3f_bufferoffset = 0;
10882                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10883                         rsurface.batchnormal3f_vertexbuffer = NULL;
10884                         rsurface.batchnormal3f_bufferoffset = 0;
10885                         break;
10886                 case Q3DEFORM_BULGE:
10887                         // deform vertex array to make the surface have moving bulges
10888                         for (j = 0;j < rsurface.batchnumvertices;j++)
10889                         {
10890                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
10891                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10892                         }
10893                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10894                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10895                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10896                         rsurface.batchvertex3f_vertexbuffer = NULL;
10897                         rsurface.batchvertex3f_bufferoffset = 0;
10898                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10899                         rsurface.batchsvector3f_vertexbuffer = NULL;
10900                         rsurface.batchsvector3f_bufferoffset = 0;
10901                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10902                         rsurface.batchtvector3f_vertexbuffer = NULL;
10903                         rsurface.batchtvector3f_bufferoffset = 0;
10904                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10905                         rsurface.batchnormal3f_vertexbuffer = NULL;
10906                         rsurface.batchnormal3f_bufferoffset = 0;
10907                         break;
10908                 case Q3DEFORM_MOVE:
10909                         // deform vertex array
10910                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10911                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10912                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10913                         VectorScale(deform->parms, scale, waveparms);
10914                         for (j = 0;j < rsurface.batchnumvertices;j++)
10915                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
10916                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10917                         rsurface.batchvertex3f_vertexbuffer = NULL;
10918                         rsurface.batchvertex3f_bufferoffset = 0;
10919                         break;
10920                 }
10921         }
10922
10923         // generate texcoords based on the chosen texcoord source
10924         switch(rsurface.texture->tcgen.tcgen)
10925         {
10926         default:
10927         case Q3TCGEN_TEXTURE:
10928                 break;
10929         case Q3TCGEN_LIGHTMAP:
10930                 if (rsurface.batchtexcoordlightmap2f)
10931                         memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
10932                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10933                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10934                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10935                 break;
10936         case Q3TCGEN_VECTOR:
10937                 for (j = 0;j < rsurface.batchnumvertices;j++)
10938                 {
10939                         rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10940                         rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10941                 }
10942                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10943                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10944                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10945                 break;
10946         case Q3TCGEN_ENVIRONMENT:
10947                 // make environment reflections using a spheremap
10948                 for (j = 0;j < rsurface.batchnumvertices;j++)
10949                 {
10950                         // identical to Q3A's method, but executed in worldspace so
10951                         // carried models can be shiny too
10952
10953                         float viewer[3], d, reflected[3], worldreflected[3];
10954
10955                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10956                         // VectorNormalize(viewer);
10957
10958                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10959
10960                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10961                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10962                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10963                         // note: this is proportinal to viewer, so we can normalize later
10964
10965                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10966                         VectorNormalize(worldreflected);
10967
10968                         // note: this sphere map only uses world x and z!
10969                         // so positive and negative y will LOOK THE SAME.
10970                         rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10971                         rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10972                 }
10973                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10974                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10975                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10976                 break;
10977         }
10978         // the only tcmod that needs software vertex processing is turbulent, so
10979         // check for it here and apply the changes if needed
10980         // and we only support that as the first one
10981         // (handling a mixture of turbulent and other tcmods would be problematic
10982         //  without punting it entirely to a software path)
10983         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10984         {
10985                 amplitude = rsurface.texture->tcmods[0].parms[1];
10986                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10987                 for (j = 0;j < rsurface.batchnumvertices;j++)
10988                 {
10989                         rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10990                         rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10991                 }
10992                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10993                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10994                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10995         }
10996
10997         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10998         {
10999                 // convert the modified arrays to vertex structs
11000                 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11001                 rsurface.batchvertexmeshbuffer = NULL;
11002                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
11003                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11004                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
11005                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
11006                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11007                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
11008                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
11009                 {
11010                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11011                         {
11012                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
11013                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
11014                         }
11015                 }
11016                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
11017                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11018                                 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
11019                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
11020                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11021                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
11022                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
11023                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11024                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
11025         }
11026
11027         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11028         {
11029                 // convert the modified arrays to vertex structs
11030                 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11031                 rsurface.batchvertexpositionbuffer = NULL;
11032                 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
11033                         memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
11034                 else
11035                         for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
11036                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
11037         }
11038 }
11039
11040 void RSurf_DrawBatch(void)
11041 {
11042         R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
11043 }
11044
11045 static void RSurf_BindLightmapForBatch(void)
11046 {
11047         switch(vid.renderpath)
11048         {
11049         case RENDERPATH_CGGL:
11050 #ifdef SUPPORTCG
11051                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture );CHECKCGERROR
11052                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, rsurface.deluxemaptexture);CHECKCGERROR
11053 #endif
11054                 break;
11055         case RENDERPATH_GL20:
11056                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture );
11057                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, rsurface.deluxemaptexture);
11058                 break;
11059         case RENDERPATH_GL13:
11060         case RENDERPATH_GL11:
11061                 R_Mesh_TexBind(0, rsurface.lightmaptexture);
11062                 break;
11063         }
11064 }
11065
11066 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
11067 {
11068         // pick the closest matching water plane
11069         int planeindex, vertexindex, bestplaneindex = -1;
11070         float d, bestd;
11071         vec3_t vert;
11072         const float *v;
11073         r_waterstate_waterplane_t *p;
11074         bestd = 0;
11075         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
11076         {
11077                 if(p->camera_entity != rsurface.texture->camera_entity)
11078                         continue;
11079                 d = 0;
11080                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
11081                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
11082                 {
11083                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
11084                         d += fabs(PlaneDiff(vert, &p->plane));
11085                 }
11086                 if (bestd > d || bestplaneindex < 0)
11087                 {
11088                         bestd = d;
11089                         bestplaneindex = planeindex;
11090                 }
11091         }
11092         return bestplaneindex;
11093 }
11094
11095 static void RSurf_BindReflectionForBatch(int planeindex)
11096 {
11097         // pick the closest matching water plane and bind textures
11098         r_waterstate_waterplane_t *bestp = planeindex >= 0 ? r_waterstate.waterplanes + planeindex : NULL;
11099         switch(vid.renderpath)
11100         {
11101         case RENDERPATH_CGGL:
11102 #ifdef SUPPORTCG
11103                 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
11104                 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
11105                 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
11106 #endif
11107                 break;
11108         case RENDERPATH_GL20:
11109                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
11110                 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
11111                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
11112                 break;
11113         case RENDERPATH_GL13:
11114         case RENDERPATH_GL11:
11115                 break;
11116         }
11117 }
11118
11119 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
11120 {
11121         int i;
11122         for (i = 0;i < rsurface.batchnumvertices;i++)
11123                 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
11124         rsurface.passcolor4f = rsurface.array_passcolor4f;
11125         rsurface.passcolor4f_vertexbuffer = 0;
11126         rsurface.passcolor4f_bufferoffset = 0;
11127 }
11128
11129 static void RSurf_DrawBatch_GL11_ApplyFog(void)
11130 {
11131         int i;
11132         float f;
11133         const float *v;
11134         const float *c;
11135         float *c2;
11136         if (rsurface.passcolor4f)
11137         {
11138                 // generate color arrays
11139                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11140                 {
11141                         f = RSurf_FogVertex(v);
11142                         c2[0] = c[0] * f;
11143                         c2[1] = c[1] * f;
11144                         c2[2] = c[2] * f;
11145                         c2[3] = c[3];
11146                 }
11147         }
11148         else
11149         {
11150                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
11151                 {
11152                         f = RSurf_FogVertex(v);
11153                         c2[0] = f;
11154                         c2[1] = f;
11155                         c2[2] = f;
11156                         c2[3] = 1;
11157                 }
11158         }
11159         rsurface.passcolor4f = rsurface.array_passcolor4f;
11160         rsurface.passcolor4f_vertexbuffer = 0;
11161         rsurface.passcolor4f_bufferoffset = 0;
11162 }
11163
11164 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
11165 {
11166         int i;
11167         float f;
11168         const float *v;
11169         const float *c;
11170         float *c2;
11171         if (!rsurface.passcolor4f)
11172                 return;
11173         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11174         {
11175                 f = RSurf_FogVertex(v);
11176                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11177                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11178                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11179                 c2[3] = c[3];
11180         }
11181         rsurface.passcolor4f = rsurface.array_passcolor4f;
11182         rsurface.passcolor4f_vertexbuffer = 0;
11183         rsurface.passcolor4f_bufferoffset = 0;
11184 }
11185
11186 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
11187 {
11188         int i;
11189         const float *c;
11190         float *c2;
11191         if (!rsurface.passcolor4f)
11192                 return;
11193         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11194         {
11195                 c2[0] = c[0] * r;
11196                 c2[1] = c[1] * g;
11197                 c2[2] = c[2] * b;
11198                 c2[3] = c[3] * a;
11199         }
11200         rsurface.passcolor4f = rsurface.array_passcolor4f;
11201         rsurface.passcolor4f_vertexbuffer = 0;
11202         rsurface.passcolor4f_bufferoffset = 0;
11203 }
11204
11205 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
11206 {
11207         int i;
11208         const float *c;
11209         float *c2;
11210         if (!rsurface.passcolor4f)
11211                 return;
11212         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11213         {
11214                 c2[0] = c[0] + r_refdef.scene.ambient;
11215                 c2[1] = c[1] + r_refdef.scene.ambient;
11216                 c2[2] = c[2] + r_refdef.scene.ambient;
11217                 c2[3] = c[3];
11218         }
11219         rsurface.passcolor4f = rsurface.array_passcolor4f;
11220         rsurface.passcolor4f_vertexbuffer = 0;
11221         rsurface.passcolor4f_bufferoffset = 0;
11222 }
11223
11224 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11225 {
11226         // TODO: optimize
11227         rsurface.passcolor4f = NULL;
11228         rsurface.passcolor4f_vertexbuffer = 0;
11229         rsurface.passcolor4f_bufferoffset = 0;
11230         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11231         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11232         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11233         GL_Color(r, g, b, a);
11234         RSurf_BindLightmapForBatch();
11235         RSurf_DrawBatch();
11236 }
11237
11238 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11239 {
11240         // TODO: optimize applyfog && applycolor case
11241         // just apply fog if necessary, and tint the fog color array if necessary
11242         rsurface.passcolor4f = NULL;
11243         rsurface.passcolor4f_vertexbuffer = 0;
11244         rsurface.passcolor4f_bufferoffset = 0;
11245         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11246         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11247         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11248         GL_Color(r, g, b, a);
11249         RSurf_DrawBatch();
11250 }
11251
11252 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11253 {
11254         // TODO: optimize
11255         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11256         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11257         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11258         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11259         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11260         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11261         GL_Color(r, g, b, a);
11262         RSurf_DrawBatch();
11263 }
11264
11265 static void RSurf_DrawBatch_GL11_ClampColor(void)
11266 {
11267         int i;
11268         const float *c1;
11269         float *c2;
11270         if (!rsurface.passcolor4f)
11271                 return;
11272         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
11273         {
11274                 c2[0] = bound(0.0f, c1[0], 1.0f);
11275                 c2[1] = bound(0.0f, c1[1], 1.0f);
11276                 c2[2] = bound(0.0f, c1[2], 1.0f);
11277                 c2[3] = bound(0.0f, c1[3], 1.0f);
11278         }
11279 }
11280
11281 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
11282 {
11283         int i;
11284         float f;
11285         float alpha;
11286         const float *v;
11287         const float *n;
11288         float *c;
11289         vec3_t ambientcolor;
11290         vec3_t diffusecolor;
11291         vec3_t lightdir;
11292         // TODO: optimize
11293         // model lighting
11294         VectorCopy(rsurface.modellight_lightdir, lightdir);
11295         f = 0.5f * r_refdef.lightmapintensity;
11296         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11297         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11298         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11299         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11300         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11301         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11302         alpha = *a;
11303         if (VectorLength2(diffusecolor) > 0)
11304         {
11305                 // q3-style directional shading
11306                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
11307                 {
11308                         if ((f = DotProduct(n, lightdir)) > 0)
11309                                 VectorMA(ambientcolor, f, diffusecolor, c);
11310                         else
11311                                 VectorCopy(ambientcolor, c);
11312                         c[3] = alpha;
11313                 }
11314                 *r = 1;
11315                 *g = 1;
11316                 *b = 1;
11317                 *a = 1;
11318                 rsurface.passcolor4f = rsurface.array_passcolor4f;
11319                 rsurface.passcolor4f_vertexbuffer = 0;
11320                 rsurface.passcolor4f_bufferoffset = 0;
11321                 *applycolor = false;
11322         }
11323         else
11324         {
11325                 *r = ambientcolor[0];
11326                 *g = ambientcolor[1];
11327                 *b = ambientcolor[2];
11328                 rsurface.passcolor4f = NULL;
11329                 rsurface.passcolor4f_vertexbuffer = 0;
11330                 rsurface.passcolor4f_bufferoffset = 0;
11331         }
11332 }
11333
11334 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11335 {
11336         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
11337         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11338         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11339         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11340         GL_Color(r, g, b, a);
11341         RSurf_DrawBatch();
11342 }
11343
11344 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
11345 {
11346         int i;
11347         float f;
11348         const float *v;
11349         float *c;
11350         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
11351         {
11352                 f = 1 - RSurf_FogVertex(v);
11353                 c[0] = r;
11354                 c[1] = g;
11355                 c[2] = b;
11356                 c[3] = f * a;
11357         }
11358 }
11359
11360 void RSurf_SetupDepthAndCulling(void)
11361 {
11362         // submodels are biased to avoid z-fighting with world surfaces that they
11363         // may be exactly overlapping (avoids z-fighting artifacts on certain
11364         // doors and things in Quake maps)
11365         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11366         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11367         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11368         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11369 }
11370
11371 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11372 {
11373         // transparent sky would be ridiculous
11374         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11375                 return;
11376         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11377         skyrenderlater = true;
11378         RSurf_SetupDepthAndCulling();
11379         GL_DepthMask(true);
11380         // LordHavoc: HalfLife maps have freaky skypolys so don't use
11381         // skymasking on them, and Quake3 never did sky masking (unlike
11382         // software Quake and software Quake2), so disable the sky masking
11383         // in Quake3 maps as it causes problems with q3map2 sky tricks,
11384         // and skymasking also looks very bad when noclipping outside the
11385         // level, so don't use it then either.
11386         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11387         {
11388                 R_Mesh_ResetTextureState();
11389                 if (skyrendermasked)
11390                 {
11391                         R_SetupShader_DepthOrShadow();
11392                         // depth-only (masking)
11393                         GL_ColorMask(0,0,0,0);
11394                         // just to make sure that braindead drivers don't draw
11395                         // anything despite that colormask...
11396                         GL_BlendFunc(GL_ZERO, GL_ONE);
11397                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11398                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11399                 }
11400                 else
11401                 {
11402                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11403                         // fog sky
11404                         GL_BlendFunc(GL_ONE, GL_ZERO);
11405                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
11406                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11407                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11408                 }
11409                 RSurf_DrawBatch();
11410                 if (skyrendermasked)
11411                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11412         }
11413         R_Mesh_ResetTextureState();
11414         GL_Color(1, 1, 1, 1);
11415 }
11416
11417 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11418 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11419 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11420 {
11421         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11422                 return;
11423         if (prepass)
11424         {
11425                 // render screenspace normalmap to texture
11426                 GL_DepthMask(true);
11427                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist);
11428                 RSurf_DrawBatch();
11429                 return;
11430         }
11431
11432         // bind lightmap texture
11433
11434         // water/refraction/reflection/camera surfaces have to be handled specially
11435         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
11436         {
11437                 int start, end, startplaneindex;
11438                 for (start = 0;start < texturenumsurfaces;start = end)
11439                 {
11440                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
11441                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
11442                                 ;
11443                         // now that we have a batch using the same planeindex, render it
11444                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11445                         {
11446                                 // render water or distortion background
11447                                 GL_DepthMask(true);
11448                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start);
11449                                 RSurf_BindReflectionForBatch(startplaneindex);
11450                                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11451                                         RSurf_BindLightmapForBatch();
11452                                 RSurf_DrawBatch();
11453                                 // blend surface on top
11454                                 GL_DepthMask(false);
11455                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11456                                 RSurf_DrawBatch();
11457                         }
11458                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
11459                         {
11460                                 // render surface with reflection texture as input
11461                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11462                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11463                                 RSurf_BindReflectionForBatch(startplaneindex);
11464                                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11465                                         RSurf_BindLightmapForBatch();
11466                                 RSurf_DrawBatch();
11467                         }
11468                 }
11469                 return;
11470         }
11471
11472         // render surface batch normally
11473         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11474         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
11475         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11476                 RSurf_BindLightmapForBatch();
11477         RSurf_DrawBatch();
11478 }
11479
11480 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11481 {
11482         // OpenGL 1.3 path - anything not completely ancient
11483         qboolean applycolor;
11484         qboolean applyfog;
11485         int layerindex;
11486         const texturelayer_t *layer;
11487         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11488         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11489
11490         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11491         {
11492                 vec4_t layercolor;
11493                 int layertexrgbscale;
11494                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11495                 {
11496                         if (layerindex == 0)
11497                                 GL_AlphaTest(true);
11498                         else
11499                         {
11500                                 GL_AlphaTest(false);
11501                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11502                         }
11503                 }
11504                 GL_DepthMask(layer->depthmask && writedepth);
11505                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11506                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11507                 {
11508                         layertexrgbscale = 4;
11509                         VectorScale(layer->color, 0.25f, layercolor);
11510                 }
11511                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11512                 {
11513                         layertexrgbscale = 2;
11514                         VectorScale(layer->color, 0.5f, layercolor);
11515                 }
11516                 else
11517                 {
11518                         layertexrgbscale = 1;
11519                         VectorScale(layer->color, 1.0f, layercolor);
11520                 }
11521                 layercolor[3] = layer->color[3];
11522                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11523                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11524                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11525                 switch (layer->type)
11526                 {
11527                 case TEXTURELAYERTYPE_LITTEXTURE:
11528                         // single-pass lightmapped texture with 2x rgbscale
11529                         R_Mesh_TexBind(0, r_texture_white);
11530                         R_Mesh_TexMatrix(0, NULL);
11531                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11532                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11533                         R_Mesh_TexBind(1, layer->texture);
11534                         R_Mesh_TexMatrix(1, &layer->texmatrix);
11535                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11536                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11537                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11538                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11539                         else if (rsurface.uselightmaptexture)
11540                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11541                         else
11542                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11543                         break;
11544                 case TEXTURELAYERTYPE_TEXTURE:
11545                         // singletexture unlit texture with transparency support
11546                         R_Mesh_TexBind(0, layer->texture);
11547                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11548                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11549                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11550                         R_Mesh_TexBind(1, 0);
11551                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11552                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11553                         break;
11554                 case TEXTURELAYERTYPE_FOG:
11555                         // singletexture fogging
11556                         if (layer->texture)
11557                         {
11558                                 R_Mesh_TexBind(0, layer->texture);
11559                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11560                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11561                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11562                         }
11563                         else
11564                         {
11565                                 R_Mesh_TexBind(0, 0);
11566                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11567                         }
11568                         R_Mesh_TexBind(1, 0);
11569                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11570                         // generate a color array for the fog pass
11571                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11572                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
11573                         RSurf_DrawBatch();
11574                         break;
11575                 default:
11576                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11577                 }
11578         }
11579         CHECKGLERROR
11580         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11581         {
11582                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11583                 GL_AlphaTest(false);
11584         }
11585 }
11586
11587 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11588 {
11589         // OpenGL 1.1 - crusty old voodoo path
11590         qboolean applyfog;
11591         int layerindex;
11592         const texturelayer_t *layer;
11593         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11594         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11595
11596         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11597         {
11598                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11599                 {
11600                         if (layerindex == 0)
11601                                 GL_AlphaTest(true);
11602                         else
11603                         {
11604                                 GL_AlphaTest(false);
11605                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11606                         }
11607                 }
11608                 GL_DepthMask(layer->depthmask && writedepth);
11609                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11610                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11611                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11612                 switch (layer->type)
11613                 {
11614                 case TEXTURELAYERTYPE_LITTEXTURE:
11615                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11616                         {
11617                                 // two-pass lit texture with 2x rgbscale
11618                                 // first the lightmap pass
11619                                 R_Mesh_TexBind(0, r_texture_white);
11620                                 R_Mesh_TexMatrix(0, NULL);
11621                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11622                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11623                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11624                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
11625                                 else if (rsurface.uselightmaptexture)
11626                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
11627                                 else
11628                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
11629                                 // then apply the texture to it
11630                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11631                                 R_Mesh_TexBind(0, layer->texture);
11632                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11633                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11634                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11635                                 RSurf_DrawBatch_GL11_Unlit(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);
11636                         }
11637                         else
11638                         {
11639                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11640                                 R_Mesh_TexBind(0, layer->texture);
11641                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11642                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11643                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11644                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11645                                         RSurf_DrawBatch_GL11_VertexShade(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);
11646                                 else
11647                                         RSurf_DrawBatch_GL11_VertexColor(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);
11648                         }
11649                         break;
11650                 case TEXTURELAYERTYPE_TEXTURE:
11651                         // singletexture unlit texture with transparency support
11652                         R_Mesh_TexBind(0, layer->texture);
11653                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11654                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11655                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11656                         RSurf_DrawBatch_GL11_Unlit(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);
11657                         break;
11658                 case TEXTURELAYERTYPE_FOG:
11659                         // singletexture fogging
11660                         if (layer->texture)
11661                         {
11662                                 R_Mesh_TexBind(0, layer->texture);
11663                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11664                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11665                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11666                         }
11667                         else
11668                         {
11669                                 R_Mesh_TexBind(0, 0);
11670                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11671                         }
11672                         // generate a color array for the fog pass
11673                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11674                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
11675                         RSurf_DrawBatch();
11676                         break;
11677                 default:
11678                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11679                 }
11680         }
11681         CHECKGLERROR
11682         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11683         {
11684                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11685                 GL_AlphaTest(false);
11686         }
11687 }
11688
11689 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11690 {
11691         int vi;
11692         int j;
11693         r_vertexgeneric_t *batchvertex;
11694         float c[4];
11695
11696         GL_AlphaTest(false);
11697         R_Mesh_ResetTextureState();
11698         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11699
11700         if(rsurface.texture && rsurface.texture->currentskinframe)
11701         {
11702                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11703                 c[3] *= rsurface.texture->currentalpha;
11704         }
11705         else
11706         {
11707                 c[0] = 1;
11708                 c[1] = 0;
11709                 c[2] = 1;
11710                 c[3] = 1;
11711         }
11712
11713         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11714         {
11715                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11716                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11717                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11718         }
11719
11720         // brighten it up (as texture value 127 means "unlit")
11721         c[0] *= 2 * r_refdef.view.colorscale;
11722         c[1] *= 2 * r_refdef.view.colorscale;
11723         c[2] *= 2 * r_refdef.view.colorscale;
11724
11725         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11726                 c[3] *= r_wateralpha.value;
11727
11728         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11729         {
11730                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11731                 GL_DepthMask(false);
11732         }
11733         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11734         {
11735                 GL_BlendFunc(GL_ONE, GL_ONE);
11736                 GL_DepthMask(false);
11737         }
11738         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11739         {
11740                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11741                 GL_DepthMask(false);
11742         }
11743         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11744         {
11745                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11746                 GL_DepthMask(false);
11747         }
11748         else
11749         {
11750                 GL_BlendFunc(GL_ONE, GL_ZERO);
11751                 GL_DepthMask(writedepth);
11752         }
11753
11754         if (r_showsurfaces.integer == 3)
11755         {
11756                 rsurface.passcolor4f = NULL;
11757
11758                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11759                 {
11760                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11761
11762                         rsurface.passcolor4f = NULL;
11763                         rsurface.passcolor4f_vertexbuffer = 0;
11764                         rsurface.passcolor4f_bufferoffset = 0;
11765                 }
11766                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11767                 {
11768                         qboolean applycolor = true;
11769                         float one = 1.0;
11770
11771                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11772
11773                         r_refdef.lightmapintensity = 1;
11774                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11775                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11776                 }
11777                 else
11778                 {
11779                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11780
11781                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11782                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11783                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11784                 }
11785
11786                 if(!rsurface.passcolor4f)
11787                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11788
11789                 RSurf_DrawBatch_GL11_ApplyAmbient();
11790                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11791                 if(r_refdef.fogenabled)
11792                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11793                 RSurf_DrawBatch_GL11_ClampColor();
11794
11795                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11796                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11797                 RSurf_DrawBatch();
11798         }
11799         else if (!r_refdef.view.showdebug)
11800         {
11801                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11802                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11803                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11804                 {
11805                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11806                         Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
11807                 }
11808                 R_Mesh_PrepareVertices_Generic_Unlock();
11809                 RSurf_DrawBatch();
11810         }
11811         else if (r_showsurfaces.integer == 4)
11812         {
11813                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11814                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11815                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11816                 {
11817                         unsigned char c = vi << 3;
11818                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11819                         Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
11820                 }
11821                 R_Mesh_PrepareVertices_Generic_Unlock();
11822                 RSurf_DrawBatch();
11823         }
11824         else if (r_showsurfaces.integer == 2)
11825         {
11826                 const int *e;
11827                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11828                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11829                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11830                 {
11831                         unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
11832                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11833                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11834                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11835                         Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
11836                         Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
11837                         Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
11838                 }
11839                 R_Mesh_PrepareVertices_Generic_Unlock();
11840                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11841         }
11842         else
11843         {
11844                 int texturesurfaceindex;
11845                 int k;
11846                 const msurface_t *surface;
11847                 unsigned char surfacecolor4ub[4];
11848                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11849                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11850                 vi = 0;
11851                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11852                 {
11853                         surface = texturesurfacelist[texturesurfaceindex];
11854                         k = (int)(((size_t)surface) / sizeof(msurface_t));
11855                         Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
11856                         for (j = 0;j < surface->num_vertices;j++)
11857                         {
11858                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11859                                 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
11860                                 vi++;
11861                         }
11862                 }
11863                 R_Mesh_PrepareVertices_Generic_Unlock();
11864                 RSurf_DrawBatch();
11865         }
11866 }
11867
11868 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11869 {
11870         CHECKGLERROR
11871         RSurf_SetupDepthAndCulling();
11872         if (r_showsurfaces.integer)
11873         {
11874                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11875                 return;
11876         }
11877         switch (vid.renderpath)
11878         {
11879         case RENDERPATH_GL20:
11880         case RENDERPATH_CGGL:
11881                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11882                 break;
11883         case RENDERPATH_GL13:
11884                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11885                 break;
11886         case RENDERPATH_GL11:
11887                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11888                 break;
11889         }
11890         CHECKGLERROR
11891 }
11892
11893 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11894 {
11895         CHECKGLERROR
11896         RSurf_SetupDepthAndCulling();
11897         if (r_showsurfaces.integer)
11898         {
11899                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11900                 return;
11901         }
11902         switch (vid.renderpath)
11903         {
11904         case RENDERPATH_GL20:
11905         case RENDERPATH_CGGL:
11906                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11907                 break;
11908         case RENDERPATH_GL13:
11909                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11910                 break;
11911         case RENDERPATH_GL11:
11912                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11913                 break;
11914         }
11915         CHECKGLERROR
11916 }
11917
11918 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11919 {
11920         int i, j;
11921         int texturenumsurfaces, endsurface;
11922         texture_t *texture;
11923         const msurface_t *surface;
11924 #define MAXBATCH_TRANSPARENTSURFACES 256
11925         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11926
11927         // if the model is static it doesn't matter what value we give for
11928         // wantnormals and wanttangents, so this logic uses only rules applicable
11929         // to a model, knowing that they are meaningless otherwise
11930         if (ent == r_refdef.scene.worldentity)
11931                 RSurf_ActiveWorldEntity();
11932         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11933                 RSurf_ActiveModelEntity(ent, false, false, false);
11934         else
11935         {
11936                 switch (vid.renderpath)
11937                 {
11938                 case RENDERPATH_GL20:
11939                 case RENDERPATH_CGGL:
11940                         RSurf_ActiveModelEntity(ent, true, true, false);
11941                         break;
11942                 case RENDERPATH_GL13:
11943                 case RENDERPATH_GL11:
11944                         RSurf_ActiveModelEntity(ent, true, false, false);
11945                         break;
11946                 }
11947         }
11948
11949         if (r_transparentdepthmasking.integer)
11950         {
11951                 qboolean setup = false;
11952                 for (i = 0;i < numsurfaces;i = j)
11953                 {
11954                         j = i + 1;
11955                         surface = rsurface.modelsurfaces + surfacelist[i];
11956                         texture = surface->texture;
11957                         rsurface.texture = R_GetCurrentTexture(texture);
11958                         rsurface.lightmaptexture = NULL;
11959                         rsurface.deluxemaptexture = NULL;
11960                         rsurface.uselightmaptexture = false;
11961                         // scan ahead until we find a different texture
11962                         endsurface = min(i + 1024, numsurfaces);
11963                         texturenumsurfaces = 0;
11964                         texturesurfacelist[texturenumsurfaces++] = surface;
11965                         for (;j < endsurface;j++)
11966                         {
11967                                 surface = rsurface.modelsurfaces + surfacelist[j];
11968                                 if (texture != surface->texture)
11969                                         break;
11970                                 texturesurfacelist[texturenumsurfaces++] = surface;
11971                         }
11972                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11973                                 continue;
11974                         // render the range of surfaces as depth
11975                         if (!setup)
11976                         {
11977                                 setup = true;
11978                                 GL_ColorMask(0,0,0,0);
11979                                 GL_Color(1,1,1,1);
11980                                 GL_DepthTest(true);
11981                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11982                                 GL_DepthMask(true);
11983                                 GL_AlphaTest(false);
11984                                 R_Mesh_ResetTextureState();
11985                                 R_SetupShader_DepthOrShadow();
11986                         }
11987                         RSurf_SetupDepthAndCulling();
11988                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11989                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11990                         RSurf_DrawBatch();
11991                 }
11992                 if (setup)
11993                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11994         }
11995
11996         for (i = 0;i < numsurfaces;i = j)
11997         {
11998                 j = i + 1;
11999                 surface = rsurface.modelsurfaces + surfacelist[i];
12000                 texture = surface->texture;
12001                 rsurface.texture = R_GetCurrentTexture(texture);
12002                 rsurface.lightmaptexture = surface->lightmaptexture;
12003                 rsurface.deluxemaptexture = surface->deluxemaptexture;
12004                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
12005                 // scan ahead until we find a different texture
12006                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
12007                 texturenumsurfaces = 0;
12008                 texturesurfacelist[texturenumsurfaces++] = surface;
12009                 for (;j < endsurface;j++)
12010                 {
12011                         surface = rsurface.modelsurfaces + surfacelist[j];
12012                         if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
12013                                 break;
12014                         texturesurfacelist[texturenumsurfaces++] = surface;
12015                 }
12016                 // render the range of surfaces
12017                 if (ent == r_refdef.scene.worldentity)
12018                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12019                 else
12020                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12021         }
12022         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12023         GL_AlphaTest(false);
12024 }
12025
12026 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
12027 {
12028         // transparent surfaces get pushed off into the transparent queue
12029         int surfacelistindex;
12030         const msurface_t *surface;
12031         vec3_t tempcenter, center;
12032         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
12033         {
12034                 surface = texturesurfacelist[surfacelistindex];
12035                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
12036                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
12037                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
12038                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
12039                 if (queueentity->transparent_offset) // transparent offset
12040                 {
12041                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
12042                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
12043                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
12044                 }
12045                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
12046         }
12047 }
12048
12049 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12050 {
12051         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
12052                 return;
12053         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
12054                 return;
12055         RSurf_SetupDepthAndCulling();
12056         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12057         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12058         RSurf_DrawBatch();
12059 }
12060
12061 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
12062 {
12063         const entity_render_t *queueentity = r_refdef.scene.worldentity;
12064         CHECKGLERROR
12065         if (depthonly)
12066                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12067         else if (prepass)
12068         {
12069                 if (!rsurface.texture->currentnumlayers)
12070                         return;
12071                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12072                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12073                 else
12074                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12075         }
12076         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12077                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12078         else if (!rsurface.texture->currentnumlayers)
12079                 return;
12080         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12081         {
12082                 // in the deferred case, transparent surfaces were queued during prepass
12083                 if (!r_shadow_usingdeferredprepass)
12084                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12085         }
12086         else
12087         {
12088                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12089                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12090         }
12091         CHECKGLERROR
12092 }
12093
12094 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12095 {
12096         int i, j;
12097         texture_t *texture;
12098         // break the surface list down into batches by texture and use of lightmapping
12099         for (i = 0;i < numsurfaces;i = j)
12100         {
12101                 j = i + 1;
12102                 // texture is the base texture pointer, rsurface.texture is the
12103                 // current frame/skin the texture is directing us to use (for example
12104                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12105                 // use skin 1 instead)
12106                 texture = surfacelist[i]->texture;
12107                 rsurface.texture = R_GetCurrentTexture(texture);
12108                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12109                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12110                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12111                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12112                 {
12113                         // if this texture is not the kind we want, skip ahead to the next one
12114                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12115                                 ;
12116                         continue;
12117                 }
12118                 // simply scan ahead until we find a different texture or lightmap state
12119                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12120                         ;
12121                 // render the range of surfaces
12122                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
12123         }
12124 }
12125
12126 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
12127 {
12128         CHECKGLERROR
12129         if (depthonly)
12130                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12131         else if (prepass)
12132         {
12133                 if (!rsurface.texture->currentnumlayers)
12134                         return;
12135                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12136                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12137                 else
12138                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12139         }
12140         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12141                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12142         else if (!rsurface.texture->currentnumlayers)
12143                 return;
12144         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12145         {
12146                 // in the deferred case, transparent surfaces were queued during prepass
12147                 if (!r_shadow_usingdeferredprepass)
12148                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12149         }
12150         else
12151         {
12152                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12153                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12154         }
12155         CHECKGLERROR
12156 }
12157
12158 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12159 {
12160         int i, j;
12161         texture_t *texture;
12162         // break the surface list down into batches by texture and use of lightmapping
12163         for (i = 0;i < numsurfaces;i = j)
12164         {
12165                 j = i + 1;
12166                 // texture is the base texture pointer, rsurface.texture is the
12167                 // current frame/skin the texture is directing us to use (for example
12168                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12169                 // use skin 1 instead)
12170                 texture = surfacelist[i]->texture;
12171                 rsurface.texture = R_GetCurrentTexture(texture);
12172                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12173                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12174                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12175                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12176                 {
12177                         // if this texture is not the kind we want, skip ahead to the next one
12178                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12179                                 ;
12180                         continue;
12181                 }
12182                 // simply scan ahead until we find a different texture or lightmap state
12183                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12184                         ;
12185                 // render the range of surfaces
12186                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12187         }
12188 }
12189
12190 float locboxvertex3f[6*4*3] =
12191 {
12192         1,0,1, 1,0,0, 1,1,0, 1,1,1,
12193         0,1,1, 0,1,0, 0,0,0, 0,0,1,
12194         1,1,1, 1,1,0, 0,1,0, 0,1,1,
12195         0,0,1, 0,0,0, 1,0,0, 1,0,1,
12196         0,0,1, 1,0,1, 1,1,1, 0,1,1,
12197         1,0,0, 0,0,0, 0,1,0, 1,1,0
12198 };
12199
12200 unsigned short locboxelements[6*2*3] =
12201 {
12202          0, 1, 2, 0, 2, 3,
12203          4, 5, 6, 4, 6, 7,
12204          8, 9,10, 8,10,11,
12205         12,13,14, 12,14,15,
12206         16,17,18, 16,18,19,
12207         20,21,22, 20,22,23
12208 };
12209
12210 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12211 {
12212         int i, j;
12213         cl_locnode_t *loc = (cl_locnode_t *)ent;
12214         vec3_t mins, size;
12215         float vertex3f[6*4*3];
12216         CHECKGLERROR
12217         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12218         GL_DepthMask(false);
12219         GL_DepthRange(0, 1);
12220         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12221         GL_DepthTest(true);
12222         GL_CullFace(GL_NONE);
12223         R_EntityMatrix(&identitymatrix);
12224
12225         R_Mesh_ResetTextureState();
12226
12227         i = surfacelist[0];
12228         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12229                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12230                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12231                         surfacelist[0] < 0 ? 0.5f : 0.125f);
12232
12233         if (VectorCompare(loc->mins, loc->maxs))
12234         {
12235                 VectorSet(size, 2, 2, 2);
12236                 VectorMA(loc->mins, -0.5f, size, mins);
12237         }
12238         else
12239         {
12240                 VectorCopy(loc->mins, mins);
12241                 VectorSubtract(loc->maxs, loc->mins, size);
12242         }
12243
12244         for (i = 0;i < 6*4*3;)
12245                 for (j = 0;j < 3;j++, i++)
12246                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12247
12248         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
12249         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12250         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
12251 }
12252
12253 void R_DrawLocs(void)
12254 {
12255         int index;
12256         cl_locnode_t *loc, *nearestloc;
12257         vec3_t center;
12258         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12259         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12260         {
12261                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12262                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12263         }
12264 }
12265
12266 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12267 {
12268         if (decalsystem->decals)
12269                 Mem_Free(decalsystem->decals);
12270         memset(decalsystem, 0, sizeof(*decalsystem));
12271 }
12272
12273 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)
12274 {
12275         tridecal_t *decal;
12276         tridecal_t *decals;
12277         int i;
12278
12279         // expand or initialize the system
12280         if (decalsystem->maxdecals <= decalsystem->numdecals)
12281         {
12282                 decalsystem_t old = *decalsystem;
12283                 qboolean useshortelements;
12284                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12285                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12286                 decalsystem->decals = (tridecal_t *)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)));
12287                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12288                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12289                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12290                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12291                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12292                 if (decalsystem->numdecals)
12293                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12294                 if (old.decals)
12295                         Mem_Free(old.decals);
12296                 for (i = 0;i < decalsystem->maxdecals*3;i++)
12297                         decalsystem->element3i[i] = i;
12298                 if (useshortelements)
12299                         for (i = 0;i < decalsystem->maxdecals*3;i++)
12300                                 decalsystem->element3s[i] = i;
12301         }
12302
12303         // grab a decal and search for another free slot for the next one
12304         decals = decalsystem->decals;
12305         decal = decalsystem->decals + (i = decalsystem->freedecal++);
12306         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12307                 ;
12308         decalsystem->freedecal = i;
12309         if (decalsystem->numdecals <= i)
12310                 decalsystem->numdecals = i + 1;
12311
12312         // initialize the decal
12313         decal->lived = 0;
12314         decal->triangleindex = triangleindex;
12315         decal->surfaceindex = surfaceindex;
12316         decal->decalsequence = decalsequence;
12317         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12318         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12319         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12320         decal->color4ub[0][3] = 255;
12321         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12322         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12323         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12324         decal->color4ub[1][3] = 255;
12325         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12326         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12327         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12328         decal->color4ub[2][3] = 255;
12329         decal->vertex3f[0][0] = v0[0];
12330         decal->vertex3f[0][1] = v0[1];
12331         decal->vertex3f[0][2] = v0[2];
12332         decal->vertex3f[1][0] = v1[0];
12333         decal->vertex3f[1][1] = v1[1];
12334         decal->vertex3f[1][2] = v1[2];
12335         decal->vertex3f[2][0] = v2[0];
12336         decal->vertex3f[2][1] = v2[1];
12337         decal->vertex3f[2][2] = v2[2];
12338         decal->texcoord2f[0][0] = t0[0];
12339         decal->texcoord2f[0][1] = t0[1];
12340         decal->texcoord2f[1][0] = t1[0];
12341         decal->texcoord2f[1][1] = t1[1];
12342         decal->texcoord2f[2][0] = t2[0];
12343         decal->texcoord2f[2][1] = t2[1];
12344 }
12345
12346 extern cvar_t cl_decals_bias;
12347 extern cvar_t cl_decals_models;
12348 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12349 // baseparms, parms, temps
12350 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)
12351 {
12352         int cornerindex;
12353         int index;
12354         float v[9][3];
12355         const float *vertex3f;
12356         int numpoints;
12357         float points[2][9][3];
12358         float temp[3];
12359         float tc[9][2];
12360         float f;
12361         float c[9][4];
12362         const int *e;
12363
12364         e = rsurface.modelelement3i + 3*triangleindex;
12365
12366         vertex3f = rsurface.modelvertex3f;
12367
12368         for (cornerindex = 0;cornerindex < 3;cornerindex++)
12369         {
12370                 index = 3*e[cornerindex];
12371                 VectorCopy(vertex3f + index, v[cornerindex]);
12372         }
12373         // cull backfaces
12374         //TriangleNormal(v[0], v[1], v[2], normal);
12375         //if (DotProduct(normal, localnormal) < 0.0f)
12376         //      continue;
12377         // clip by each of the box planes formed from the projection matrix
12378         // if anything survives, we emit the decal
12379         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]);
12380         if (numpoints < 3)
12381                 return;
12382         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]);
12383         if (numpoints < 3)
12384                 return;
12385         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]);
12386         if (numpoints < 3)
12387                 return;
12388         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]);
12389         if (numpoints < 3)
12390                 return;
12391         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]);
12392         if (numpoints < 3)
12393                 return;
12394         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]);
12395         if (numpoints < 3)
12396                 return;
12397         // some part of the triangle survived, so we have to accept it...
12398         if (dynamic)
12399         {
12400                 // dynamic always uses the original triangle
12401                 numpoints = 3;
12402                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12403                 {
12404                         index = 3*e[cornerindex];
12405                         VectorCopy(vertex3f + index, v[cornerindex]);
12406                 }
12407         }
12408         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12409         {
12410                 // convert vertex positions to texcoords
12411                 Matrix4x4_Transform(projection, v[cornerindex], temp);
12412                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12413                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12414                 // calculate distance fade from the projection origin
12415                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12416                 f = bound(0.0f, f, 1.0f);
12417                 c[cornerindex][0] = r * f;
12418                 c[cornerindex][1] = g * f;
12419                 c[cornerindex][2] = b * f;
12420                 c[cornerindex][3] = 1.0f;
12421                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12422         }
12423         if (dynamic)
12424                 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);
12425         else
12426                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12427                         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);
12428 }
12429 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)
12430 {
12431         matrix4x4_t projection;
12432         decalsystem_t *decalsystem;
12433         qboolean dynamic;
12434         dp_model_t *model;
12435         const msurface_t *surface;
12436         const msurface_t *surfaces;
12437         const int *surfacelist;
12438         const texture_t *texture;
12439         int numtriangles;
12440         int numsurfacelist;
12441         int surfacelistindex;
12442         int surfaceindex;
12443         int triangleindex;
12444         float localorigin[3];
12445         float localnormal[3];
12446         float localmins[3];
12447         float localmaxs[3];
12448         float localsize;
12449         //float normal[3];
12450         float planes[6][4];
12451         float angles[3];
12452         bih_t *bih;
12453         int bih_triangles_count;
12454         int bih_triangles[256];
12455         int bih_surfaces[256];
12456
12457         decalsystem = &ent->decalsystem;
12458         model = ent->model;
12459         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12460         {
12461                 R_DecalSystem_Reset(&ent->decalsystem);
12462                 return;
12463         }
12464
12465         if (!model->brush.data_nodes && !cl_decals_models.integer)
12466         {
12467                 if (decalsystem->model)
12468                         R_DecalSystem_Reset(decalsystem);
12469                 return;
12470         }
12471
12472         if (decalsystem->model != model)
12473                 R_DecalSystem_Reset(decalsystem);
12474         decalsystem->model = model;
12475
12476         RSurf_ActiveModelEntity(ent, false, false, false);
12477
12478         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12479         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12480         VectorNormalize(localnormal);
12481         localsize = worldsize*rsurface.inversematrixscale;
12482         localmins[0] = localorigin[0] - localsize;
12483         localmins[1] = localorigin[1] - localsize;
12484         localmins[2] = localorigin[2] - localsize;
12485         localmaxs[0] = localorigin[0] + localsize;
12486         localmaxs[1] = localorigin[1] + localsize;
12487         localmaxs[2] = localorigin[2] + localsize;
12488
12489         //VectorCopy(localnormal, planes[4]);
12490         //VectorVectors(planes[4], planes[2], planes[0]);
12491         AnglesFromVectors(angles, localnormal, NULL, false);
12492         AngleVectors(angles, planes[0], planes[2], planes[4]);
12493         VectorNegate(planes[0], planes[1]);
12494         VectorNegate(planes[2], planes[3]);
12495         VectorNegate(planes[4], planes[5]);
12496         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12497         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12498         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12499         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12500         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12501         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12502
12503 #if 1
12504 // works
12505 {
12506         matrix4x4_t forwardprojection;
12507         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12508         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12509 }
12510 #else
12511 // broken
12512 {
12513         float projectionvector[4][3];
12514         VectorScale(planes[0], ilocalsize, projectionvector[0]);
12515         VectorScale(planes[2], ilocalsize, projectionvector[1]);
12516         VectorScale(planes[4], ilocalsize, projectionvector[2]);
12517         projectionvector[0][0] = planes[0][0] * ilocalsize;
12518         projectionvector[0][1] = planes[1][0] * ilocalsize;
12519         projectionvector[0][2] = planes[2][0] * ilocalsize;
12520         projectionvector[1][0] = planes[0][1] * ilocalsize;
12521         projectionvector[1][1] = planes[1][1] * ilocalsize;
12522         projectionvector[1][2] = planes[2][1] * ilocalsize;
12523         projectionvector[2][0] = planes[0][2] * ilocalsize;
12524         projectionvector[2][1] = planes[1][2] * ilocalsize;
12525         projectionvector[2][2] = planes[2][2] * ilocalsize;
12526         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12527         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12528         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12529         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12530 }
12531 #endif
12532
12533         dynamic = model->surfmesh.isanimated;
12534         numsurfacelist = model->nummodelsurfaces;
12535         surfacelist = model->sortedmodelsurfaces;
12536         surfaces = model->data_surfaces;
12537
12538         bih = NULL;
12539         bih_triangles_count = -1;
12540         if(!dynamic)
12541         {
12542                 if(model->render_bih.numleafs)
12543                         bih = &model->render_bih;
12544                 else if(model->collision_bih.numleafs)
12545                         bih = &model->collision_bih;
12546         }
12547         if(bih)
12548                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
12549         if(bih_triangles_count == 0)
12550                 return;
12551         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
12552                 return;
12553         if(bih_triangles_count > 0)
12554         {
12555                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
12556                 {
12557                         surfaceindex = bih_surfaces[triangleindex];
12558                         surface = surfaces + surfaceindex;
12559                         texture = surface->texture;
12560                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12561                                 continue;
12562                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12563                                 continue;
12564                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
12565                 }
12566         }
12567         else
12568         {
12569                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12570                 {
12571                         surfaceindex = surfacelist[surfacelistindex];
12572                         surface = surfaces + surfaceindex;
12573                         // check cull box first because it rejects more than any other check
12574                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12575                                 continue;
12576                         // skip transparent surfaces
12577                         texture = surface->texture;
12578                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12579                                 continue;
12580                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12581                                 continue;
12582                         numtriangles = surface->num_triangles;
12583                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
12584                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
12585                 }
12586         }
12587 }
12588
12589 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12590 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)
12591 {
12592         int renderentityindex;
12593         float worldmins[3];
12594         float worldmaxs[3];
12595         entity_render_t *ent;
12596
12597         if (!cl_decals_newsystem.integer)
12598                 return;
12599
12600         worldmins[0] = worldorigin[0] - worldsize;
12601         worldmins[1] = worldorigin[1] - worldsize;
12602         worldmins[2] = worldorigin[2] - worldsize;
12603         worldmaxs[0] = worldorigin[0] + worldsize;
12604         worldmaxs[1] = worldorigin[1] + worldsize;
12605         worldmaxs[2] = worldorigin[2] + worldsize;
12606
12607         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12608
12609         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12610         {
12611                 ent = r_refdef.scene.entities[renderentityindex];
12612                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12613                         continue;
12614
12615                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12616         }
12617 }
12618
12619 typedef struct r_decalsystem_splatqueue_s
12620 {
12621         vec3_t worldorigin;
12622         vec3_t worldnormal;
12623         float color[4];
12624         float tcrange[4];
12625         float worldsize;
12626         int decalsequence;
12627 }
12628 r_decalsystem_splatqueue_t;
12629
12630 int r_decalsystem_numqueued = 0;
12631 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12632
12633 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)
12634 {
12635         r_decalsystem_splatqueue_t *queue;
12636
12637         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12638                 return;
12639
12640         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12641         VectorCopy(worldorigin, queue->worldorigin);
12642         VectorCopy(worldnormal, queue->worldnormal);
12643         Vector4Set(queue->color, r, g, b, a);
12644         Vector4Set(queue->tcrange, s1, t1, s2, t2);
12645         queue->worldsize = worldsize;
12646         queue->decalsequence = cl.decalsequence++;
12647 }
12648
12649 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12650 {
12651         int i;
12652         r_decalsystem_splatqueue_t *queue;
12653
12654         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12655                 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);
12656         r_decalsystem_numqueued = 0;
12657 }
12658
12659 extern cvar_t cl_decals_max;
12660 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12661 {
12662         int i;
12663         decalsystem_t *decalsystem = &ent->decalsystem;
12664         int numdecals;
12665         int killsequence;
12666         tridecal_t *decal;
12667         float frametime;
12668         float lifetime;
12669
12670         if (!decalsystem->numdecals)
12671                 return;
12672
12673         if (r_showsurfaces.integer)
12674                 return;
12675
12676         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12677         {
12678                 R_DecalSystem_Reset(decalsystem);
12679                 return;
12680         }
12681
12682         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12683         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12684
12685         if (decalsystem->lastupdatetime)
12686                 frametime = (cl.time - decalsystem->lastupdatetime);
12687         else
12688                 frametime = 0;
12689         decalsystem->lastupdatetime = cl.time;
12690         decal = decalsystem->decals;
12691         numdecals = decalsystem->numdecals;
12692
12693         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12694         {
12695                 if (decal->color4ub[0][3])
12696                 {
12697                         decal->lived += frametime;
12698                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12699                         {
12700                                 memset(decal, 0, sizeof(*decal));
12701                                 if (decalsystem->freedecal > i)
12702                                         decalsystem->freedecal = i;
12703                         }
12704                 }
12705         }
12706         decal = decalsystem->decals;
12707         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12708                 numdecals--;
12709
12710         // collapse the array by shuffling the tail decals into the gaps
12711         for (;;)
12712         {
12713                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12714                         decalsystem->freedecal++;
12715                 if (decalsystem->freedecal == numdecals)
12716                         break;
12717                 decal[decalsystem->freedecal] = decal[--numdecals];
12718         }
12719
12720         decalsystem->numdecals = numdecals;
12721
12722         if (numdecals <= 0)
12723         {
12724                 // if there are no decals left, reset decalsystem
12725                 R_DecalSystem_Reset(decalsystem);
12726         }
12727 }
12728
12729 extern skinframe_t *decalskinframe;
12730 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12731 {
12732         int i;
12733         decalsystem_t *decalsystem = &ent->decalsystem;
12734         int numdecals;
12735         tridecal_t *decal;
12736         float faderate;
12737         float alpha;
12738         float *v3f;
12739         float *c4f;
12740         float *t2f;
12741         const int *e;
12742         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12743         int numtris = 0;
12744
12745         numdecals = decalsystem->numdecals;
12746         if (!numdecals)
12747                 return;
12748
12749         if (r_showsurfaces.integer)
12750                 return;
12751
12752         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12753         {
12754                 R_DecalSystem_Reset(decalsystem);
12755                 return;
12756         }
12757
12758         // if the model is static it doesn't matter what value we give for
12759         // wantnormals and wanttangents, so this logic uses only rules applicable
12760         // to a model, knowing that they are meaningless otherwise
12761         if (ent == r_refdef.scene.worldentity)
12762                 RSurf_ActiveWorldEntity();
12763         else
12764                 RSurf_ActiveModelEntity(ent, false, false, false);
12765
12766         decalsystem->lastupdatetime = cl.time;
12767         decal = decalsystem->decals;
12768
12769         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12770
12771         // update vertex positions for animated models
12772         v3f = decalsystem->vertex3f;
12773         c4f = decalsystem->color4f;
12774         t2f = decalsystem->texcoord2f;
12775         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12776         {
12777                 if (!decal->color4ub[0][3])
12778                         continue;
12779
12780                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12781                         continue;
12782
12783                 // update color values for fading decals
12784                 if (decal->lived >= cl_decals_time.value)
12785                 {
12786                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12787                         alpha *= (1.0f/255.0f);
12788                 }
12789                 else
12790                         alpha = 1.0f/255.0f;
12791
12792                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12793                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12794                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12795                 c4f[ 3] = 1;
12796                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12797                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12798                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12799                 c4f[ 7] = 1;
12800                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12801                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12802                 c4f[10] = decal->color4ub[2][2] * alpha;
12803                 c4f[11] = 1;
12804
12805                 t2f[0] = decal->texcoord2f[0][0];
12806                 t2f[1] = decal->texcoord2f[0][1];
12807                 t2f[2] = decal->texcoord2f[1][0];
12808                 t2f[3] = decal->texcoord2f[1][1];
12809                 t2f[4] = decal->texcoord2f[2][0];
12810                 t2f[5] = decal->texcoord2f[2][1];
12811
12812                 // update vertex positions for animated models
12813                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12814                 {
12815                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12816                         VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
12817                         VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
12818                         VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
12819                 }
12820                 else
12821                 {
12822                         VectorCopy(decal->vertex3f[0], v3f);
12823                         VectorCopy(decal->vertex3f[1], v3f + 3);
12824                         VectorCopy(decal->vertex3f[2], v3f + 6);
12825                 }
12826
12827                 if (r_refdef.fogenabled)
12828                 {
12829                         alpha = RSurf_FogVertex(v3f);
12830                         VectorScale(c4f, alpha, c4f);
12831                         alpha = RSurf_FogVertex(v3f + 3);
12832                         VectorScale(c4f + 4, alpha, c4f + 4);
12833                         alpha = RSurf_FogVertex(v3f + 6);
12834                         VectorScale(c4f + 8, alpha, c4f + 8);
12835                 }
12836
12837                 v3f += 9;
12838                 c4f += 12;
12839                 t2f += 6;
12840                 numtris++;
12841         }
12842
12843         if (numtris > 0)
12844         {
12845                 r_refdef.stats.drawndecals += numtris;
12846
12847                 // now render the decals all at once
12848                 // (this assumes they all use one particle font texture!)
12849                 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);
12850                 R_Mesh_ResetTextureState();
12851                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12852                 GL_DepthMask(false);
12853                 GL_DepthRange(0, 1);
12854                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12855                 GL_DepthTest(true);
12856                 GL_CullFace(GL_NONE);
12857                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12858                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12859                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12860         }
12861 }
12862
12863 static void R_DrawModelDecals(void)
12864 {
12865         int i, numdecals;
12866
12867         // fade faster when there are too many decals
12868         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12869         for (i = 0;i < r_refdef.scene.numentities;i++)
12870                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12871
12872         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12873         for (i = 0;i < r_refdef.scene.numentities;i++)
12874                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12875                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12876
12877         R_DecalSystem_ApplySplatEntitiesQueue();
12878
12879         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12880         for (i = 0;i < r_refdef.scene.numentities;i++)
12881                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12882
12883         r_refdef.stats.totaldecals += numdecals;
12884
12885         if (r_showsurfaces.integer)
12886                 return;
12887
12888         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12889
12890         for (i = 0;i < r_refdef.scene.numentities;i++)
12891         {
12892                 if (!r_refdef.viewcache.entityvisible[i])
12893                         continue;
12894                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12895                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12896         }
12897 }
12898
12899 extern cvar_t mod_collision_bih;
12900 void R_DrawDebugModel(void)
12901 {
12902         entity_render_t *ent = rsurface.entity;
12903         int i, j, k, l, flagsmask;
12904         const msurface_t *surface;
12905         dp_model_t *model = ent->model;
12906         vec3_t v;
12907
12908         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12909
12910         R_Mesh_ResetTextureState();
12911         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12912         GL_DepthRange(0, 1);
12913         GL_DepthTest(!r_showdisabledepthtest.integer);
12914         GL_DepthMask(false);
12915         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12916
12917         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12918         {
12919                 int triangleindex;
12920                 int bihleafindex;
12921                 qboolean cullbox = ent == r_refdef.scene.worldentity;
12922                 const q3mbrush_t *brush;
12923                 const bih_t *bih = &model->collision_bih;
12924                 const bih_leaf_t *bihleaf;
12925                 float vertex3f[3][3];
12926                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12927                 cullbox = false;
12928                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12929                 {
12930                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12931                                 continue;
12932                         switch (bihleaf->type)
12933                         {
12934                         case BIH_BRUSH:
12935                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12936                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12937                                 {
12938                                         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);
12939                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12940                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12941                                 }
12942                                 break;
12943                         case BIH_COLLISIONTRIANGLE:
12944                                 triangleindex = bihleaf->itemindex;
12945                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12946                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12947                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12948                                 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);
12949                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12950                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12951                                 break;
12952                         case BIH_RENDERTRIANGLE:
12953                                 triangleindex = bihleaf->itemindex;
12954                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12955                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12956                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12957                                 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);
12958                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12959                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12960                                 break;
12961                         }
12962                 }
12963         }
12964
12965         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12966
12967         if (r_showtris.integer || r_shownormals.integer)
12968         {
12969                 if (r_showdisabledepthtest.integer)
12970                 {
12971                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12972                         GL_DepthMask(false);
12973                 }
12974                 else
12975                 {
12976                         GL_BlendFunc(GL_ONE, GL_ZERO);
12977                         GL_DepthMask(true);
12978                 }
12979                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12980                 {
12981                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12982                                 continue;
12983                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12984                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12985                         {
12986                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12987                                 if (r_showtris.value > 0)
12988                                 {
12989                                         if (!rsurface.texture->currentlayers->depthmask)
12990                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12991                                         else if (ent == r_refdef.scene.worldentity)
12992                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12993                                         else
12994                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12995                                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12996                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12997                                         RSurf_DrawBatch();
12998                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12999                                         CHECKGLERROR
13000                                 }
13001                                 if (r_shownormals.value < 0)
13002                                 {
13003                                         qglBegin(GL_LINES);
13004                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13005                                         {
13006                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13007                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13008                                                 qglVertex3f(v[0], v[1], v[2]);
13009                                                 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13010                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13011                                                 qglVertex3f(v[0], v[1], v[2]);
13012                                         }
13013                                         qglEnd();
13014                                         CHECKGLERROR
13015                                 }
13016                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
13017                                 {
13018                                         qglBegin(GL_LINES);
13019                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13020                                         {
13021                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13022                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13023                                                 qglVertex3f(v[0], v[1], v[2]);
13024                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13025                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13026                                                 qglVertex3f(v[0], v[1], v[2]);
13027                                         }
13028                                         qglEnd();
13029                                         CHECKGLERROR
13030                                         qglBegin(GL_LINES);
13031                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13032                                         {
13033                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13034                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
13035                                                 qglVertex3f(v[0], v[1], v[2]);
13036                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
13037                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13038                                                 qglVertex3f(v[0], v[1], v[2]);
13039                                         }
13040                                         qglEnd();
13041                                         CHECKGLERROR
13042                                         qglBegin(GL_LINES);
13043                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13044                                         {
13045                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13046                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
13047                                                 qglVertex3f(v[0], v[1], v[2]);
13048                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
13049                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13050                                                 qglVertex3f(v[0], v[1], v[2]);
13051                                         }
13052                                         qglEnd();
13053                                         CHECKGLERROR
13054                                 }
13055                         }
13056                 }
13057                 rsurface.texture = NULL;
13058         }
13059 }
13060
13061 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
13062 int r_maxsurfacelist = 0;
13063 const msurface_t **r_surfacelist = NULL;
13064 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13065 {
13066         int i, j, endj, flagsmask;
13067         dp_model_t *model = r_refdef.scene.worldmodel;
13068         msurface_t *surfaces;
13069         unsigned char *update;
13070         int numsurfacelist = 0;
13071         if (model == NULL)
13072                 return;
13073
13074         if (r_maxsurfacelist < model->num_surfaces)
13075         {
13076                 r_maxsurfacelist = model->num_surfaces;
13077                 if (r_surfacelist)
13078                         Mem_Free((msurface_t**)r_surfacelist);
13079                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13080         }
13081
13082         RSurf_ActiveWorldEntity();
13083
13084         surfaces = model->data_surfaces;
13085         update = model->brushq1.lightmapupdateflags;
13086
13087         // update light styles on this submodel
13088         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13089         {
13090                 model_brush_lightstyleinfo_t *style;
13091                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13092                 {
13093                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
13094                         {
13095                                 int *list = style->surfacelist;
13096                                 style->value = r_refdef.scene.lightstylevalue[style->style];
13097                                 for (j = 0;j < style->numsurfaces;j++)
13098                                         update[list[j]] = true;
13099                         }
13100                 }
13101         }
13102
13103         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13104
13105         if (debug)
13106         {
13107                 R_DrawDebugModel();
13108                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13109                 return;
13110         }
13111
13112         rsurface.lightmaptexture = NULL;
13113         rsurface.deluxemaptexture = NULL;
13114         rsurface.uselightmaptexture = false;
13115         rsurface.texture = NULL;
13116         rsurface.rtlight = NULL;
13117         numsurfacelist = 0;
13118         // add visible surfaces to draw list
13119         for (i = 0;i < model->nummodelsurfaces;i++)
13120         {
13121                 j = model->sortedmodelsurfaces[i];
13122                 if (r_refdef.viewcache.world_surfacevisible[j])
13123                         r_surfacelist[numsurfacelist++] = surfaces + j;
13124         }
13125         // update lightmaps if needed
13126         if (model->brushq1.firstrender)
13127         {
13128                 model->brushq1.firstrender = false;
13129                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13130                         if (update[j])
13131                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13132         }
13133         else if (update)
13134         {
13135                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13136                         if (r_refdef.viewcache.world_surfacevisible[j])
13137                                 if (update[j])
13138                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13139         }
13140         // don't do anything if there were no surfaces
13141         if (!numsurfacelist)
13142         {
13143                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13144                 return;
13145         }
13146         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13147         GL_AlphaTest(false);
13148
13149         // add to stats if desired
13150         if (r_speeds.integer && !skysurfaces && !depthonly)
13151         {
13152                 r_refdef.stats.world_surfaces += numsurfacelist;
13153                 for (j = 0;j < numsurfacelist;j++)
13154                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
13155         }
13156
13157         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13158 }
13159
13160 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13161 {
13162         int i, j, endj, flagsmask;
13163         dp_model_t *model = ent->model;
13164         msurface_t *surfaces;
13165         unsigned char *update;
13166         int numsurfacelist = 0;
13167         if (model == NULL)
13168                 return;
13169
13170         if (r_maxsurfacelist < model->num_surfaces)
13171         {
13172                 r_maxsurfacelist = model->num_surfaces;
13173                 if (r_surfacelist)
13174                         Mem_Free((msurface_t **)r_surfacelist);
13175                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13176         }
13177
13178         // if the model is static it doesn't matter what value we give for
13179         // wantnormals and wanttangents, so this logic uses only rules applicable
13180         // to a model, knowing that they are meaningless otherwise
13181         if (ent == r_refdef.scene.worldentity)
13182                 RSurf_ActiveWorldEntity();
13183         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13184                 RSurf_ActiveModelEntity(ent, false, false, false);
13185         else if (prepass)
13186                 RSurf_ActiveModelEntity(ent, true, true, true);
13187         else if (depthonly)
13188         {
13189                 switch (vid.renderpath)
13190                 {
13191                 case RENDERPATH_GL20:
13192                 case RENDERPATH_CGGL:
13193                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
13194                         break;
13195                 case RENDERPATH_GL13:
13196                 case RENDERPATH_GL11:
13197                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
13198                         break;
13199                 }
13200         }
13201         else
13202         {
13203                 switch (vid.renderpath)
13204                 {
13205                 case RENDERPATH_GL20:
13206                 case RENDERPATH_CGGL:
13207                         RSurf_ActiveModelEntity(ent, true, true, false);
13208                         break;
13209                 case RENDERPATH_GL13:
13210                 case RENDERPATH_GL11:
13211                         RSurf_ActiveModelEntity(ent, true, false, false);
13212                         break;
13213                 }
13214         }
13215
13216         surfaces = model->data_surfaces;
13217         update = model->brushq1.lightmapupdateflags;
13218
13219         // update light styles
13220         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13221         {
13222                 model_brush_lightstyleinfo_t *style;
13223                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13224                 {
13225                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
13226                         {
13227                                 int *list = style->surfacelist;
13228                                 style->value = r_refdef.scene.lightstylevalue[style->style];
13229                                 for (j = 0;j < style->numsurfaces;j++)
13230                                         update[list[j]] = true;
13231                         }
13232                 }
13233         }
13234
13235         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13236
13237         if (debug)
13238         {
13239                 R_DrawDebugModel();
13240                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13241                 return;
13242         }
13243
13244         rsurface.lightmaptexture = NULL;
13245         rsurface.deluxemaptexture = NULL;
13246         rsurface.uselightmaptexture = false;
13247         rsurface.texture = NULL;
13248         rsurface.rtlight = NULL;
13249         numsurfacelist = 0;
13250         // add visible surfaces to draw list
13251         for (i = 0;i < model->nummodelsurfaces;i++)
13252                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
13253         // don't do anything if there were no surfaces
13254         if (!numsurfacelist)
13255         {
13256                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13257                 return;
13258         }
13259         // update lightmaps if needed
13260         if (update)
13261         {
13262                 int updated = 0;
13263                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13264                 {
13265                         if (update[j])
13266                         {
13267                                 updated++;
13268                                 R_BuildLightMap(ent, surfaces + j);
13269                         }
13270                 }
13271         }
13272         if (update)
13273                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13274                         if (update[j])
13275                                 R_BuildLightMap(ent, surfaces + j);
13276         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13277         GL_AlphaTest(false);
13278
13279         // add to stats if desired
13280         if (r_speeds.integer && !skysurfaces && !depthonly)
13281         {
13282                 r_refdef.stats.entities_surfaces += numsurfacelist;
13283                 for (j = 0;j < numsurfacelist;j++)
13284                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13285         }
13286
13287         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13288 }
13289
13290 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13291 {
13292         static texture_t texture;
13293         static msurface_t surface;
13294         const msurface_t *surfacelist = &surface;
13295
13296         // fake enough texture and surface state to render this geometry
13297
13298         texture.update_lastrenderframe = -1; // regenerate this texture
13299         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13300         texture.currentskinframe = skinframe;
13301         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13302         texture.offsetmapping = OFFSETMAPPING_OFF;
13303         texture.offsetscale = 1;
13304         texture.specularscalemod = 1;
13305         texture.specularpowermod = 1;
13306
13307         surface.texture = &texture;
13308         surface.num_triangles = numtriangles;
13309         surface.num_firsttriangle = firsttriangle;
13310         surface.num_vertices = numvertices;
13311         surface.num_firstvertex = firstvertex;
13312
13313         // now render it
13314         rsurface.texture = R_GetCurrentTexture(surface.texture);
13315         rsurface.lightmaptexture = NULL;
13316         rsurface.deluxemaptexture = NULL;
13317         rsurface.uselightmaptexture = false;
13318         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13319 }
13320
13321 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)
13322 {
13323         static msurface_t surface;
13324         const msurface_t *surfacelist = &surface;
13325
13326         // fake enough texture and surface state to render this geometry
13327
13328         surface.texture = texture;
13329         surface.num_triangles = numtriangles;
13330         surface.num_firsttriangle = firsttriangle;
13331         surface.num_vertices = numvertices;
13332         surface.num_firstvertex = firstvertex;
13333
13334         // now render it
13335         rsurface.texture = R_GetCurrentTexture(surface.texture);
13336         rsurface.lightmaptexture = NULL;
13337         rsurface.deluxemaptexture = NULL;
13338         rsurface.uselightmaptexture = false;
13339         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13340 }