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R_CompleteLightPoint bugfixed, dynamic lights actually matter for lit particles,...
[xonotic/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
33
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
35
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
38 qboolean r_loadfog;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
41
42 //
43 // screen size info
44 //
45 r_refdef_t r_refdef;
46
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
55
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
61
62 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
68 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
72 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
75 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
76 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_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
91 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
92 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
93 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
94
95 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
96 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
97 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
98 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."};
99 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
100 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
101 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
102 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."};
103 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
104 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
105 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
106 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
107 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"};
108 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"};
109 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
110 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
111 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
112 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
113 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"};
114
115 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
116 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
117 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
118 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
119 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
120 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
121 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
122 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
123
124 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)"};
125 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"};
126
127 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
128 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
129 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
130 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
131 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
132
133 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
134 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
135 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
136
137 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)"};
138 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
139 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
140 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
141 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
142 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)"};
143 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)"};
144 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)"};
145 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)"};
146
147 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)"};
148 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
149 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"};
150 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
151 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
152 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
153
154 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
155 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
156 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
157 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
158
159 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
160 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
161 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
162 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
163 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
164 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
165 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
166
167 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
168 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
169 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
170 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)"};
171
172 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"};
173
174 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"};
175
176 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
177
178 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
179 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
180 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"};
181 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
182 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
183 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
184 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
185 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)"};
186
187 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
188 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
189
190 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)"};
191
192 extern cvar_t v_glslgamma;
193
194 extern qboolean v_flipped_state;
195
196 static struct r_bloomstate_s
197 {
198         qboolean enabled;
199         qboolean hdr;
200
201         int bloomwidth, bloomheight;
202
203         int screentexturewidth, screentextureheight;
204         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
205
206         int bloomtexturewidth, bloomtextureheight;
207         rtexture_t *texture_bloom;
208
209         // arrays for rendering the screen passes
210         float screentexcoord2f[8];
211         float bloomtexcoord2f[8];
212         float offsettexcoord2f[8];
213
214         r_viewport_t viewport;
215 }
216 r_bloomstate;
217
218 r_waterstate_t r_waterstate;
219
220 /// shadow volume bsp struct with automatically growing nodes buffer
221 svbsp_t r_svbsp;
222
223 rtexture_t *r_texture_blanknormalmap;
224 rtexture_t *r_texture_white;
225 rtexture_t *r_texture_grey128;
226 rtexture_t *r_texture_black;
227 rtexture_t *r_texture_notexture;
228 rtexture_t *r_texture_whitecube;
229 rtexture_t *r_texture_normalizationcube;
230 rtexture_t *r_texture_fogattenuation;
231 rtexture_t *r_texture_fogheighttexture;
232 rtexture_t *r_texture_gammaramps;
233 unsigned int r_texture_gammaramps_serial;
234 //rtexture_t *r_texture_fogintensity;
235 rtexture_t *r_texture_reflectcube;
236
237 // TODO: hash lookups?
238 typedef struct cubemapinfo_s
239 {
240         char basename[64];
241         rtexture_t *texture;
242 }
243 cubemapinfo_t;
244
245 int r_texture_numcubemaps;
246 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
247
248 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
249 unsigned int r_numqueries;
250 unsigned int r_maxqueries;
251
252 typedef struct r_qwskincache_s
253 {
254         char name[MAX_QPATH];
255         skinframe_t *skinframe;
256 }
257 r_qwskincache_t;
258
259 static r_qwskincache_t *r_qwskincache;
260 static int r_qwskincache_size;
261
262 /// vertex coordinates for a quad that covers the screen exactly
263 const float r_screenvertex3f[12] =
264 {
265         0, 0, 0,
266         1, 0, 0,
267         1, 1, 0,
268         0, 1, 0
269 };
270
271 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
272 {
273         int i;
274         for (i = 0;i < verts;i++)
275         {
276                 out[0] = in[0] * r;
277                 out[1] = in[1] * g;
278                 out[2] = in[2] * b;
279                 out[3] = in[3];
280                 in += 4;
281                 out += 4;
282         }
283 }
284
285 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
286 {
287         int i;
288         for (i = 0;i < verts;i++)
289         {
290                 out[0] = r;
291                 out[1] = g;
292                 out[2] = b;
293                 out[3] = a;
294                 out += 4;
295         }
296 }
297
298 // FIXME: move this to client?
299 void FOG_clear(void)
300 {
301         if (gamemode == GAME_NEHAHRA)
302         {
303                 Cvar_Set("gl_fogenable", "0");
304                 Cvar_Set("gl_fogdensity", "0.2");
305                 Cvar_Set("gl_fogred", "0.3");
306                 Cvar_Set("gl_foggreen", "0.3");
307                 Cvar_Set("gl_fogblue", "0.3");
308         }
309         r_refdef.fog_density = 0;
310         r_refdef.fog_red = 0;
311         r_refdef.fog_green = 0;
312         r_refdef.fog_blue = 0;
313         r_refdef.fog_alpha = 1;
314         r_refdef.fog_start = 0;
315         r_refdef.fog_end = 16384;
316         r_refdef.fog_height = 1<<30;
317         r_refdef.fog_fadedepth = 128;
318         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
319 }
320
321 static void R_BuildBlankTextures(void)
322 {
323         unsigned char data[4];
324         data[2] = 128; // normal X
325         data[1] = 128; // normal Y
326         data[0] = 255; // normal Z
327         data[3] = 128; // height
328         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
329         data[0] = 255;
330         data[1] = 255;
331         data[2] = 255;
332         data[3] = 255;
333         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
334         data[0] = 128;
335         data[1] = 128;
336         data[2] = 128;
337         data[3] = 255;
338         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
339         data[0] = 0;
340         data[1] = 0;
341         data[2] = 0;
342         data[3] = 255;
343         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
344 }
345
346 static void R_BuildNoTexture(void)
347 {
348         int x, y;
349         unsigned char pix[16][16][4];
350         // this makes a light grey/dark grey checkerboard texture
351         for (y = 0;y < 16;y++)
352         {
353                 for (x = 0;x < 16;x++)
354                 {
355                         if ((y < 8) ^ (x < 8))
356                         {
357                                 pix[y][x][0] = 128;
358                                 pix[y][x][1] = 128;
359                                 pix[y][x][2] = 128;
360                                 pix[y][x][3] = 255;
361                         }
362                         else
363                         {
364                                 pix[y][x][0] = 64;
365                                 pix[y][x][1] = 64;
366                                 pix[y][x][2] = 64;
367                                 pix[y][x][3] = 255;
368                         }
369                 }
370         }
371         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
372 }
373
374 static void R_BuildWhiteCube(void)
375 {
376         unsigned char data[6*1*1*4];
377         memset(data, 255, sizeof(data));
378         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
379 }
380
381 static void R_BuildNormalizationCube(void)
382 {
383         int x, y, side;
384         vec3_t v;
385         vec_t s, t, intensity;
386 #define NORMSIZE 64
387         unsigned char *data;
388         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
389         for (side = 0;side < 6;side++)
390         {
391                 for (y = 0;y < NORMSIZE;y++)
392                 {
393                         for (x = 0;x < NORMSIZE;x++)
394                         {
395                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
396                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
397                                 switch(side)
398                                 {
399                                 default:
400                                 case 0:
401                                         v[0] = 1;
402                                         v[1] = -t;
403                                         v[2] = -s;
404                                         break;
405                                 case 1:
406                                         v[0] = -1;
407                                         v[1] = -t;
408                                         v[2] = s;
409                                         break;
410                                 case 2:
411                                         v[0] = s;
412                                         v[1] = 1;
413                                         v[2] = t;
414                                         break;
415                                 case 3:
416                                         v[0] = s;
417                                         v[1] = -1;
418                                         v[2] = -t;
419                                         break;
420                                 case 4:
421                                         v[0] = s;
422                                         v[1] = -t;
423                                         v[2] = 1;
424                                         break;
425                                 case 5:
426                                         v[0] = -s;
427                                         v[1] = -t;
428                                         v[2] = -1;
429                                         break;
430                                 }
431                                 intensity = 127.0f / sqrt(DotProduct(v, v));
432                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
433                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
434                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
435                                 data[((side*64+y)*64+x)*4+3] = 255;
436                         }
437                 }
438         }
439         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
440         Mem_Free(data);
441 }
442
443 static void R_BuildFogTexture(void)
444 {
445         int x, b;
446 #define FOGWIDTH 256
447         unsigned char data1[FOGWIDTH][4];
448         //unsigned char data2[FOGWIDTH][4];
449         double d, r, alpha;
450
451         r_refdef.fogmasktable_start = r_refdef.fog_start;
452         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
453         r_refdef.fogmasktable_range = r_refdef.fogrange;
454         r_refdef.fogmasktable_density = r_refdef.fog_density;
455
456         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
457         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
458         {
459                 d = (x * r - r_refdef.fogmasktable_start);
460                 if(developer_extra.integer)
461                         Con_DPrintf("%f ", d);
462                 d = max(0, d);
463                 if (r_fog_exp2.integer)
464                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
465                 else
466                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
467                 if(developer_extra.integer)
468                         Con_DPrintf(" : %f ", alpha);
469                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
470                 if(developer_extra.integer)
471                         Con_DPrintf(" = %f\n", alpha);
472                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
473         }
474
475         for (x = 0;x < FOGWIDTH;x++)
476         {
477                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
478                 data1[x][0] = b;
479                 data1[x][1] = b;
480                 data1[x][2] = b;
481                 data1[x][3] = 255;
482                 //data2[x][0] = 255 - b;
483                 //data2[x][1] = 255 - b;
484                 //data2[x][2] = 255 - b;
485                 //data2[x][3] = 255;
486         }
487         if (r_texture_fogattenuation)
488         {
489                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
490                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
491         }
492         else
493         {
494                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
495                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
496         }
497 }
498
499 static void R_BuildFogHeightTexture(void)
500 {
501         unsigned char *inpixels;
502         int size;
503         int x;
504         int y;
505         int j;
506         float c[4];
507         float f;
508         inpixels = NULL;
509         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
510         if (r_refdef.fogheighttexturename[0])
511                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
512         if (!inpixels)
513         {
514                 r_refdef.fog_height_tablesize = 0;
515                 if (r_texture_fogheighttexture)
516                         R_FreeTexture(r_texture_fogheighttexture);
517                 r_texture_fogheighttexture = NULL;
518                 if (r_refdef.fog_height_table2d)
519                         Mem_Free(r_refdef.fog_height_table2d);
520                 r_refdef.fog_height_table2d = NULL;
521                 if (r_refdef.fog_height_table1d)
522                         Mem_Free(r_refdef.fog_height_table1d);
523                 r_refdef.fog_height_table1d = NULL;
524                 return;
525         }
526         size = image_width;
527         r_refdef.fog_height_tablesize = size;
528         r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
529         r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
530         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
531         Mem_Free(inpixels);
532         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
533         // average fog color table accounting for every fog layer between a point
534         // and the camera.  (Note: attenuation is handled separately!)
535         for (y = 0;y < size;y++)
536         {
537                 for (x = 0;x < size;x++)
538                 {
539                         Vector4Clear(c);
540                         f = 0;
541                         if (x < y)
542                         {
543                                 for (j = x;j <= y;j++)
544                                 {
545                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
546                                         f++;
547                                 }
548                         }
549                         else
550                         {
551                                 for (j = x;j >= y;j--)
552                                 {
553                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
554                                         f++;
555                                 }
556                         }
557                         f = 1.0f / f;
558                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
559                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
560                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
561                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
562                 }
563         }
564         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
565 }
566
567 //=======================================================================================================================================================
568
569 static const char *builtinshaderstring =
570 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
571 "// written by Forest 'LordHavoc' Hale\n"
572 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
573 "\n"
574 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
575 "# define USEFOG\n"
576 "#endif\n"
577 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
578 "#define USELIGHTMAP\n"
579 "#endif\n"
580 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
581 "#define USEEYEVECTOR\n"
582 "#endif\n"
583 "\n"
584 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
585 "# extension GL_ARB_texture_rectangle : enable\n"
586 "#endif\n"
587 "\n"
588 "#ifdef USESHADOWMAP2D\n"
589 "# ifdef GL_EXT_gpu_shader4\n"
590 "#   extension GL_EXT_gpu_shader4 : enable\n"
591 "# endif\n"
592 "# ifdef GL_ARB_texture_gather\n"
593 "#   extension GL_ARB_texture_gather : enable\n"
594 "# else\n"
595 "#   ifdef GL_AMD_texture_texture4\n"
596 "#     extension GL_AMD_texture_texture4 : enable\n"
597 "#   endif\n"
598 "# endif\n"
599 "#endif\n"
600 "\n"
601 "#ifdef USESHADOWMAPCUBE\n"
602 "# extension GL_EXT_gpu_shader4 : enable\n"
603 "#endif\n"
604 "\n"
605 "//#ifdef USESHADOWSAMPLER\n"
606 "//# extension GL_ARB_shadow : enable\n"
607 "//#endif\n"
608 "\n"
609 "//#ifdef __GLSL_CG_DATA_TYPES\n"
610 "//# define myhalf half\n"
611 "//# define myhalf2 half2\n"
612 "//# define myhalf3 half3\n"
613 "//# define myhalf4 half4\n"
614 "//#else\n"
615 "# define myhalf float\n"
616 "# define myhalf2 vec2\n"
617 "# define myhalf3 vec3\n"
618 "# define myhalf4 vec4\n"
619 "//#endif\n"
620 "\n"
621 "#ifdef VERTEX_SHADER\n"
622 "uniform mat4 ModelViewProjectionMatrix;\n"
623 "#endif\n"
624 "\n"
625 "#ifdef MODE_DEPTH_OR_SHADOW\n"
626 "#ifdef VERTEX_SHADER\n"
627 "void main(void)\n"
628 "{\n"
629 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
630 "}\n"
631 "#endif\n"
632 "#else // !MODE_DEPTH_ORSHADOW\n"
633 "\n"
634 "\n"
635 "\n"
636 "\n"
637 "#ifdef MODE_SHOWDEPTH\n"
638 "#ifdef VERTEX_SHADER\n"
639 "void main(void)\n"
640 "{\n"
641 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
642 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
643 "}\n"
644 "#endif\n"
645 "\n"
646 "#ifdef FRAGMENT_SHADER\n"
647 "void main(void)\n"
648 "{\n"
649 "       gl_FragColor = gl_Color;\n"
650 "}\n"
651 "#endif\n"
652 "#else // !MODE_SHOWDEPTH\n"
653 "\n"
654 "\n"
655 "\n"
656 "\n"
657 "#ifdef MODE_POSTPROCESS\n"
658 "varying vec2 TexCoord1;\n"
659 "varying vec2 TexCoord2;\n"
660 "\n"
661 "#ifdef VERTEX_SHADER\n"
662 "void main(void)\n"
663 "{\n"
664 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
665 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
666 "#ifdef USEBLOOM\n"
667 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
668 "#endif\n"
669 "}\n"
670 "#endif\n"
671 "\n"
672 "#ifdef FRAGMENT_SHADER\n"
673 "uniform sampler2D Texture_First;\n"
674 "#ifdef USEBLOOM\n"
675 "uniform sampler2D Texture_Second;\n"
676 "#endif\n"
677 "#ifdef USEGAMMARAMPS\n"
678 "uniform sampler2D Texture_GammaRamps;\n"
679 "#endif\n"
680 "#ifdef USESATURATION\n"
681 "uniform float Saturation;\n"
682 "#endif\n"
683 "#ifdef USEVIEWTINT\n"
684 "uniform vec4 ViewTintColor;\n"
685 "#endif\n"
686 "//uncomment these if you want to use them:\n"
687 "uniform vec4 UserVec1;\n"
688 "uniform vec4 UserVec2;\n"
689 "// uniform vec4 UserVec3;\n"
690 "// uniform vec4 UserVec4;\n"
691 "// uniform float ClientTime;\n"
692 "uniform vec2 PixelSize;\n"
693 "void main(void)\n"
694 "{\n"
695 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
696 "#ifdef USEBLOOM\n"
697 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
698 "#endif\n"
699 "#ifdef USEVIEWTINT\n"
700 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
701 "#endif\n"
702 "\n"
703 "#ifdef USEPOSTPROCESSING\n"
704 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
705 "// 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"
706 "       float sobel = 1.0;\n"
707 "       // vec2 ts = textureSize(Texture_First, 0);\n"
708 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
709 "       vec2 px = PixelSize;\n"
710 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
711 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
712 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
713 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
714 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
715 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
716 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
717 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
718 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
719 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
720 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
721 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
722 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
723 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
724 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
725 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
726 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
727 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
728 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
729 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
730 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
731 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
732 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
733 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
734 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
735 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
736 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
737 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
738 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
739 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
740 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
741 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
742 "#endif\n"
743 "\n"
744 "#ifdef USESATURATION\n"
745 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
746 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
747 "       // 'vampire sight' effect, wheres red is compensated\n"
748 "       #ifdef SATURATION_REDCOMPENSATE\n"
749 "               float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
750 "               gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
751 "               gl_FragColor.r += rboost;\n"
752 "       #else\n"
753 "               // normal desaturation\n"
754 "               //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
755 "               gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
756 "       #endif\n"
757 "#endif\n"
758 "\n"
759 "#ifdef USEGAMMARAMPS\n"
760 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
761 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
762 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
763 "#endif\n"
764 "}\n"
765 "#endif\n"
766 "#else // !MODE_POSTPROCESS\n"
767 "\n"
768 "\n"
769 "\n"
770 "\n"
771 "#ifdef MODE_GENERIC\n"
772 "#ifdef USEDIFFUSE\n"
773 "varying vec2 TexCoord1;\n"
774 "#endif\n"
775 "#ifdef USESPECULAR\n"
776 "varying vec2 TexCoord2;\n"
777 "#endif\n"
778 "#ifdef VERTEX_SHADER\n"
779 "void main(void)\n"
780 "{\n"
781 "       gl_FrontColor = gl_Color;\n"
782 "#ifdef USEDIFFUSE\n"
783 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
784 "#endif\n"
785 "#ifdef USESPECULAR\n"
786 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
787 "#endif\n"
788 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
789 "}\n"
790 "#endif\n"
791 "\n"
792 "#ifdef FRAGMENT_SHADER\n"
793 "#ifdef USEDIFFUSE\n"
794 "uniform sampler2D Texture_First;\n"
795 "#endif\n"
796 "#ifdef USESPECULAR\n"
797 "uniform sampler2D Texture_Second;\n"
798 "#endif\n"
799 "\n"
800 "void main(void)\n"
801 "{\n"
802 "       gl_FragColor = gl_Color;\n"
803 "#ifdef USEDIFFUSE\n"
804 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
805 "#endif\n"
806 "\n"
807 "#ifdef USESPECULAR\n"
808 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
809 "# ifdef USECOLORMAPPING\n"
810 "       gl_FragColor *= tex2;\n"
811 "# endif\n"
812 "# ifdef USEGLOW\n"
813 "       gl_FragColor += tex2;\n"
814 "# endif\n"
815 "# ifdef USEVERTEXTEXTUREBLEND\n"
816 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
817 "# endif\n"
818 "#endif\n"
819 "}\n"
820 "#endif\n"
821 "#else // !MODE_GENERIC\n"
822 "\n"
823 "\n"
824 "\n"
825 "\n"
826 "#ifdef MODE_BLOOMBLUR\n"
827 "varying TexCoord;\n"
828 "#ifdef VERTEX_SHADER\n"
829 "void main(void)\n"
830 "{\n"
831 "       gl_FrontColor = gl_Color;\n"
832 "       TexCoord = gl_MultiTexCoord0.xy;\n"
833 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
834 "}\n"
835 "#endif\n"
836 "\n"
837 "#ifdef FRAGMENT_SHADER\n"
838 "uniform sampler2D Texture_First;\n"
839 "uniform vec4 BloomBlur_Parameters;\n"
840 "\n"
841 "void main(void)\n"
842 "{\n"
843 "       int i;\n"
844 "       vec2 tc = TexCoord;\n"
845 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
846 "       tc += BloomBlur_Parameters.xy;\n"
847 "       for (i = 1;i < SAMPLES;i++)\n"
848 "       {\n"
849 "               color += texture2D(Texture_First, tc).rgb;\n"
850 "               tc += BloomBlur_Parameters.xy;\n"
851 "       }\n"
852 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
853 "}\n"
854 "#endif\n"
855 "#else // !MODE_BLOOMBLUR\n"
856 "#ifdef MODE_REFRACTION\n"
857 "varying vec2 TexCoord;\n"
858 "varying vec4 ModelViewProjectionPosition;\n"
859 "uniform mat4 TexMatrix;\n"
860 "#ifdef VERTEX_SHADER\n"
861 "\n"
862 "void main(void)\n"
863 "{\n"
864 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
865 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
866 "       ModelViewProjectionPosition = gl_Position;\n"
867 "}\n"
868 "#endif\n"
869 "\n"
870 "#ifdef FRAGMENT_SHADER\n"
871 "uniform sampler2D Texture_Normal;\n"
872 "uniform sampler2D Texture_Refraction;\n"
873 "uniform sampler2D Texture_Reflection;\n"
874 "\n"
875 "uniform vec4 DistortScaleRefractReflect;\n"
876 "uniform vec4 ScreenScaleRefractReflect;\n"
877 "uniform vec4 ScreenCenterRefractReflect;\n"
878 "uniform vec4 RefractColor;\n"
879 "uniform vec4 ReflectColor;\n"
880 "uniform float ReflectFactor;\n"
881 "uniform float ReflectOffset;\n"
882 "\n"
883 "void main(void)\n"
884 "{\n"
885 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
886 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
887 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
888 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
889 "       // FIXME temporary hack to detect the case that the reflection\n"
890 "       // gets blackened at edges due to leaving the area that contains actual\n"
891 "       // content.\n"
892 "       // Remove this 'ack once we have a better way to stop this thing from\n"
893 "       // 'appening.\n"
894 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
895 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
896 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
897 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
898 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
899 "       gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
900 "}\n"
901 "#endif\n"
902 "#else // !MODE_REFRACTION\n"
903 "\n"
904 "\n"
905 "\n"
906 "\n"
907 "#ifdef MODE_WATER\n"
908 "varying vec2 TexCoord;\n"
909 "varying vec3 EyeVector;\n"
910 "varying vec4 ModelViewProjectionPosition;\n"
911 "#ifdef VERTEX_SHADER\n"
912 "uniform vec3 EyePosition;\n"
913 "uniform mat4 TexMatrix;\n"
914 "\n"
915 "void main(void)\n"
916 "{\n"
917 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
918 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
919 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
920 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
921 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
922 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
923 "       ModelViewProjectionPosition = gl_Position;\n"
924 "}\n"
925 "#endif\n"
926 "\n"
927 "#ifdef FRAGMENT_SHADER\n"
928 "uniform sampler2D Texture_Normal;\n"
929 "uniform sampler2D Texture_Refraction;\n"
930 "uniform sampler2D Texture_Reflection;\n"
931 "\n"
932 "uniform vec4 DistortScaleRefractReflect;\n"
933 "uniform vec4 ScreenScaleRefractReflect;\n"
934 "uniform vec4 ScreenCenterRefractReflect;\n"
935 "uniform vec4 RefractColor;\n"
936 "uniform vec4 ReflectColor;\n"
937 "uniform float ReflectFactor;\n"
938 "uniform float ReflectOffset;\n"
939 "uniform float ClientTime;\n"
940 "#ifdef USENORMALMAPSCROLLBLEND\n"
941 "uniform vec2 NormalmapScrollBlend;\n"
942 "#endif\n"
943 "\n"
944 "void main(void)\n"
945 "{\n"
946 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
947 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
948 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
949 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
950 "       // slight water animation via 2 layer scrolling (todo: tweak)\n"
951 "       #ifdef USENORMALMAPSCROLLBLEND\n"
952 "               vec3 normal = texture2D(Texture_Normal, (TexCoord + vec2(0.08, 0.08)*ClientTime*NormalmapScrollBlend.x*0.5)*NormalmapScrollBlend.y).rgb - vec3(1.0);\n"
953 "               normal += texture2D(Texture_Normal, (TexCoord + vec2(-0.06, -0.09)*ClientTime*NormalmapScrollBlend.x)*NormalmapScrollBlend.y*0.75).rgb;\n"
954 "               vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(normal) + vec3(0.15)).xyxy * DistortScaleRefractReflect;\n"
955 "       #else\n"
956 "               vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
957 "       #endif\n"
958 "       // FIXME temporary hack to detect the case that the reflection\n"
959 "       // gets blackened at edges due to leaving the area that contains actual\n"
960 "       // content.\n"
961 "       // Remove this 'ack once we have a better way to stop this thing from\n"
962 "       // 'appening.\n"
963 "       float f1 = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, 0.01)).rgb) / 0.002);\n"
964 "       f1      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.005, -0.01)).rgb) / 0.002);\n"
965 "       f1      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, 0.01)).rgb) / 0.002);\n"
966 "       f1      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.005, -0.01)).rgb) / 0.002);\n"
967 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f1);\n"
968 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, 0.005)).rgb) / 0.002);\n"
969 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.005, -0.005)).rgb) / 0.002);\n"
970 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, 0.005)).rgb) / 0.002);\n"
971 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.005, -0.005)).rgb) / 0.002);\n"
972 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
973 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
974 "       gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
975 "       gl_FragColor.a = f1 + 0.5;\n"
976 "}\n"
977 "#endif\n"
978 "#else // !MODE_WATER\n"
979 "\n"
980 "\n"
981 "\n"
982 "\n"
983 "// common definitions between vertex shader and fragment shader:\n"
984 "\n"
985 "varying vec2 TexCoord;\n"
986 "#ifdef USEVERTEXTEXTUREBLEND\n"
987 "varying vec2 TexCoord2;\n"
988 "#endif\n"
989 "#ifdef USELIGHTMAP\n"
990 "varying vec2 TexCoordLightmap;\n"
991 "#endif\n"
992 "\n"
993 "#ifdef MODE_LIGHTSOURCE\n"
994 "varying vec3 CubeVector;\n"
995 "#endif\n"
996 "\n"
997 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
998 "varying vec3 LightVector;\n"
999 "#endif\n"
1000 "\n"
1001 "#ifdef USEEYEVECTOR\n"
1002 "varying vec3 EyeVector;\n"
1003 "#endif\n"
1004 "#ifdef USEFOG\n"
1005 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
1006 "#endif\n"
1007 "\n"
1008 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
1009 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
1010 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
1011 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
1012 "#endif\n"
1013 "\n"
1014 "#ifdef USEREFLECTION\n"
1015 "varying vec4 ModelViewProjectionPosition;\n"
1016 "#endif\n"
1017 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1018 "uniform vec3 LightPosition;\n"
1019 "varying vec4 ModelViewPosition;\n"
1020 "#endif\n"
1021 "\n"
1022 "#ifdef MODE_LIGHTSOURCE\n"
1023 "uniform vec3 LightPosition;\n"
1024 "#endif\n"
1025 "uniform vec3 EyePosition;\n"
1026 "#ifdef MODE_LIGHTDIRECTION\n"
1027 "uniform vec3 LightDir;\n"
1028 "#endif\n"
1029 "uniform vec4 FogPlane;\n"
1030 "\n"
1031 "#ifdef USESHADOWMAPORTHO\n"
1032 "varying vec3 ShadowMapTC;\n"
1033 "#endif\n"
1034 "\n"
1035 "\n"
1036 "\n"
1037 "\n"
1038 "\n"
1039 "// 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"
1040 "\n"
1041 "// fragment shader specific:\n"
1042 "#ifdef FRAGMENT_SHADER\n"
1043 "\n"
1044 "uniform sampler2D Texture_Normal;\n"
1045 "uniform sampler2D Texture_Color;\n"
1046 "uniform sampler2D Texture_Gloss;\n"
1047 "#ifdef USEGLOW\n"
1048 "uniform sampler2D Texture_Glow;\n"
1049 "#endif\n"
1050 "#ifdef USEVERTEXTEXTUREBLEND\n"
1051 "uniform sampler2D Texture_SecondaryNormal;\n"
1052 "uniform sampler2D Texture_SecondaryColor;\n"
1053 "uniform sampler2D Texture_SecondaryGloss;\n"
1054 "#ifdef USEGLOW\n"
1055 "uniform sampler2D Texture_SecondaryGlow;\n"
1056 "#endif\n"
1057 "#endif\n"
1058 "#ifdef USECOLORMAPPING\n"
1059 "uniform sampler2D Texture_Pants;\n"
1060 "uniform sampler2D Texture_Shirt;\n"
1061 "#endif\n"
1062 "#ifdef USEFOG\n"
1063 "#ifdef USEFOGHEIGHTTEXTURE\n"
1064 "uniform sampler2D Texture_FogHeightTexture;\n"
1065 "#endif\n"
1066 "uniform sampler2D Texture_FogMask;\n"
1067 "#endif\n"
1068 "#ifdef USELIGHTMAP\n"
1069 "uniform sampler2D Texture_Lightmap;\n"
1070 "#endif\n"
1071 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1072 "uniform sampler2D Texture_Deluxemap;\n"
1073 "#endif\n"
1074 "#ifdef USEREFLECTION\n"
1075 "uniform sampler2D Texture_Reflection;\n"
1076 "#endif\n"
1077 "\n"
1078 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1079 "uniform sampler2D Texture_ScreenDepth;\n"
1080 "uniform sampler2D Texture_ScreenNormalMap;\n"
1081 "#endif\n"
1082 "#ifdef USEDEFERREDLIGHTMAP\n"
1083 "uniform sampler2D Texture_ScreenDiffuse;\n"
1084 "uniform sampler2D Texture_ScreenSpecular;\n"
1085 "#endif\n"
1086 "\n"
1087 "uniform myhalf3 Color_Pants;\n"
1088 "uniform myhalf3 Color_Shirt;\n"
1089 "uniform myhalf3 FogColor;\n"
1090 "\n"
1091 "#ifdef USEFOG\n"
1092 "uniform float FogRangeRecip;\n"
1093 "uniform float FogPlaneViewDist;\n"
1094 "uniform float FogHeightFade;\n"
1095 "vec3 FogVertex(vec3 surfacecolor)\n"
1096 "{\n"
1097 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1098 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1099 "       float fogfrac;\n"
1100 "#ifdef USEFOGHEIGHTTEXTURE\n"
1101 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1102 "       fogfrac = fogheightpixel.a;\n"
1103 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1104 "#else\n"
1105 "# ifdef USEFOGOUTSIDE\n"
1106 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1107 "# else\n"
1108 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1109 "# endif\n"
1110 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1111 "#endif\n"
1112 "}\n"
1113 "#endif\n"
1114 "\n"
1115 "#ifdef USEOFFSETMAPPING\n"
1116 "uniform float OffsetMapping_Scale;\n"
1117 "vec2 OffsetMapping(vec2 TexCoord)\n"
1118 "{\n"
1119 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1120 "       // 14 sample relief mapping: linear search and then binary search\n"
1121 "       // this basically steps forward a small amount repeatedly until it finds\n"
1122 "       // itself inside solid, then jitters forward and back using decreasing\n"
1123 "       // amounts to find the impact\n"
1124 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1125 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1126 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1127 "       vec3 RT = vec3(TexCoord, 1);\n"
1128 "       OffsetVector *= 0.1;\n"
1129 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1130 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1131 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1132 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1133 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1134 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1135 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1136 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1137 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1138 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1139 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1140 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1141 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1142 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1143 "       return RT.xy;\n"
1144 "#else\n"
1145 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1146 "       // this basically moves forward the full distance, and then backs up based\n"
1147 "       // on height of samples\n"
1148 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1149 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1150 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1151 "       TexCoord += OffsetVector;\n"
1152 "       OffsetVector *= 0.333;\n"
1153 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1154 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1155 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1156 "       return TexCoord;\n"
1157 "#endif\n"
1158 "}\n"
1159 "#endif // USEOFFSETMAPPING\n"
1160 "\n"
1161 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1162 "uniform sampler2D Texture_Attenuation;\n"
1163 "uniform samplerCube Texture_Cube;\n"
1164 "#endif\n"
1165 "\n"
1166 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1167 "\n"
1168 "#ifdef USESHADOWMAPRECT\n"
1169 "# ifdef USESHADOWSAMPLER\n"
1170 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1171 "# else\n"
1172 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1173 "# endif\n"
1174 "#endif\n"
1175 "\n"
1176 "#ifdef USESHADOWMAP2D\n"
1177 "# ifdef USESHADOWSAMPLER\n"
1178 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1179 "# else\n"
1180 "uniform sampler2D Texture_ShadowMap2D;\n"
1181 "# endif\n"
1182 "#endif\n"
1183 "\n"
1184 "#ifdef USESHADOWMAPVSDCT\n"
1185 "uniform samplerCube Texture_CubeProjection;\n"
1186 "#endif\n"
1187 "\n"
1188 "#ifdef USESHADOWMAPCUBE\n"
1189 "# ifdef USESHADOWSAMPLER\n"
1190 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1191 "# else\n"
1192 "uniform samplerCube Texture_ShadowMapCube;\n"
1193 "# endif\n"
1194 "#endif\n"
1195 "\n"
1196 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1197 "uniform vec2 ShadowMap_TextureScale;\n"
1198 "uniform vec4 ShadowMap_Parameters;\n"
1199 "#endif\n"
1200 "\n"
1201 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1202 "# ifdef USESHADOWMAPORTHO\n"
1203 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1204 "# else\n"
1205 "#  ifdef USESHADOWMAPVSDCT\n"
1206 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1207 "{\n"
1208 "       vec3 adir = abs(dir);\n"
1209 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1210 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1211 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1212 "}\n"
1213 "#  else\n"
1214 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1215 "{\n"
1216 "       vec3 adir = abs(dir);\n"
1217 "       float ma = adir.z;\n"
1218 "       vec4 proj = vec4(dir, 2.5);\n"
1219 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1220 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1221 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1222 "       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"
1223 "}\n"
1224 "#  endif\n"
1225 "# endif\n"
1226 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1227 "\n"
1228 "#ifdef USESHADOWMAPCUBE\n"
1229 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1230 "{\n"
1231 "       vec3 adir = abs(dir);\n"
1232 "       return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1233 "}\n"
1234 "#endif\n"
1235 "\n"
1236 "# ifdef USESHADOWMAPRECT\n"
1237 "float ShadowMapCompare(vec3 dir)\n"
1238 "{\n"
1239 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1240 "       float f;\n"
1241 "#  ifdef USESHADOWSAMPLER\n"
1242 "\n"
1243 "#    ifdef USESHADOWMAPPCF\n"
1244 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1245 "       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"
1246 "#    else\n"
1247 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1248 "#    endif\n"
1249 "\n"
1250 "#  else\n"
1251 "\n"
1252 "#    ifdef USESHADOWMAPPCF\n"
1253 "#      if USESHADOWMAPPCF > 1\n"
1254 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1255 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1256 "       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"
1257 "       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"
1258 "       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"
1259 "       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"
1260 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1261 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1262 "#      else\n"
1263 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1264 "       vec2 offset = fract(shadowmaptc.xy);\n"
1265 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1266 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1267 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1268 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1269 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1270 "#      endif\n"
1271 "#    else\n"
1272 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1273 "#    endif\n"
1274 "\n"
1275 "#  endif\n"
1276 "#  ifdef USESHADOWMAPORTHO\n"
1277 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1278 "#  else\n"
1279 "       return f;\n"
1280 "#  endif\n"
1281 "}\n"
1282 "# endif\n"
1283 "\n"
1284 "# ifdef USESHADOWMAP2D\n"
1285 "float ShadowMapCompare(vec3 dir)\n"
1286 "{\n"
1287 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1288 "       float f;\n"
1289 "\n"
1290 "#  ifdef USESHADOWSAMPLER\n"
1291 "#    ifdef USESHADOWMAPPCF\n"
1292 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1293 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1294 "       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"
1295 "#    else\n"
1296 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1297 "#    endif\n"
1298 "#  else\n"
1299 "#    ifdef USESHADOWMAPPCF\n"
1300 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1301 "#      ifdef GL_ARB_texture_gather\n"
1302 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1303 "#      else\n"
1304 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1305 "#      endif\n"
1306 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1307 "#      if USESHADOWMAPPCF > 1\n"
1308 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1309 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1310 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1311 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1312 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1313 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1314 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1315 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1316 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1317 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1318 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1319 "       locols.yz += group2.ab;\n"
1320 "       hicols.yz += group8.rg;\n"
1321 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1322 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1323 "                               mix(locols, hicols, offset.y);\n"
1324 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1325 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1326 "       f = dot(cols, vec4(1.0/25.0));\n"
1327 "#      else\n"
1328 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1329 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1330 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1331 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1332 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1333 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1334 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1335 "#      endif\n"
1336 "#     else\n"
1337 "#      ifdef GL_EXT_gpu_shader4\n"
1338 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1339 "#      else\n"
1340 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1341 "#      endif\n"
1342 "#      if USESHADOWMAPPCF > 1\n"
1343 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1344 "       center *= ShadowMap_TextureScale;\n"
1345 "       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"
1346 "       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"
1347 "       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"
1348 "       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"
1349 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1350 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1351 "#      else\n"
1352 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1353 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1354 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1355 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1356 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1357 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1358 "#      endif\n"
1359 "#     endif\n"
1360 "#    else\n"
1361 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1362 "#    endif\n"
1363 "#  endif\n"
1364 "#  ifdef USESHADOWMAPORTHO\n"
1365 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1366 "#  else\n"
1367 "       return f;\n"
1368 "#  endif\n"
1369 "}\n"
1370 "# endif\n"
1371 "\n"
1372 "# ifdef USESHADOWMAPCUBE\n"
1373 "float ShadowMapCompare(vec3 dir)\n"
1374 "{\n"
1375 "       // apply depth texture cubemap as light filter\n"
1376 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1377 "       float f;\n"
1378 "#  ifdef USESHADOWSAMPLER\n"
1379 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1380 "#  else\n"
1381 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1382 "#  endif\n"
1383 "       return f;\n"
1384 "}\n"
1385 "# endif\n"
1386 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1387 "#endif // FRAGMENT_SHADER\n"
1388 "\n"
1389 "\n"
1390 "\n"
1391 "\n"
1392 "#ifdef MODE_DEFERREDGEOMETRY\n"
1393 "#ifdef VERTEX_SHADER\n"
1394 "uniform mat4 TexMatrix;\n"
1395 "#ifdef USEVERTEXTEXTUREBLEND\n"
1396 "uniform mat4 BackgroundTexMatrix;\n"
1397 "#endif\n"
1398 "uniform mat4 ModelViewMatrix;\n"
1399 "void main(void)\n"
1400 "{\n"
1401 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1402 "#ifdef USEVERTEXTEXTUREBLEND\n"
1403 "       gl_FrontColor = gl_Color;\n"
1404 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1405 "#endif\n"
1406 "\n"
1407 "       // transform unnormalized eye direction into tangent space\n"
1408 "#ifdef USEOFFSETMAPPING\n"
1409 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1410 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1411 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1412 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1413 "#endif\n"
1414 "\n"
1415 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1416 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1417 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1418 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1419 "}\n"
1420 "#endif // VERTEX_SHADER\n"
1421 "\n"
1422 "#ifdef FRAGMENT_SHADER\n"
1423 "void main(void)\n"
1424 "{\n"
1425 "#ifdef USEOFFSETMAPPING\n"
1426 "       // apply offsetmapping\n"
1427 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1428 "#define TexCoord TexCoordOffset\n"
1429 "#endif\n"
1430 "\n"
1431 "#ifdef USEALPHAKILL\n"
1432 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1433 "               discard;\n"
1434 "#endif\n"
1435 "\n"
1436 "#ifdef USEVERTEXTEXTUREBLEND\n"
1437 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1438 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1439 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1440 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1441 "#endif\n"
1442 "\n"
1443 "#ifdef USEVERTEXTEXTUREBLEND\n"
1444 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1445 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1446 "#else\n"
1447 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1448 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1449 "#endif\n"
1450 "\n"
1451 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1452 "}\n"
1453 "#endif // FRAGMENT_SHADER\n"
1454 "#else // !MODE_DEFERREDGEOMETRY\n"
1455 "\n"
1456 "\n"
1457 "\n"
1458 "\n"
1459 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1460 "#ifdef VERTEX_SHADER\n"
1461 "uniform mat4 ModelViewMatrix;\n"
1462 "void main(void)\n"
1463 "{\n"
1464 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1465 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1466 "}\n"
1467 "#endif // VERTEX_SHADER\n"
1468 "\n"
1469 "#ifdef FRAGMENT_SHADER\n"
1470 "uniform mat4 ViewToLight;\n"
1471 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1472 "uniform vec2 ScreenToDepth;\n"
1473 "uniform myhalf3 DeferredColor_Ambient;\n"
1474 "uniform myhalf3 DeferredColor_Diffuse;\n"
1475 "#ifdef USESPECULAR\n"
1476 "uniform myhalf3 DeferredColor_Specular;\n"
1477 "uniform myhalf SpecularPower;\n"
1478 "#endif\n"
1479 "uniform myhalf2 PixelToScreenTexCoord;\n"
1480 "void main(void)\n"
1481 "{\n"
1482 "       // calculate viewspace pixel position\n"
1483 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1484 "       vec3 position;\n"
1485 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1486 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1487 "       // decode viewspace pixel normal\n"
1488 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1489 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1490 "       // surfacenormal = pixel normal in viewspace\n"
1491 "       // LightVector = pixel to light in viewspace\n"
1492 "       // CubeVector = position in lightspace\n"
1493 "       // eyevector = pixel to view in viewspace\n"
1494 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1495 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1496 "#ifdef USEDIFFUSE\n"
1497 "       // calculate diffuse shading\n"
1498 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1499 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1500 "#endif\n"
1501 "#ifdef USESPECULAR\n"
1502 "       // calculate directional shading\n"
1503 "       vec3 eyevector = position * -1.0;\n"
1504 "#  ifdef USEEXACTSPECULARMATH\n"
1505 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1506 "#  else\n"
1507 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1508 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1509 "#  endif\n"
1510 "#endif\n"
1511 "\n"
1512 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1513 "       fade *= ShadowMapCompare(CubeVector);\n"
1514 "#endif\n"
1515 "\n"
1516 "#ifdef USEDIFFUSE\n"
1517 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1518 "#else\n"
1519 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1520 "#endif\n"
1521 "#ifdef USESPECULAR\n"
1522 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1523 "#else\n"
1524 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1525 "#endif\n"
1526 "\n"
1527 "# ifdef USECUBEFILTER\n"
1528 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1529 "       gl_FragData[0].rgb *= cubecolor;\n"
1530 "       gl_FragData[1].rgb *= cubecolor;\n"
1531 "# endif\n"
1532 "}\n"
1533 "#endif // FRAGMENT_SHADER\n"
1534 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1535 "\n"
1536 "\n"
1537 "\n"
1538 "\n"
1539 "#ifdef VERTEX_SHADER\n"
1540 "uniform mat4 TexMatrix;\n"
1541 "#ifdef USEVERTEXTEXTUREBLEND\n"
1542 "uniform mat4 BackgroundTexMatrix;\n"
1543 "#endif\n"
1544 "#ifdef MODE_LIGHTSOURCE\n"
1545 "uniform mat4 ModelToLight;\n"
1546 "#endif\n"
1547 "#ifdef USESHADOWMAPORTHO\n"
1548 "uniform mat4 ShadowMapMatrix;\n"
1549 "#endif\n"
1550 "void main(void)\n"
1551 "{\n"
1552 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1553 "       gl_FrontColor = gl_Color;\n"
1554 "#endif\n"
1555 "       // copy the surface texcoord\n"
1556 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1557 "#ifdef USEVERTEXTEXTUREBLEND\n"
1558 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1559 "#endif\n"
1560 "#ifdef USELIGHTMAP\n"
1561 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1562 "#endif\n"
1563 "\n"
1564 "#ifdef MODE_LIGHTSOURCE\n"
1565 "       // transform vertex position into light attenuation/cubemap space\n"
1566 "       // (-1 to +1 across the light box)\n"
1567 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1568 "\n"
1569 "# ifdef USEDIFFUSE\n"
1570 "       // transform unnormalized light direction into tangent space\n"
1571 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1572 "       //  normalize it per pixel)\n"
1573 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1574 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1575 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1576 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1577 "# endif\n"
1578 "#endif\n"
1579 "\n"
1580 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1581 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1582 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1583 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1584 "#endif\n"
1585 "\n"
1586 "       // transform unnormalized eye direction into tangent space\n"
1587 "#ifdef USEEYEVECTOR\n"
1588 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1589 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1590 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1591 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1592 "#endif\n"
1593 "\n"
1594 "#ifdef USEFOG\n"
1595 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1596 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1597 "#endif\n"
1598 "\n"
1599 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1600 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1601 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1602 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1603 "#endif\n"
1604 "\n"
1605 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1606 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1607 "\n"
1608 "#ifdef USESHADOWMAPORTHO\n"
1609 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1610 "#endif\n"
1611 "\n"
1612 "#ifdef USEREFLECTION\n"
1613 "       ModelViewProjectionPosition = gl_Position;\n"
1614 "#endif\n"
1615 "}\n"
1616 "#endif // VERTEX_SHADER\n"
1617 "\n"
1618 "\n"
1619 "\n"
1620 "\n"
1621 "#ifdef FRAGMENT_SHADER\n"
1622 "#ifdef USEDEFERREDLIGHTMAP\n"
1623 "uniform myhalf2 PixelToScreenTexCoord;\n"
1624 "uniform myhalf3 DeferredMod_Diffuse;\n"
1625 "uniform myhalf3 DeferredMod_Specular;\n"
1626 "#endif\n"
1627 "uniform myhalf3 Color_Ambient;\n"
1628 "uniform myhalf3 Color_Diffuse;\n"
1629 "uniform myhalf3 Color_Specular;\n"
1630 "uniform myhalf SpecularPower;\n"
1631 "#ifdef USEGLOW\n"
1632 "uniform myhalf3 Color_Glow;\n"
1633 "#endif\n"
1634 "uniform myhalf Alpha;\n"
1635 "#ifdef USEREFLECTION\n"
1636 "uniform vec4 DistortScaleRefractReflect;\n"
1637 "uniform vec4 ScreenScaleRefractReflect;\n"
1638 "uniform vec4 ScreenCenterRefractReflect;\n"
1639 "uniform myhalf4 ReflectColor;\n"
1640 "#endif\n"
1641 "#ifdef USEREFLECTCUBE\n"
1642 "uniform mat4 ModelToReflectCube;\n"
1643 "uniform sampler2D Texture_ReflectMask;\n"
1644 "uniform samplerCube Texture_ReflectCube;\n"
1645 "#endif\n"
1646 "#ifdef MODE_LIGHTDIRECTION\n"
1647 "uniform myhalf3 LightColor;\n"
1648 "#endif\n"
1649 "#ifdef MODE_LIGHTSOURCE\n"
1650 "uniform myhalf3 LightColor;\n"
1651 "#endif\n"
1652 "void main(void)\n"
1653 "{\n"
1654 "#ifdef USEOFFSETMAPPING\n"
1655 "       // apply offsetmapping\n"
1656 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1657 "#define TexCoord TexCoordOffset\n"
1658 "#endif\n"
1659 "\n"
1660 "       // combine the diffuse textures (base, pants, shirt)\n"
1661 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1662 "#ifdef USEALPHAKILL\n"
1663 "       if (color.a < 0.5)\n"
1664 "               discard;\n"
1665 "#endif\n"
1666 "       color.a *= Alpha;\n"
1667 "#ifdef USECOLORMAPPING\n"
1668 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1669 "#endif\n"
1670 "#ifdef USEVERTEXTEXTUREBLEND\n"
1671 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1672 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1673 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1674 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1675 "       color.a = 1.0;\n"
1676 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1677 "#endif\n"
1678 "\n"
1679 "       // get the surface normal\n"
1680 "#ifdef USEVERTEXTEXTUREBLEND\n"
1681 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1682 "#else\n"
1683 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1684 "#endif\n"
1685 "\n"
1686 "       // get the material colors\n"
1687 "       myhalf3 diffusetex = color.rgb;\n"
1688 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1689 "# ifdef USEVERTEXTEXTUREBLEND\n"
1690 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1691 "# else\n"
1692 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1693 "# endif\n"
1694 "#endif\n"
1695 "\n"
1696 "#ifdef USEREFLECTCUBE\n"
1697 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1698 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1699 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1700 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1701 "#endif\n"
1702 "\n"
1703 "\n"
1704 "\n"
1705 "\n"
1706 "#ifdef MODE_LIGHTSOURCE\n"
1707 "       // light source\n"
1708 "#ifdef USEDIFFUSE\n"
1709 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1710 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1711 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1712 "#ifdef USESPECULAR\n"
1713 "#ifdef USEEXACTSPECULARMATH\n"
1714 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1715 "#else\n"
1716 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1717 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1718 "#endif\n"
1719 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1720 "#endif\n"
1721 "#else\n"
1722 "       color.rgb = diffusetex * Color_Ambient;\n"
1723 "#endif\n"
1724 "       color.rgb *= LightColor;\n"
1725 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1726 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1727 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1728 "#endif\n"
1729 "# ifdef USECUBEFILTER\n"
1730 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1731 "# endif\n"
1732 "#endif // MODE_LIGHTSOURCE\n"
1733 "\n"
1734 "\n"
1735 "\n"
1736 "\n"
1737 "#ifdef MODE_LIGHTDIRECTION\n"
1738 "#define SHADING\n"
1739 "#ifdef USEDIFFUSE\n"
1740 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1741 "#endif\n"
1742 "#define lightcolor LightColor\n"
1743 "#endif // MODE_LIGHTDIRECTION\n"
1744 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1745 "#define SHADING\n"
1746 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1747 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1748 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1749 "       // convert modelspace light vector to tangentspace\n"
1750 "       myhalf3 lightnormal;\n"
1751 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1752 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1753 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1754 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1755 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1756 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1757 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1758 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1759 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1760 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1761 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1762 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1763 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1764 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1765 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1766 "#define SHADING\n"
1767 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1768 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1769 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1770 "#endif\n"
1771 "\n"
1772 "\n"
1773 "\n"
1774 "\n"
1775 "#ifdef MODE_FAKELIGHT\n"
1776 "#define SHADING\n"
1777 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1778 "myhalf3 lightcolor = myhalf3(1.0);\n"
1779 "#endif // MODE_FAKELIGHT\n"
1780 "\n"
1781 "\n"
1782 "\n"
1783 "\n"
1784 "#ifdef MODE_LIGHTMAP\n"
1785 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1786 "#endif // MODE_LIGHTMAP\n"
1787 "#ifdef MODE_VERTEXCOLOR\n"
1788 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1789 "#endif // MODE_VERTEXCOLOR\n"
1790 "#ifdef MODE_FLATCOLOR\n"
1791 "       color.rgb = diffusetex * Color_Ambient;\n"
1792 "#endif // MODE_FLATCOLOR\n"
1793 "\n"
1794 "\n"
1795 "\n"
1796 "\n"
1797 "#ifdef SHADING\n"
1798 "# ifdef USEDIFFUSE\n"
1799 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1800 "#  ifdef USESPECULAR\n"
1801 "#   ifdef USEEXACTSPECULARMATH\n"
1802 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1803 "#   else\n"
1804 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1805 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1806 "#   endif\n"
1807 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1808 "#  else\n"
1809 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1810 "#  endif\n"
1811 "# else\n"
1812 "       color.rgb = diffusetex * Color_Ambient;\n"
1813 "# endif\n"
1814 "#endif\n"
1815 "\n"
1816 "#ifdef USESHADOWMAPORTHO\n"
1817 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1818 "#endif\n"
1819 "\n"
1820 "#ifdef USEDEFERREDLIGHTMAP\n"
1821 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1822 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1823 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1824 "#endif\n"
1825 "\n"
1826 "#ifdef USEGLOW\n"
1827 "#ifdef USEVERTEXTEXTUREBLEND\n"
1828 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1829 "#else\n"
1830 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1831 "#endif\n"
1832 "#endif\n"
1833 "\n"
1834 "#ifdef USEFOG\n"
1835 "       color.rgb = FogVertex(color.rgb);\n"
1836 "#endif\n"
1837 "\n"
1838 "       // 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"
1839 "#ifdef USEREFLECTION\n"
1840 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1841 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1842 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1843 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1844 "       // FIXME temporary hack to detect the case that the reflection\n"
1845 "       // gets blackened at edges due to leaving the area that contains actual\n"
1846 "       // content.\n"
1847 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1848 "       // 'appening.\n"
1849 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1850 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1851 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1852 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1853 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1854 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1855 "#endif\n"
1856 "\n"
1857 "       gl_FragColor = vec4(color);\n"
1858 "}\n"
1859 "#endif // FRAGMENT_SHADER\n"
1860 "\n"
1861 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1862 "#endif // !MODE_DEFERREDGEOMETRY\n"
1863 "#endif // !MODE_WATER\n"
1864 "#endif // !MODE_REFRACTION\n"
1865 "#endif // !MODE_BLOOMBLUR\n"
1866 "#endif // !MODE_GENERIC\n"
1867 "#endif // !MODE_POSTPROCESS\n"
1868 "#endif // !MODE_SHOWDEPTH\n"
1869 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1870 ;
1871
1872 /*
1873 =========================================================================================================================================================
1874
1875
1876
1877 =========================================================================================================================================================
1878
1879
1880
1881 =========================================================================================================================================================
1882
1883
1884
1885 =========================================================================================================================================================
1886
1887
1888
1889 =========================================================================================================================================================
1890
1891
1892
1893 =========================================================================================================================================================
1894
1895
1896
1897 =========================================================================================================================================================
1898 */
1899
1900 const char *builtincgshaderstring =
1901 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1902 "// written by Forest 'LordHavoc' Hale\n"
1903 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1904 "\n"
1905 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1906 "#if defined(USEREFLECTION)\n"
1907 "#undef USESHADOWMAPORTHO\n"
1908 "#endif\n"
1909 "\n"
1910 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1911 "# define USEFOG\n"
1912 "#endif\n"
1913 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1914 "#define USELIGHTMAP\n"
1915 "#endif\n"
1916 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1917 "#define USEEYEVECTOR\n"
1918 "#endif\n"
1919 "\n"
1920 "#ifdef FRAGMENT_SHADER\n"
1921 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1922 "#endif\n"
1923 "\n"
1924 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1925 "#ifdef VERTEX_SHADER\n"
1926 "void main\n"
1927 "(\n"
1928 "float4 gl_Vertex : POSITION,\n"
1929 "uniform float4x4 ModelViewProjectionMatrix,\n"
1930 "out float4 gl_Position : POSITION\n"
1931 ")\n"
1932 "{\n"
1933 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1934 "}\n"
1935 "#endif\n"
1936 "#else // !MODE_DEPTH_ORSHADOW\n"
1937 "\n"
1938 "\n"
1939 "\n"
1940 "\n"
1941 "#ifdef MODE_SHOWDEPTH\n"
1942 "#ifdef VERTEX_SHADER\n"
1943 "void main\n"
1944 "(\n"
1945 "float4 gl_Vertex : POSITION,\n"
1946 "uniform float4x4 ModelViewProjectionMatrix,\n"
1947 "out float4 gl_Position : POSITION,\n"
1948 "out float4 gl_FrontColor : COLOR0\n"
1949 ")\n"
1950 "{\n"
1951 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1952 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1953 "}\n"
1954 "#endif\n"
1955 "\n"
1956 "#ifdef FRAGMENT_SHADER\n"
1957 "void main\n"
1958 "(\n"
1959 "float4 gl_FrontColor : COLOR0,\n"
1960 "out float4 gl_FragColor : COLOR\n"
1961 ")\n"
1962 "{\n"
1963 "       gl_FragColor = gl_FrontColor;\n"
1964 "}\n"
1965 "#endif\n"
1966 "#else // !MODE_SHOWDEPTH\n"
1967 "\n"
1968 "\n"
1969 "\n"
1970 "\n"
1971 "#ifdef MODE_POSTPROCESS\n"
1972 "\n"
1973 "#ifdef VERTEX_SHADER\n"
1974 "void main\n"
1975 "(\n"
1976 "float4 gl_Vertex : POSITION,\n"
1977 "uniform float4x4 ModelViewProjectionMatrix,\n"
1978 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1979 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1980 "out float4 gl_Position : POSITION,\n"
1981 "out float2 TexCoord1 : TEXCOORD0,\n"
1982 "out float2 TexCoord2 : TEXCOORD1\n"
1983 ")\n"
1984 "{\n"
1985 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1986 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1987 "#ifdef USEBLOOM\n"
1988 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1989 "#endif\n"
1990 "}\n"
1991 "#endif\n"
1992 "\n"
1993 "#ifdef FRAGMENT_SHADER\n"
1994 "void main\n"
1995 "(\n"
1996 "float2 TexCoord1 : TEXCOORD0,\n"
1997 "float2 TexCoord2 : TEXCOORD1,\n"
1998 "uniform sampler2D Texture_First,\n"
1999 "#ifdef USEBLOOM\n"
2000 "uniform sampler2D Texture_Second,\n"
2001 "#endif\n"
2002 "#ifdef USEGAMMARAMPS\n"
2003 "uniform sampler2D Texture_GammaRamps,\n"
2004 "#endif\n"
2005 "#ifdef USESATURATION\n"
2006 "uniform float Saturation,\n"
2007 "#endif\n"
2008 "#ifdef USEVIEWTINT\n"
2009 "uniform float4 ViewTintColor,\n"
2010 "#endif\n"
2011 "uniform float4 UserVec1,\n"
2012 "uniform float4 UserVec2,\n"
2013 "uniform float4 UserVec3,\n"
2014 "uniform float4 UserVec4,\n"
2015 "uniform float ClientTime,\n"
2016 "uniform float2 PixelSize,\n"
2017 "out float4 gl_FragColor : COLOR\n"
2018 ")\n"
2019 "{\n"
2020 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
2021 "#ifdef USEBLOOM\n"
2022 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
2023 "#endif\n"
2024 "#ifdef USEVIEWTINT\n"
2025 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
2026 "#endif\n"
2027 "\n"
2028 "#ifdef USEPOSTPROCESSING\n"
2029 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
2030 "// 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"
2031 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2032 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2033 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2034 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
2035 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
2036 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2037 "#endif\n"
2038 "\n"
2039 "#ifdef USESATURATION\n"
2040 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2041 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2042 "       // 'vampire sight' effect, wheres red is compensated\n"
2043 "       #ifdef SATURATION_REDCOMPENSATE\n"
2044 "               float rboost = max(0.0, (gl_FragColor.r - max(gl_FragColor.g, gl_FragColor.b))*(1.0 - Saturation));\n"
2045 "               gl_FragColor.rgb = mix(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2046 "               gl_FragColor.r += r;\n"
2047 "       #else\n"
2048 "               // normal desaturation\n"
2049 "               //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2050 "               gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
2051 "       #endif\n"
2052 "#endif\n"
2053 "\n"
2054 "#ifdef USEGAMMARAMPS\n"
2055 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2056 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2057 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2058 "#endif\n"
2059 "}\n"
2060 "#endif\n"
2061 "#else // !MODE_POSTPROCESS\n"
2062 "\n"
2063 "\n"
2064 "\n"
2065 "\n"
2066 "#ifdef MODE_GENERIC\n"
2067 "#ifdef VERTEX_SHADER\n"
2068 "void main\n"
2069 "(\n"
2070 "float4 gl_Vertex : POSITION,\n"
2071 "uniform float4x4 ModelViewProjectionMatrix,\n"
2072 "float4 gl_Color : COLOR0,\n"
2073 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2074 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2075 "out float4 gl_Position : POSITION,\n"
2076 "out float4 gl_FrontColor : COLOR,\n"
2077 "out float2 TexCoord1 : TEXCOORD0,\n"
2078 "out float2 TexCoord2 : TEXCOORD1\n"
2079 ")\n"
2080 "{\n"
2081 "       gl_FrontColor = gl_Color;\n"
2082 "#ifdef USEDIFFUSE\n"
2083 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2084 "#endif\n"
2085 "#ifdef USESPECULAR\n"
2086 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2087 "#endif\n"
2088 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2089 "}\n"
2090 "#endif\n"
2091 "\n"
2092 "#ifdef FRAGMENT_SHADER\n"
2093 "\n"
2094 "void main\n"
2095 "(\n"
2096 "float4 gl_FrontColor : COLOR,\n"
2097 "float2 TexCoord1 : TEXCOORD0,\n"
2098 "float2 TexCoord2 : TEXCOORD1,\n"
2099 "#ifdef USEDIFFUSE\n"
2100 "uniform sampler2D Texture_First,\n"
2101 "#endif\n"
2102 "#ifdef USESPECULAR\n"
2103 "uniform sampler2D Texture_Second,\n"
2104 "#endif\n"
2105 "out float4 gl_FragColor : COLOR\n"
2106 ")\n"
2107 "{\n"
2108 "       gl_FragColor = gl_FrontColor;\n"
2109 "#ifdef USEDIFFUSE\n"
2110 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2111 "#endif\n"
2112 "\n"
2113 "#ifdef USESPECULAR\n"
2114 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2115 "# ifdef USECOLORMAPPING\n"
2116 "       gl_FragColor *= tex2;\n"
2117 "# endif\n"
2118 "# ifdef USEGLOW\n"
2119 "       gl_FragColor += tex2;\n"
2120 "# endif\n"
2121 "# ifdef USEVERTEXTEXTUREBLEND\n"
2122 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2123 "# endif\n"
2124 "#endif\n"
2125 "}\n"
2126 "#endif\n"
2127 "#else // !MODE_GENERIC\n"
2128 "\n"
2129 "\n"
2130 "\n"
2131 "\n"
2132 "#ifdef MODE_BLOOMBLUR\n"
2133 "#ifdef VERTEX_SHADER\n"
2134 "void main\n"
2135 "(\n"
2136 "float4 gl_Vertex : POSITION,\n"
2137 "uniform float4x4 ModelViewProjectionMatrix,\n"
2138 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2139 "out float4 gl_Position : POSITION,\n"
2140 "out float2 TexCoord : TEXCOORD0\n"
2141 ")\n"
2142 "{\n"
2143 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2144 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2145 "}\n"
2146 "#endif\n"
2147 "\n"
2148 "#ifdef FRAGMENT_SHADER\n"
2149 "\n"
2150 "void main\n"
2151 "(\n"
2152 "float2 TexCoord : TEXCOORD0,\n"
2153 "uniform sampler2D Texture_First,\n"
2154 "uniform float4 BloomBlur_Parameters,\n"
2155 "out float4 gl_FragColor : COLOR\n"
2156 ")\n"
2157 "{\n"
2158 "       int i;\n"
2159 "       float2 tc = TexCoord;\n"
2160 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2161 "       tc += BloomBlur_Parameters.xy;\n"
2162 "       for (i = 1;i < SAMPLES;i++)\n"
2163 "       {\n"
2164 "               color += tex2D(Texture_First, tc).rgb;\n"
2165 "               tc += BloomBlur_Parameters.xy;\n"
2166 "       }\n"
2167 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2168 "}\n"
2169 "#endif\n"
2170 "#else // !MODE_BLOOMBLUR\n"
2171 "#ifdef MODE_REFRACTION\n"
2172 "#ifdef VERTEX_SHADER\n"
2173 "void main\n"
2174 "(\n"
2175 "float4 gl_Vertex : POSITION,\n"
2176 "uniform float4x4 ModelViewProjectionMatrix,\n"
2177 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2178 "uniform float4x4 TexMatrix,\n"
2179 "uniform float3 EyePosition,\n"
2180 "out float4 gl_Position : POSITION,\n"
2181 "out float2 TexCoord : TEXCOORD0,\n"
2182 "out float3 EyeVector : TEXCOORD1,\n"
2183 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2184 ")\n"
2185 "{\n"
2186 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2187 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2188 "       ModelViewProjectionPosition = gl_Position;\n"
2189 "}\n"
2190 "#endif\n"
2191 "\n"
2192 "#ifdef FRAGMENT_SHADER\n"
2193 "void main\n"
2194 "(\n"
2195 "float2 TexCoord : TEXCOORD0,\n"
2196 "float3 EyeVector : TEXCOORD1,\n"
2197 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2198 "uniform sampler2D Texture_Normal,\n"
2199 "uniform sampler2D Texture_Refraction,\n"
2200 "uniform sampler2D Texture_Reflection,\n"
2201 "uniform float4 DistortScaleRefractReflect,\n"
2202 "uniform float4 ScreenScaleRefractReflect,\n"
2203 "uniform float4 ScreenCenterRefractReflect,\n"
2204 "uniform float4 RefractColor,\n"
2205 "out float4 gl_FragColor : COLOR\n"
2206 ")\n"
2207 "{\n"
2208 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2209 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2210 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2211 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2212 "       // FIXME temporary hack to detect the case that the reflection\n"
2213 "       // gets blackened at edges due to leaving the area that contains actual\n"
2214 "       // content.\n"
2215 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2216 "       // 'appening.\n"
2217 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2218 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2219 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2220 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2221 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2222 "       gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2223 "}\n"
2224 "#endif\n"
2225 "#else // !MODE_REFRACTION\n"
2226 "\n"
2227 "\n"
2228 "\n"
2229 "\n"
2230 "#ifdef MODE_WATER\n"
2231 "#ifdef VERTEX_SHADER\n"
2232 "\n"
2233 "void main\n"
2234 "(\n"
2235 "float4 gl_Vertex : POSITION,\n"
2236 "uniform float4x4 ModelViewProjectionMatrix,\n"
2237 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2238 "uniform float4x4 TexMatrix,\n"
2239 "uniform float3 EyePosition,\n"
2240 "out float4 gl_Position : POSITION,\n"
2241 "out float2 TexCoord : TEXCOORD0,\n"
2242 "out float3 EyeVector : TEXCOORD1,\n"
2243 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2244 ")\n"
2245 "{\n"
2246 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2247 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2248 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2249 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2250 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2251 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2252 "       ModelViewProjectionPosition = gl_Position;\n"
2253 "}\n"
2254 "#endif\n"
2255 "\n"
2256 "#ifdef FRAGMENT_SHADER\n"
2257 "void main\n"
2258 "(\n"
2259 "float2 TexCoord : TEXCOORD0,\n"
2260 "float3 EyeVector : TEXCOORD1,\n"
2261 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2262 "uniform sampler2D Texture_Normal,\n"
2263 "uniform sampler2D Texture_Refraction,\n"
2264 "uniform sampler2D Texture_Reflection,\n"
2265 "uniform float4 DistortScaleRefractReflect,\n"
2266 "uniform float4 ScreenScaleRefractReflect,\n"
2267 "uniform float4 ScreenCenterRefractReflect,\n"
2268 "uniform float4 RefractColor,\n"
2269 "uniform float4 ReflectColor,\n"
2270 "uniform float ReflectFactor,\n"
2271 "uniform float ReflectOffset,\n"
2272 "out float4 gl_FragColor : COLOR\n"
2273 ")\n"
2274 "{\n"
2275 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2276 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2277 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2278 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2279 "       // FIXME temporary hack to detect the case that the reflection\n"
2280 "       // gets blackened at edges due to leaving the area that contains actual\n"
2281 "       // content.\n"
2282 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2283 "       // 'appening.\n"
2284 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2285 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2286 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2287 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2288 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2289 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2290 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2291 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2292 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2293 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2294 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2295 "       gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2296 "}\n"
2297 "#endif\n"
2298 "#else // !MODE_WATER\n"
2299 "\n"
2300 "\n"
2301 "\n"
2302 "\n"
2303 "// 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"
2304 "\n"
2305 "// fragment shader specific:\n"
2306 "#ifdef FRAGMENT_SHADER\n"
2307 "\n"
2308 "#ifdef USEFOG\n"
2309 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2310 "{\n"
2311 "       float fogfrac;\n"
2312 "#ifdef USEFOGHEIGHTTEXTURE\n"
2313 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2314 "       fogfrac = fogheightpixel.a;\n"
2315 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2316 "#else\n"
2317 "# ifdef USEFOGOUTSIDE\n"
2318 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2319 "# else\n"
2320 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2321 "# endif\n"
2322 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2323 "#endif\n"
2324 "}\n"
2325 "#endif\n"
2326 "\n"
2327 "#ifdef USEOFFSETMAPPING\n"
2328 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2329 "{\n"
2330 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2331 "       // 14 sample relief mapping: linear search and then binary search\n"
2332 "       // this basically steps forward a small amount repeatedly until it finds\n"
2333 "       // itself inside solid, then jitters forward and back using decreasing\n"
2334 "       // amounts to find the impact\n"
2335 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2336 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2337 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2338 "       float3 RT = float3(TexCoord, 1);\n"
2339 "       OffsetVector *= 0.1;\n"
2340 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2341 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2342 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2343 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2344 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2345 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2346 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2347 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2348 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2349 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2350 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2351 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2352 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2353 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2354 "       return RT.xy;\n"
2355 "#else\n"
2356 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2357 "       // this basically moves forward the full distance, and then backs up based\n"
2358 "       // on height of samples\n"
2359 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2360 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2361 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2362 "       TexCoord += OffsetVector;\n"
2363 "       OffsetVector *= 0.333;\n"
2364 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2365 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2366 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2367 "       return TexCoord;\n"
2368 "#endif\n"
2369 "}\n"
2370 "#endif // USEOFFSETMAPPING\n"
2371 "\n"
2372 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2373 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2374 "# ifdef USESHADOWMAPORTHO\n"
2375 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2376 "# else\n"
2377 "#  ifdef USESHADOWMAPVSDCT\n"
2378 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2379 "{\n"
2380 "       float3 adir = abs(dir);\n"
2381 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2382 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2383 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2384 "}\n"
2385 "#  else\n"
2386 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2387 "{\n"
2388 "       float3 adir = abs(dir);\n"
2389 "       float ma = adir.z;\n"
2390 "       float4 proj = float4(dir, 2.5);\n"
2391 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2392 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2393 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2394 "       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"
2395 "}\n"
2396 "#  endif\n"
2397 "# endif\n"
2398 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2399 "\n"
2400 "#ifdef USESHADOWMAPCUBE\n"
2401 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2402 "{\n"
2403 "    float3 adir = abs(dir);\n"
2404 "    return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2405 "}\n"
2406 "#endif\n"
2407 "\n"
2408 "# ifdef USESHADOWMAPRECT\n"
2409 "#ifdef USESHADOWMAPVSDCT\n"
2410 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2411 "#else\n"
2412 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2413 "#endif\n"
2414 "{\n"
2415 "#ifdef USESHADOWMAPVSDCT\n"
2416 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2417 "#else\n"
2418 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2419 "#endif\n"
2420 "       float f;\n"
2421 "#  ifdef USESHADOWSAMPLER\n"
2422 "\n"
2423 "#    ifdef USESHADOWMAPPCF\n"
2424 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2425 "    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"
2426 "#    else\n"
2427 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2428 "#    endif\n"
2429 "\n"
2430 "#  else\n"
2431 "\n"
2432 "#    ifdef USESHADOWMAPPCF\n"
2433 "#      if USESHADOWMAPPCF > 1\n"
2434 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2435 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2436 "    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"
2437 "    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"
2438 "    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"
2439 "    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"
2440 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2441 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2442 "#      else\n"
2443 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2444 "    float2 offset = frac(shadowmaptc.xy);\n"
2445 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2446 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2447 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2448 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2449 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2450 "#      endif\n"
2451 "#    else\n"
2452 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2453 "#    endif\n"
2454 "\n"
2455 "#  endif\n"
2456 "#  ifdef USESHADOWMAPORTHO\n"
2457 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2458 "#  else\n"
2459 "       return f;\n"
2460 "#  endif\n"
2461 "}\n"
2462 "# endif\n"
2463 "\n"
2464 "# ifdef USESHADOWMAP2D\n"
2465 "#ifdef USESHADOWMAPVSDCT\n"
2466 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2467 "#else\n"
2468 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2469 "#endif\n"
2470 "{\n"
2471 "#ifdef USESHADOWMAPVSDCT\n"
2472 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2473 "#else\n"
2474 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2475 "#endif\n"
2476 "    float f;\n"
2477 "\n"
2478 "#  ifdef USESHADOWSAMPLER\n"
2479 "#    ifdef USESHADOWMAPPCF\n"
2480 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2481 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2482 "    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"
2483 "#    else\n"
2484 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2485 "#    endif\n"
2486 "#  else\n"
2487 "#    ifdef USESHADOWMAPPCF\n"
2488 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2489 "#      ifdef GL_ARB_texture_gather\n"
2490 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2491 "#      else\n"
2492 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2493 "#      endif\n"
2494 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2495 "    center *= ShadowMap_TextureScale;\n"
2496 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2497 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2498 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2499 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2500 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2501 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2502 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2503 "#     else\n"
2504 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2505 "#      if USESHADOWMAPPCF > 1\n"
2506 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2507 "    center *= ShadowMap_TextureScale;\n"
2508 "    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"
2509 "    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"
2510 "    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"
2511 "    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"
2512 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2513 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2514 "#      else\n"
2515 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2516 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2517 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2518 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2519 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2520 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2521 "#      endif\n"
2522 "#     endif\n"
2523 "#    else\n"
2524 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2525 "#    endif\n"
2526 "#  endif\n"
2527 "#  ifdef USESHADOWMAPORTHO\n"
2528 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2529 "#  else\n"
2530 "       return f;\n"
2531 "#  endif\n"
2532 "}\n"
2533 "# endif\n"
2534 "\n"
2535 "# ifdef USESHADOWMAPCUBE\n"
2536 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2537 "{\n"
2538 "    // apply depth texture cubemap as light filter\n"
2539 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2540 "    float f;\n"
2541 "#  ifdef USESHADOWSAMPLER\n"
2542 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2543 "#  else\n"
2544 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2545 "#  endif\n"
2546 "    return f;\n"
2547 "}\n"
2548 "# endif\n"
2549 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2550 "#endif // FRAGMENT_SHADER\n"
2551 "\n"
2552 "\n"
2553 "\n"
2554 "\n"
2555 "#ifdef MODE_DEFERREDGEOMETRY\n"
2556 "#ifdef VERTEX_SHADER\n"
2557 "void main\n"
2558 "(\n"
2559 "float4 gl_Vertex : POSITION,\n"
2560 "uniform float4x4 ModelViewProjectionMatrix,\n"
2561 "#ifdef USEVERTEXTEXTUREBLEND\n"
2562 "float4 gl_Color : COLOR0,\n"
2563 "#endif\n"
2564 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2565 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2566 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2567 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2568 "uniform float4x4 TexMatrix,\n"
2569 "#ifdef USEVERTEXTEXTUREBLEND\n"
2570 "uniform float4x4 BackgroundTexMatrix,\n"
2571 "#endif\n"
2572 "uniform float4x4 ModelViewMatrix,\n"
2573 "#ifdef USEOFFSETMAPPING\n"
2574 "uniform float3 EyePosition,\n"
2575 "#endif\n"
2576 "out float4 gl_Position : POSITION,\n"
2577 "out float4 gl_FrontColor : COLOR,\n"
2578 "out float4 TexCoordBoth : TEXCOORD0,\n"
2579 "#ifdef USEOFFSETMAPPING\n"
2580 "out float3 EyeVector : TEXCOORD2,\n"
2581 "#endif\n"
2582 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2583 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2584 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2585 ")\n"
2586 "{\n"
2587 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2588 "#ifdef USEVERTEXTEXTUREBLEND\n"
2589 "       gl_FrontColor = gl_Color;\n"
2590 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2591 "#endif\n"
2592 "\n"
2593 "       // transform unnormalized eye direction into tangent space\n"
2594 "#ifdef USEOFFSETMAPPING\n"
2595 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2596 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2597 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2598 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2599 "#endif\n"
2600 "\n"
2601 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2602 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2603 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2604 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2605 "}\n"
2606 "#endif // VERTEX_SHADER\n"
2607 "\n"
2608 "#ifdef FRAGMENT_SHADER\n"
2609 "void main\n"
2610 "(\n"
2611 "float4 TexCoordBoth : TEXCOORD0,\n"
2612 "float3 EyeVector : TEXCOORD2,\n"
2613 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2614 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2615 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2616 "uniform sampler2D Texture_Normal,\n"
2617 "#ifdef USEALPHAKILL\n"
2618 "uniform sampler2D Texture_Color,\n"
2619 "#endif\n"
2620 "uniform sampler2D Texture_Gloss,\n"
2621 "#ifdef USEVERTEXTEXTUREBLEND\n"
2622 "uniform sampler2D Texture_SecondaryNormal,\n"
2623 "uniform sampler2D Texture_SecondaryGloss,\n"
2624 "#endif\n"
2625 "#ifdef USEOFFSETMAPPING\n"
2626 "uniform float OffsetMapping_Scale,\n"
2627 "#endif\n"
2628 "uniform half SpecularPower,\n"
2629 "out float4 gl_FragColor : COLOR\n"
2630 ")\n"
2631 "{\n"
2632 "       float2 TexCoord = TexCoordBoth.xy;\n"
2633 "#ifdef USEOFFSETMAPPING\n"
2634 "       // apply offsetmapping\n"
2635 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2636 "#define TexCoord TexCoordOffset\n"
2637 "#endif\n"
2638 "\n"
2639 "#ifdef USEALPHAKILL\n"
2640 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2641 "               discard;\n"
2642 "#endif\n"
2643 "\n"
2644 "#ifdef USEVERTEXTEXTUREBLEND\n"
2645 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2646 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2647 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2648 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2649 "#endif\n"
2650 "\n"
2651 "#ifdef USEVERTEXTEXTUREBLEND\n"
2652 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2653 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2654 "#else\n"
2655 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2656 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2657 "#endif\n"
2658 "\n"
2659 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2660 "}\n"
2661 "#endif // FRAGMENT_SHADER\n"
2662 "#else // !MODE_DEFERREDGEOMETRY\n"
2663 "\n"
2664 "\n"
2665 "\n"
2666 "\n"
2667 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2668 "#ifdef VERTEX_SHADER\n"
2669 "void main\n"
2670 "(\n"
2671 "float4 gl_Vertex : POSITION,\n"
2672 "uniform float4x4 ModelViewProjectionMatrix,\n"
2673 "uniform float4x4 ModelViewMatrix,\n"
2674 "out float4 gl_Position : POSITION,\n"
2675 "out float4 ModelViewPosition : TEXCOORD0\n"
2676 ")\n"
2677 "{\n"
2678 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2679 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2680 "}\n"
2681 "#endif // VERTEX_SHADER\n"
2682 "\n"
2683 "#ifdef FRAGMENT_SHADER\n"
2684 "void main\n"
2685 "(\n"
2686 "float2 Pixel : WPOS,\n"
2687 "float4 ModelViewPosition : TEXCOORD0,\n"
2688 "uniform float4x4 ViewToLight,\n"
2689 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2690 "uniform float3 LightPosition,\n"
2691 "uniform half2 PixelToScreenTexCoord,\n"
2692 "uniform half3 DeferredColor_Ambient,\n"
2693 "uniform half3 DeferredColor_Diffuse,\n"
2694 "#ifdef USESPECULAR\n"
2695 "uniform half3 DeferredColor_Specular,\n"
2696 "uniform half SpecularPower,\n"
2697 "#endif\n"
2698 "uniform sampler2D Texture_Attenuation,\n"
2699 "uniform sampler2D Texture_ScreenDepth,\n"
2700 "uniform sampler2D Texture_ScreenNormalMap,\n"
2701 "\n"
2702 "#ifdef USECUBEFILTER\n"
2703 "uniform samplerCUBE Texture_Cube,\n"
2704 "#endif\n"
2705 "\n"
2706 "#ifdef USESHADOWMAPRECT\n"
2707 "# ifdef USESHADOWSAMPLER\n"
2708 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2709 "# else\n"
2710 "uniform samplerRECT Texture_ShadowMapRect,\n"
2711 "# endif\n"
2712 "#endif\n"
2713 "\n"
2714 "#ifdef USESHADOWMAP2D\n"
2715 "# ifdef USESHADOWSAMPLER\n"
2716 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2717 "# else\n"
2718 "uniform sampler2D Texture_ShadowMap2D,\n"
2719 "# endif\n"
2720 "#endif\n"
2721 "\n"
2722 "#ifdef USESHADOWMAPVSDCT\n"
2723 "uniform samplerCUBE Texture_CubeProjection,\n"
2724 "#endif\n"
2725 "\n"
2726 "#ifdef USESHADOWMAPCUBE\n"
2727 "# ifdef USESHADOWSAMPLER\n"
2728 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2729 "# else\n"
2730 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2731 "# endif\n"
2732 "#endif\n"
2733 "\n"
2734 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2735 "uniform float2 ShadowMap_TextureScale,\n"
2736 "uniform float4 ShadowMap_Parameters,\n"
2737 "#endif\n"
2738 "\n"
2739 "out float4 gl_FragData0 : COLOR0,\n"
2740 "out float4 gl_FragData1 : COLOR1\n"
2741 ")\n"
2742 "{\n"
2743 "       // calculate viewspace pixel position\n"
2744 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2745 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2746 "       float3 position;\n"
2747 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2748 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2749 "       // decode viewspace pixel normal\n"
2750 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2751 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2752 "       // surfacenormal = pixel normal in viewspace\n"
2753 "       // LightVector = pixel to light in viewspace\n"
2754 "       // CubeVector = position in lightspace\n"
2755 "       // eyevector = pixel to view in viewspace\n"
2756 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2757 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2758 "#ifdef USEDIFFUSE\n"
2759 "       // calculate diffuse shading\n"
2760 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2761 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2762 "#endif\n"
2763 "#ifdef USESPECULAR\n"
2764 "       // calculate directional shading\n"
2765 "       float3 eyevector = position * -1.0;\n"
2766 "#  ifdef USEEXACTSPECULARMATH\n"
2767 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2768 "#  else\n"
2769 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2770 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2771 "#  endif\n"
2772 "#endif\n"
2773 "\n"
2774 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2775 "       fade *= ShadowMapCompare(CubeVector,\n"
2776 "# if defined(USESHADOWMAP2D)\n"
2777 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2778 "# endif\n"
2779 "# if defined(USESHADOWMAPRECT)\n"
2780 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2781 "# endif\n"
2782 "# if defined(USESHADOWMAPCUBE)\n"
2783 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2784 "# endif\n"
2785 "\n"
2786 "#ifdef USESHADOWMAPVSDCT\n"
2787 ", Texture_CubeProjection\n"
2788 "#endif\n"
2789 "       );\n"
2790 "#endif\n"
2791 "\n"
2792 "#ifdef USEDIFFUSE\n"
2793 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2794 "#else\n"
2795 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2796 "#endif\n"
2797 "#ifdef USESPECULAR\n"
2798 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2799 "#else\n"
2800 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2801 "#endif\n"
2802 "\n"
2803 "# ifdef USECUBEFILTER\n"
2804 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2805 "       gl_FragData0.rgb *= cubecolor;\n"
2806 "       gl_FragData1.rgb *= cubecolor;\n"
2807 "# endif\n"
2808 "}\n"
2809 "#endif // FRAGMENT_SHADER\n"
2810 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2811 "\n"
2812 "\n"
2813 "\n"
2814 "\n"
2815 "#ifdef VERTEX_SHADER\n"
2816 "void main\n"
2817 "(\n"
2818 "float4 gl_Vertex : POSITION,\n"
2819 "uniform float4x4 ModelViewProjectionMatrix,\n"
2820 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2821 "float4 gl_Color : COLOR0,\n"
2822 "#endif\n"
2823 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2824 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2825 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2826 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2827 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2828 "\n"
2829 "uniform float3 EyePosition,\n"
2830 "uniform float4x4 TexMatrix,\n"
2831 "#ifdef USEVERTEXTEXTUREBLEND\n"
2832 "uniform float4x4 BackgroundTexMatrix,\n"
2833 "#endif\n"
2834 "#ifdef MODE_LIGHTSOURCE\n"
2835 "uniform float4x4 ModelToLight,\n"
2836 "#endif\n"
2837 "#ifdef MODE_LIGHTSOURCE\n"
2838 "uniform float3 LightPosition,\n"
2839 "#endif\n"
2840 "#ifdef MODE_LIGHTDIRECTION\n"
2841 "uniform float3 LightDir,\n"
2842 "#endif\n"
2843 "uniform float4 FogPlane,\n"
2844 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2845 "uniform float3 LightPosition,\n"
2846 "#endif\n"
2847 "#ifdef USESHADOWMAPORTHO\n"
2848 "uniform float4x4 ShadowMapMatrix,\n"
2849 "#endif\n"
2850 "\n"
2851 "out float4 gl_FrontColor : COLOR,\n"
2852 "out float4 TexCoordBoth : TEXCOORD0,\n"
2853 "#ifdef USELIGHTMAP\n"
2854 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2855 "#endif\n"
2856 "#ifdef USEEYEVECTOR\n"
2857 "out float3 EyeVector : TEXCOORD2,\n"
2858 "#endif\n"
2859 "#ifdef USEREFLECTION\n"
2860 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2861 "#endif\n"
2862 "#ifdef USEFOG\n"
2863 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2864 "#endif\n"
2865 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2866 "out float3 LightVector : TEXCOORD1,\n"
2867 "#endif\n"
2868 "#ifdef MODE_LIGHTSOURCE\n"
2869 "out float3 CubeVector : TEXCOORD3,\n"
2870 "#endif\n"
2871 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2872 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2873 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2874 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2875 "#endif\n"
2876 "#ifdef USESHADOWMAPORTHO\n"
2877 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2878 "#endif\n"
2879 "out float4 gl_Position : POSITION\n"
2880 ")\n"
2881 "{\n"
2882 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2883 "       gl_FrontColor = gl_Color;\n"
2884 "#endif\n"
2885 "       // copy the surface texcoord\n"
2886 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2887 "#ifdef USEVERTEXTEXTUREBLEND\n"
2888 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2889 "#endif\n"
2890 "#ifdef USELIGHTMAP\n"
2891 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2892 "#endif\n"
2893 "\n"
2894 "#ifdef MODE_LIGHTSOURCE\n"
2895 "       // transform vertex position into light attenuation/cubemap space\n"
2896 "       // (-1 to +1 across the light box)\n"
2897 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2898 "\n"
2899 "# ifdef USEDIFFUSE\n"
2900 "       // transform unnormalized light direction into tangent space\n"
2901 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2902 "       //  normalize it per pixel)\n"
2903 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2904 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2905 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2906 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2907 "# endif\n"
2908 "#endif\n"
2909 "\n"
2910 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2911 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2912 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2913 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2914 "#endif\n"
2915 "\n"
2916 "       // transform unnormalized eye direction into tangent space\n"
2917 "#ifdef USEEYEVECTOR\n"
2918 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2919 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2920 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2921 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2922 "#endif\n"
2923 "\n"
2924 "#ifdef USEFOG\n"
2925 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2926 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2927 "#endif\n"
2928 "\n"
2929 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2930 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2931 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2932 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2933 "#endif\n"
2934 "\n"
2935 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2936 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2937 "\n"
2938 "#ifdef USESHADOWMAPORTHO\n"
2939 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2940 "#endif\n"
2941 "\n"
2942 "#ifdef USEREFLECTION\n"
2943 "       ModelViewProjectionPosition = gl_Position;\n"
2944 "#endif\n"
2945 "}\n"
2946 "#endif // VERTEX_SHADER\n"
2947 "\n"
2948 "\n"
2949 "\n"
2950 "\n"
2951 "#ifdef FRAGMENT_SHADER\n"
2952 "void main\n"
2953 "(\n"
2954 "#ifdef USEDEFERREDLIGHTMAP\n"
2955 "float2 Pixel : WPOS,\n"
2956 "#endif\n"
2957 "float4 gl_FrontColor : COLOR,\n"
2958 "float4 TexCoordBoth : TEXCOORD0,\n"
2959 "#ifdef USELIGHTMAP\n"
2960 "float2 TexCoordLightmap : TEXCOORD1,\n"
2961 "#endif\n"
2962 "#ifdef USEEYEVECTOR\n"
2963 "float3 EyeVector : TEXCOORD2,\n"
2964 "#endif\n"
2965 "#ifdef USEREFLECTION\n"
2966 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2967 "#endif\n"
2968 "#ifdef USEFOG\n"
2969 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2970 "#endif\n"
2971 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2972 "float3 LightVector : TEXCOORD1,\n"
2973 "#endif\n"
2974 "#ifdef MODE_LIGHTSOURCE\n"
2975 "float3 CubeVector : TEXCOORD3,\n"
2976 "#endif\n"
2977 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2978 "float4 ModelViewPosition : TEXCOORD0,\n"
2979 "#endif\n"
2980 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2981 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2982 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2983 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2984 "#endif\n"
2985 "#ifdef USESHADOWMAPORTHO\n"
2986 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2987 "#endif\n"
2988 "\n"
2989 "uniform sampler2D Texture_Normal,\n"
2990 "uniform sampler2D Texture_Color,\n"
2991 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2992 "uniform sampler2D Texture_Gloss,\n"
2993 "#endif\n"
2994 "#ifdef USEGLOW\n"
2995 "uniform sampler2D Texture_Glow,\n"
2996 "#endif\n"
2997 "#ifdef USEVERTEXTEXTUREBLEND\n"
2998 "uniform sampler2D Texture_SecondaryNormal,\n"
2999 "uniform sampler2D Texture_SecondaryColor,\n"
3000 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3001 "uniform sampler2D Texture_SecondaryGloss,\n"
3002 "#endif\n"
3003 "#ifdef USEGLOW\n"
3004 "uniform sampler2D Texture_SecondaryGlow,\n"
3005 "#endif\n"
3006 "#endif\n"
3007 "#ifdef USECOLORMAPPING\n"
3008 "uniform sampler2D Texture_Pants,\n"
3009 "uniform sampler2D Texture_Shirt,\n"
3010 "#endif\n"
3011 "#ifdef USEFOG\n"
3012 "uniform sampler2D Texture_FogHeightTexture,\n"
3013 "uniform sampler2D Texture_FogMask,\n"
3014 "#endif\n"
3015 "#ifdef USELIGHTMAP\n"
3016 "uniform sampler2D Texture_Lightmap,\n"
3017 "#endif\n"
3018 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
3019 "uniform sampler2D Texture_Deluxemap,\n"
3020 "#endif\n"
3021 "#ifdef USEREFLECTION\n"
3022 "uniform sampler2D Texture_Reflection,\n"
3023 "#endif\n"
3024 "\n"
3025 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
3026 "uniform sampler2D Texture_ScreenDepth,\n"
3027 "uniform sampler2D Texture_ScreenNormalMap,\n"
3028 "#endif\n"
3029 "#ifdef USEDEFERREDLIGHTMAP\n"
3030 "uniform sampler2D Texture_ScreenDiffuse,\n"
3031 "uniform sampler2D Texture_ScreenSpecular,\n"
3032 "#endif\n"
3033 "\n"
3034 "#ifdef USECOLORMAPPING\n"
3035 "uniform half3 Color_Pants,\n"
3036 "uniform half3 Color_Shirt,\n"
3037 "#endif\n"
3038 "#ifdef USEFOG\n"
3039 "uniform float3 FogColor,\n"
3040 "uniform float FogRangeRecip,\n"
3041 "uniform float FogPlaneViewDist,\n"
3042 "uniform float FogHeightFade,\n"
3043 "#endif\n"
3044 "\n"
3045 "#ifdef USEOFFSETMAPPING\n"
3046 "uniform float OffsetMapping_Scale,\n"
3047 "#endif\n"
3048 "\n"
3049 "#ifdef USEDEFERREDLIGHTMAP\n"
3050 "uniform half2 PixelToScreenTexCoord,\n"
3051 "uniform half3 DeferredMod_Diffuse,\n"
3052 "uniform half3 DeferredMod_Specular,\n"
3053 "#endif\n"
3054 "uniform half3 Color_Ambient,\n"
3055 "uniform half3 Color_Diffuse,\n"
3056 "uniform half3 Color_Specular,\n"
3057 "uniform half SpecularPower,\n"
3058 "#ifdef USEGLOW\n"
3059 "uniform half3 Color_Glow,\n"
3060 "#endif\n"
3061 "uniform half Alpha,\n"
3062 "#ifdef USEREFLECTION\n"
3063 "uniform float4 DistortScaleRefractReflect,\n"
3064 "uniform float4 ScreenScaleRefractReflect,\n"
3065 "uniform float4 ScreenCenterRefractReflect,\n"
3066 "uniform half4 ReflectColor,\n"
3067 "#endif\n"
3068 "#ifdef USEREFLECTCUBE\n"
3069 "uniform float4x4 ModelToReflectCube,\n"
3070 "uniform sampler2D Texture_ReflectMask,\n"
3071 "uniform samplerCUBE Texture_ReflectCube,\n"
3072 "#endif\n"
3073 "#ifdef MODE_LIGHTDIRECTION\n"
3074 "uniform half3 LightColor,\n"
3075 "#endif\n"
3076 "#ifdef MODE_LIGHTSOURCE\n"
3077 "uniform half3 LightColor,\n"
3078 "#endif\n"
3079 "\n"
3080 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3081 "uniform sampler2D Texture_Attenuation,\n"
3082 "uniform samplerCUBE Texture_Cube,\n"
3083 "#endif\n"
3084 "\n"
3085 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3086 "\n"
3087 "#ifdef USESHADOWMAPRECT\n"
3088 "# ifdef USESHADOWSAMPLER\n"
3089 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3090 "# else\n"
3091 "uniform samplerRECT Texture_ShadowMapRect,\n"
3092 "# endif\n"
3093 "#endif\n"
3094 "\n"
3095 "#ifdef USESHADOWMAP2D\n"
3096 "# ifdef USESHADOWSAMPLER\n"
3097 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3098 "# else\n"
3099 "uniform sampler2D Texture_ShadowMap2D,\n"
3100 "# endif\n"
3101 "#endif\n"
3102 "\n"
3103 "#ifdef USESHADOWMAPVSDCT\n"
3104 "uniform samplerCUBE Texture_CubeProjection,\n"
3105 "#endif\n"
3106 "\n"
3107 "#ifdef USESHADOWMAPCUBE\n"
3108 "# ifdef USESHADOWSAMPLER\n"
3109 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3110 "# else\n"
3111 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3112 "# endif\n"
3113 "#endif\n"
3114 "\n"
3115 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3116 "uniform float2 ShadowMap_TextureScale,\n"
3117 "uniform float4 ShadowMap_Parameters,\n"
3118 "#endif\n"
3119 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3120 "\n"
3121 "out float4 gl_FragColor : COLOR\n"
3122 ")\n"
3123 "{\n"
3124 "       float2 TexCoord = TexCoordBoth.xy;\n"
3125 "#ifdef USEVERTEXTEXTUREBLEND\n"
3126 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3127 "#endif\n"
3128 "#ifdef USEOFFSETMAPPING\n"
3129 "       // apply offsetmapping\n"
3130 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3131 "#define TexCoord TexCoordOffset\n"
3132 "#endif\n"
3133 "\n"
3134 "       // combine the diffuse textures (base, pants, shirt)\n"
3135 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3136 "#ifdef USEALPHAKILL\n"
3137 "       if (color.a < 0.5)\n"
3138 "               discard;\n"
3139 "#endif\n"
3140 "       color.a *= Alpha;\n"
3141 "#ifdef USECOLORMAPPING\n"
3142 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3143 "#endif\n"
3144 "#ifdef USEVERTEXTEXTUREBLEND\n"
3145 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3146 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3147 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3148 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3149 "       color.a = 1.0;\n"
3150 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3151 "#endif\n"
3152 "\n"
3153 "       // get the surface normal\n"
3154 "#ifdef USEVERTEXTEXTUREBLEND\n"
3155 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3156 "#else\n"
3157 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3158 "#endif\n"
3159 "\n"
3160 "       // get the material colors\n"
3161 "       half3 diffusetex = color.rgb;\n"
3162 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3163 "# ifdef USEVERTEXTEXTUREBLEND\n"
3164 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3165 "# else\n"
3166 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3167 "# endif\n"
3168 "#endif\n"
3169 "\n"
3170 "#ifdef USEREFLECTCUBE\n"
3171 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3172 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3173 "       float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3174 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3175 "#endif\n"
3176 "\n"
3177 "\n"
3178 "\n"
3179 "\n"
3180 "#ifdef MODE_LIGHTSOURCE\n"
3181 "       // light source\n"
3182 "#ifdef USEDIFFUSE\n"
3183 "       half3 lightnormal = half3(normalize(LightVector));\n"
3184 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3185 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3186 "#ifdef USESPECULAR\n"
3187 "#ifdef USEEXACTSPECULARMATH\n"
3188 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3189 "#else\n"
3190 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3191 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3192 "#endif\n"
3193 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3194 "#endif\n"
3195 "#else\n"
3196 "       color.rgb = diffusetex * Color_Ambient;\n"
3197 "#endif\n"
3198 "       color.rgb *= LightColor;\n"
3199 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3200 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3201 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3202 "# if defined(USESHADOWMAP2D)\n"
3203 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3204 "# endif\n"
3205 "# if defined(USESHADOWMAPRECT)\n"
3206 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3207 "# endif\n"
3208 "# if defined(USESHADOWMAPCUBE)\n"
3209 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3210 "# endif\n"
3211 "\n"
3212 "#ifdef USESHADOWMAPVSDCT\n"
3213 ", Texture_CubeProjection\n"
3214 "#endif\n"
3215 "       );\n"
3216 "\n"
3217 "#endif\n"
3218 "# ifdef USECUBEFILTER\n"
3219 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3220 "# endif\n"
3221 "#endif // MODE_LIGHTSOURCE\n"
3222 "\n"
3223 "\n"
3224 "\n"
3225 "\n"
3226 "#ifdef MODE_LIGHTDIRECTION\n"
3227 "#define SHADING\n"
3228 "#ifdef USEDIFFUSE\n"
3229 "       half3 lightnormal = half3(normalize(LightVector));\n"
3230 "#endif\n"
3231 "#define lightcolor LightColor\n"
3232 "#endif // MODE_LIGHTDIRECTION\n"
3233 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3234 "#define SHADING\n"
3235 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3236 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3237 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3238 "       // convert modelspace light vector to tangentspace\n"
3239 "       half3 lightnormal;\n"
3240 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3241 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3242 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3243 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3244 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3245 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3246 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3247 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3248 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3249 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3250 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3251 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3252 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3253 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3254 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3255 "#define SHADING\n"
3256 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3257 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3258 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3259 "#endif\n"
3260 "\n"
3261 "\n"
3262 "\n"
3263 "\n"
3264 "#ifdef MODE_FAKELIGHT\n"
3265 "#define SHADING\n"
3266 "half3 lightnormal = half3(normalize(EyeVector));\n"
3267 "half3 lightcolor = half3(1.0);\n"
3268 "#endif // MODE_FAKELIGHT\n"
3269 "\n"
3270 "\n"
3271 "\n"
3272 "\n"
3273 "#ifdef MODE_LIGHTMAP\n"
3274 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3275 "#endif // MODE_LIGHTMAP\n"
3276 "#ifdef MODE_VERTEXCOLOR\n"
3277 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3278 "#endif // MODE_VERTEXCOLOR\n"
3279 "#ifdef MODE_FLATCOLOR\n"
3280 "       color.rgb = diffusetex * Color_Ambient;\n"
3281 "#endif // MODE_FLATCOLOR\n"
3282 "\n"
3283 "\n"
3284 "\n"
3285 "\n"
3286 "#ifdef SHADING\n"
3287 "# ifdef USEDIFFUSE\n"
3288 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3289 "#  ifdef USESPECULAR\n"
3290 "#   ifdef USEEXACTSPECULARMATH\n"
3291 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3292 "#   else\n"
3293 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3294 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3295 "#   endif\n"
3296 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3297 "#  else\n"
3298 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3299 "#  endif\n"
3300 "# else\n"
3301 "       color.rgb = diffusetex * Color_Ambient;\n"
3302 "# endif\n"
3303 "#endif\n"
3304 "\n"
3305 "#ifdef USESHADOWMAPORTHO\n"
3306 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3307 "# if defined(USESHADOWMAP2D)\n"
3308 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3309 "# endif\n"
3310 "# if defined(USESHADOWMAPRECT)\n"
3311 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3312 "# endif\n"
3313 "       );\n"
3314 "#endif\n"
3315 "\n"
3316 "#ifdef USEDEFERREDLIGHTMAP\n"
3317 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3318 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3319 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3320 "#endif\n"
3321 "\n"
3322 "#ifdef USEGLOW\n"
3323 "#ifdef USEVERTEXTEXTUREBLEND\n"
3324 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3325 "#else\n"
3326 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3327 "#endif\n"
3328 "#endif\n"
3329 "\n"
3330 "#ifdef USEFOG\n"
3331 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3332 "#endif\n"
3333 "\n"
3334 "       // 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"
3335 "#ifdef USEREFLECTION\n"
3336 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3337 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3338 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3339 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3340 "       // FIXME temporary hack to detect the case that the reflection\n"
3341 "       // gets blackened at edges due to leaving the area that contains actual\n"
3342 "       // content.\n"
3343 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3344 "       // 'appening.\n"
3345 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3346 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3347 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3348 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3349 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3350 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3351 "#endif\n"
3352 "\n"
3353 "       gl_FragColor = float4(color);\n"
3354 "}\n"
3355 "#endif // FRAGMENT_SHADER\n"
3356 "\n"
3357 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3358 "#endif // !MODE_DEFERREDGEOMETRY\n"
3359 "#endif // !MODE_WATER\n"
3360 "#endif // !MODE_REFRACTION\n"
3361 "#endif // !MODE_BLOOMBLUR\n"
3362 "#endif // !MODE_GENERIC\n"
3363 "#endif // !MODE_POSTPROCESS\n"
3364 "#endif // !MODE_SHOWDEPTH\n"
3365 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3366 ;
3367
3368 char *glslshaderstring = NULL;
3369 char *cgshaderstring = NULL;
3370
3371 //=======================================================================================================================================================
3372
3373 typedef struct shaderpermutationinfo_s
3374 {
3375         const char *pretext;
3376         const char *name;
3377 }
3378 shaderpermutationinfo_t;
3379
3380 typedef struct shadermodeinfo_s
3381 {
3382         const char *vertexfilename;
3383         const char *geometryfilename;
3384         const char *fragmentfilename;
3385         const char *pretext;
3386         const char *name;
3387 }
3388 shadermodeinfo_t;
3389
3390 typedef enum shaderpermutation_e
3391 {
3392         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3393         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3394         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3395         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3396         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3397         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3398         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3399         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3400         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3401         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3402         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3403         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3404         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3405         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3406         SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3407         SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
3408         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3409         SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
3410         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
3411         SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
3412         SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
3413         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3414         SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
3415         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3416         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<24, //< (lightsource) use orthographic shadowmap projection
3417         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<25, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3418         SHADERPERMUTATION_ALPHAKILL = 1<<26, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3419         SHADERPERMUTATION_REFLECTCUBE = 1<<27, ///< fake reflections using global cubemap (not HDRI light probe)
3420         SHADERPERMUTATION_NORMALMAPSCROLLBLEND = 1<<28, // (water) counter-direction normalmaps scrolling
3421         SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3422         SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3423 }
3424 shaderpermutation_t;
3425
3426 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3427 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3428 {
3429         {"#define USEDIFFUSE\n", " diffuse"},
3430         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3431         {"#define USEVIEWTINT\n", " viewtint"},
3432         {"#define USECOLORMAPPING\n", " colormapping"},
3433         {"#define USESATURATION\n", " saturation"},
3434         {"#define USEFOGINSIDE\n", " foginside"},
3435         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3436         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3437         {"#define USEGAMMARAMPS\n", " gammaramps"},
3438         {"#define USECUBEFILTER\n", " cubefilter"},
3439         {"#define USEGLOW\n", " glow"},
3440         {"#define USEBLOOM\n", " bloom"},
3441         {"#define USESPECULAR\n", " specular"},
3442         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3443         {"#define USEREFLECTION\n", " reflection"},
3444         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3445         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3446         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3447         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3448         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3449         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3450         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3451         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3452         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3453         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3454         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3455         {"#define USEALPHAKILL\n", " alphakill"},
3456         {"#define USEREFLECTCUBE\n", " reflectcube"},
3457         {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
3458 };
3459
3460 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3461 typedef enum shadermode_e
3462 {
3463         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3464         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3465         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3466         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3467         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3468         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3469         SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3470         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3471         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3472         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3473         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3474         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3475         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3476         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3477         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3478         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3479         SHADERMODE_COUNT
3480 }
3481 shadermode_t;
3482
3483 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3484 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3485 {
3486         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3487         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3488         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3489         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3490         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3491         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3492         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3493         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3494         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3495         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3496         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3497         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3498         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3499         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3500         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3501         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3502 };
3503
3504 #ifdef SUPPORTCG
3505 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3506 {
3507         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3508         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3509         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3510         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3511         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3512         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3513         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3514         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3515         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3516         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3517         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3518         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3519         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3520         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3521         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3522         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3523 };
3524 #endif
3525
3526 struct r_glsl_permutation_s;
3527 typedef struct r_glsl_permutation_s
3528 {
3529         /// hash lookup data
3530         struct r_glsl_permutation_s *hashnext;
3531         unsigned int mode;
3532         unsigned int permutation;
3533
3534         /// indicates if we have tried compiling this permutation already
3535         qboolean compiled;
3536         /// 0 if compilation failed
3537         int program;
3538         /// locations of detected uniforms in program object, or -1 if not found
3539         int loc_Texture_First;
3540         int loc_Texture_Second;
3541         int loc_Texture_GammaRamps;
3542         int loc_Texture_Normal;
3543         int loc_Texture_Color;
3544         int loc_Texture_Gloss;
3545         int loc_Texture_Glow;
3546         int loc_Texture_SecondaryNormal;
3547         int loc_Texture_SecondaryColor;
3548         int loc_Texture_SecondaryGloss;
3549         int loc_Texture_SecondaryGlow;
3550         int loc_Texture_Pants;
3551         int loc_Texture_Shirt;
3552         int loc_Texture_FogHeightTexture;
3553         int loc_Texture_FogMask;
3554         int loc_Texture_Lightmap;
3555         int loc_Texture_Deluxemap;
3556         int loc_Texture_Attenuation;
3557         int loc_Texture_Cube;
3558         int loc_Texture_Refraction;
3559         int loc_Texture_Reflection;
3560         int loc_Texture_ShadowMapRect;
3561         int loc_Texture_ShadowMapCube;
3562         int loc_Texture_ShadowMap2D;
3563         int loc_Texture_CubeProjection;
3564         int loc_Texture_ScreenDepth;
3565         int loc_Texture_ScreenNormalMap;
3566         int loc_Texture_ScreenDiffuse;
3567         int loc_Texture_ScreenSpecular;
3568         int loc_Texture_ReflectMask;
3569         int loc_Texture_ReflectCube;
3570         int loc_Alpha;
3571         int loc_BloomBlur_Parameters;
3572         int loc_ClientTime;
3573         int loc_Color_Ambient;
3574         int loc_Color_Diffuse;
3575         int loc_Color_Specular;
3576         int loc_Color_Glow;
3577         int loc_Color_Pants;
3578         int loc_Color_Shirt;
3579         int loc_DeferredColor_Ambient;
3580         int loc_DeferredColor_Diffuse;
3581         int loc_DeferredColor_Specular;
3582         int loc_DeferredMod_Diffuse;
3583         int loc_DeferredMod_Specular;
3584         int loc_DistortScaleRefractReflect;
3585         int loc_EyePosition;
3586         int loc_FogColor;
3587         int loc_FogHeightFade;
3588         int loc_FogPlane;
3589         int loc_FogPlaneViewDist;
3590         int loc_FogRangeRecip;
3591         int loc_LightColor;
3592         int loc_LightDir;
3593         int loc_LightPosition;
3594         int loc_OffsetMapping_Scale;
3595         int loc_PixelSize;
3596         int loc_ReflectColor;
3597         int loc_ReflectFactor;
3598         int loc_ReflectOffset;
3599         int loc_RefractColor;
3600         int loc_Saturation;
3601         int loc_ScreenCenterRefractReflect;
3602         int loc_ScreenScaleRefractReflect;
3603         int loc_ScreenToDepth;
3604         int loc_ShadowMap_Parameters;
3605         int loc_ShadowMap_TextureScale;
3606         int loc_SpecularPower;
3607         int loc_UserVec1;
3608         int loc_UserVec2;
3609         int loc_UserVec3;
3610         int loc_UserVec4;
3611         int loc_ViewTintColor;
3612         int loc_ViewToLight;
3613         int loc_ModelToLight;
3614         int loc_TexMatrix;
3615         int loc_BackgroundTexMatrix;
3616         int loc_ModelViewProjectionMatrix;
3617         int loc_ModelViewMatrix;
3618         int loc_PixelToScreenTexCoord;
3619         int loc_ModelToReflectCube;
3620         int loc_ShadowMapMatrix;        
3621         int loc_NormalmapScrollBlend;
3622 }
3623 r_glsl_permutation_t;
3624
3625 #define SHADERPERMUTATION_HASHSIZE 256
3626
3627
3628 // non-degradable "lightweight" shader parameters to keep the permutations simpler
3629 // these can NOT degrade! only use for simple stuff
3630 enum
3631 {
3632         SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
3633         SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3634 };
3635 #define SHADERSTATICPARMS_COUNT 2
3636
3637 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
3638 static int shaderstaticparms_count = 0;
3639
3640 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
3641 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
3642 qboolean R_CompileShader_CheckStaticParms(void)
3643 {
3644         static int r_compileshader_staticparms_save[1];
3645         memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
3646         memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
3647
3648         // detect all
3649         if (r_glsl_saturation_redcompensate.integer)
3650                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
3651         if(r_shadow_glossexact.integer)
3652                 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
3653
3654         return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms));
3655 }
3656
3657 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
3658         if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
3659                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
3660         else \
3661                 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
3662 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
3663 {
3664         shaderstaticparms_count = 0;
3665
3666         // emit all
3667         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
3668         R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
3669 }
3670
3671
3672 /// information about each possible shader permutation
3673 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3674 /// currently selected permutation
3675 r_glsl_permutation_t *r_glsl_permutation;
3676 /// storage for permutations linked in the hash table
3677 memexpandablearray_t r_glsl_permutationarray;
3678
3679 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3680 {
3681         //unsigned int hashdepth = 0;
3682         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3683         r_glsl_permutation_t *p;
3684         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3685         {
3686                 if (p->mode == mode && p->permutation == permutation)
3687                 {
3688                         //if (hashdepth > 10)
3689                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3690                         return p;
3691                 }
3692                 //hashdepth++;
3693         }
3694         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3695         p->mode = mode;
3696         p->permutation = permutation;
3697         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3698         r_glsl_permutationhash[mode][hashindex] = p;
3699         //if (hashdepth > 10)
3700         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3701         return p;
3702 }
3703
3704 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3705 {
3706         char *shaderstring;
3707         if (!filename || !filename[0])
3708                 return NULL;
3709         if (!strcmp(filename, "glsl/default.glsl"))
3710         {
3711                 if (!glslshaderstring)
3712                 {
3713                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3714                         if (glslshaderstring)
3715                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3716                         else
3717                                 glslshaderstring = (char *)builtinshaderstring;
3718                 }
3719                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3720                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3721                 return shaderstring;
3722         }
3723         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3724         if (shaderstring)
3725         {
3726                 if (printfromdisknotice)
3727                         Con_DPrintf("from disk %s... ", filename);
3728                 return shaderstring;
3729         }
3730         return shaderstring;
3731 }
3732
3733 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3734 {
3735         int i;
3736         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3737         char *vertexstring, *geometrystring, *fragmentstring;
3738         char permutationname[256];
3739         int vertstrings_count = 0;
3740         int geomstrings_count = 0;
3741         int fragstrings_count = 0;
3742         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3743         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3744         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
3745
3746         if (p->compiled)
3747                 return;
3748         p->compiled = true;
3749         p->program = 0;
3750
3751         permutationname[0] = 0;
3752         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3753         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3754         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3755
3756         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3757
3758         // the first pretext is which type of shader to compile as
3759         // (later these will all be bound together as a program object)
3760         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3761         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3762         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3763
3764         // the second pretext is the mode (for example a light source)
3765         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3766         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3767         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3768         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3769
3770         // now add all the permutation pretexts
3771         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3772         {
3773                 if (permutation & (1<<i))
3774                 {
3775                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3776                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3777                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3778                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3779                 }
3780                 else
3781                 {
3782                         // keep line numbers correct
3783                         vertstrings_list[vertstrings_count++] = "\n";
3784                         geomstrings_list[geomstrings_count++] = "\n";
3785                         fragstrings_list[fragstrings_count++] = "\n";
3786                 }
3787         }
3788
3789         // add static parms
3790         R_CompileShader_AddStaticParms(mode, permutation);
3791         memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3792         vertstrings_count += shaderstaticparms_count;
3793         memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3794         geomstrings_count += shaderstaticparms_count;
3795         memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
3796         fragstrings_count += shaderstaticparms_count;
3797
3798         // now append the shader text itself
3799         vertstrings_list[vertstrings_count++] = vertexstring;
3800         geomstrings_list[geomstrings_count++] = geometrystring;
3801         fragstrings_list[fragstrings_count++] = fragmentstring;
3802
3803         // if any sources were NULL, clear the respective list
3804         if (!vertexstring)
3805                 vertstrings_count = 0;
3806         if (!geometrystring)
3807                 geomstrings_count = 0;
3808         if (!fragmentstring)
3809                 fragstrings_count = 0;
3810
3811         // compile the shader program
3812         if (vertstrings_count + geomstrings_count + fragstrings_count)
3813                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3814         if (p->program)
3815         {
3816                 CHECKGLERROR
3817                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3818                 // look up all the uniform variable names we care about, so we don't
3819                 // have to look them up every time we set them
3820
3821                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3822                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3823                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3824                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3825                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3826                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3827                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3828                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3829                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3830                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3831                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3832                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3833                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3834                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3835                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3836                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3837                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3838                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3839                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3840                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3841                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3842                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3843                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3844                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3845                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3846                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3847                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3848                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3849                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3850                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3851                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3852                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3853                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3854                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3855                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3856                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3857                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3858                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3859                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3860                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3861                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3862                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3863                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3864                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3865                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3866                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3867                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3868                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3869                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3870                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3871                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3872                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3873                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3874                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3875                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3876                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3877                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3878                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3879                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3880                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3881                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3882                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3883                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3884                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3885                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3886                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3887                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3888                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3889                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3890                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3891                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3892                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3893                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3894                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3895                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3896                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3897                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3898                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3899                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3900                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3901                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3902                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
3903                 p->loc_NormalmapScrollBlend       = qglGetUniformLocationARB(p->program, "NormalmapScrollBlend");
3904                 // initialize the samplers to refer to the texture units we use
3905                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3906                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3907                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3908                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3909                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3910                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3911                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3912                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3913                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3914                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3915                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3916                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3917                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3918                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3919                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3920                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3921                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3922                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3923                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3924                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3925                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3926                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3927                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3928                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3929                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3930                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3931                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3932                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3933                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3934                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3935                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3936                 CHECKGLERROR
3937                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3938         }
3939         else
3940                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3941
3942         // free the strings
3943         if (vertexstring)
3944                 Mem_Free(vertexstring);
3945         if (geometrystring)
3946                 Mem_Free(geometrystring);
3947         if (fragmentstring)
3948                 Mem_Free(fragmentstring);
3949 }
3950
3951 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3952 {
3953         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3954         if (r_glsl_permutation != perm)
3955         {
3956                 r_glsl_permutation = perm;
3957                 if (!r_glsl_permutation->program)
3958                 {
3959                         if (!r_glsl_permutation->compiled)
3960                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3961                         if (!r_glsl_permutation->program)
3962                         {
3963                                 // remove features until we find a valid permutation
3964                                 int i;
3965                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3966                                 {
3967                                         // reduce i more quickly whenever it would not remove any bits
3968                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3969                                         if (!(permutation & j))
3970                                                 continue;
3971                                         permutation -= j;
3972                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3973                                         if (!r_glsl_permutation->compiled)
3974                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3975                                         if (r_glsl_permutation->program)
3976                                                 break;
3977                                 }
3978                                 if (i >= SHADERPERMUTATION_COUNT)
3979                                 {
3980                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3981                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3982                                         qglUseProgramObjectARB(0);CHECKGLERROR
3983                                         return; // no bit left to clear, entire mode is broken
3984                                 }
3985                         }
3986                 }
3987                 CHECKGLERROR
3988                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3989         }
3990         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3991         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3992         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3993 }
3994
3995 #ifdef SUPPORTCG
3996 #include <Cg/cgGL.h>
3997 struct r_cg_permutation_s;
3998 typedef struct r_cg_permutation_s
3999 {
4000         /// hash lookup data
4001         struct r_cg_permutation_s *hashnext;
4002         unsigned int mode;
4003         unsigned int permutation;
4004
4005         /// indicates if we have tried compiling this permutation already
4006         qboolean compiled;
4007         /// 0 if compilation failed
4008         CGprogram vprogram;
4009         CGprogram fprogram;
4010         /// locations of detected parameters in programs, or NULL if not found
4011         CGparameter vp_EyePosition;
4012         CGparameter vp_FogPlane;
4013         CGparameter vp_LightDir;
4014         CGparameter vp_LightPosition;
4015         CGparameter vp_ModelToLight;
4016         CGparameter vp_TexMatrix;
4017         CGparameter vp_BackgroundTexMatrix;
4018         CGparameter vp_ModelViewProjectionMatrix;
4019         CGparameter vp_ModelViewMatrix;
4020         CGparameter vp_ShadowMapMatrix;
4021
4022         CGparameter fp_Texture_First;
4023         CGparameter fp_Texture_Second;
4024         CGparameter fp_Texture_GammaRamps;
4025         CGparameter fp_Texture_Normal;
4026         CGparameter fp_Texture_Color;
4027         CGparameter fp_Texture_Gloss;
4028         CGparameter fp_Texture_Glow;
4029         CGparameter fp_Texture_SecondaryNormal;
4030         CGparameter fp_Texture_SecondaryColor;
4031         CGparameter fp_Texture_SecondaryGloss;
4032         CGparameter fp_Texture_SecondaryGlow;
4033         CGparameter fp_Texture_Pants;
4034         CGparameter fp_Texture_Shirt;
4035         CGparameter fp_Texture_FogHeightTexture;
4036         CGparameter fp_Texture_FogMask;
4037         CGparameter fp_Texture_Lightmap;
4038         CGparameter fp_Texture_Deluxemap;
4039         CGparameter fp_Texture_Attenuation;
4040         CGparameter fp_Texture_Cube;
4041         CGparameter fp_Texture_Refraction;
4042         CGparameter fp_Texture_Reflection;
4043         CGparameter fp_Texture_ShadowMapRect;
4044         CGparameter fp_Texture_ShadowMapCube;
4045         CGparameter fp_Texture_ShadowMap2D;
4046         CGparameter fp_Texture_CubeProjection;
4047         CGparameter fp_Texture_ScreenDepth;
4048         CGparameter fp_Texture_ScreenNormalMap;
4049         CGparameter fp_Texture_ScreenDiffuse;
4050         CGparameter fp_Texture_ScreenSpecular;
4051         CGparameter fp_Texture_ReflectMask;
4052         CGparameter fp_Texture_ReflectCube;
4053         CGparameter fp_Alpha;
4054         CGparameter fp_BloomBlur_Parameters;
4055         CGparameter fp_ClientTime;
4056         CGparameter fp_Color_Ambient;
4057         CGparameter fp_Color_Diffuse;
4058         CGparameter fp_Color_Specular;
4059         CGparameter fp_Color_Glow;
4060         CGparameter fp_Color_Pants;
4061         CGparameter fp_Color_Shirt;
4062         CGparameter fp_DeferredColor_Ambient;
4063         CGparameter fp_DeferredColor_Diffuse;
4064         CGparameter fp_DeferredColor_Specular;
4065         CGparameter fp_DeferredMod_Diffuse;
4066         CGparameter fp_DeferredMod_Specular;
4067         CGparameter fp_DistortScaleRefractReflect;
4068         CGparameter fp_EyePosition;
4069         CGparameter fp_FogColor;
4070         CGparameter fp_FogHeightFade;
4071         CGparameter fp_FogPlane;
4072         CGparameter fp_FogPlaneViewDist;
4073         CGparameter fp_FogRangeRecip;
4074         CGparameter fp_LightColor;
4075         CGparameter fp_LightDir;
4076         CGparameter fp_LightPosition;
4077         CGparameter fp_OffsetMapping_Scale;
4078         CGparameter fp_PixelSize;
4079         CGparameter fp_ReflectColor;
4080         CGparameter fp_ReflectFactor;
4081         CGparameter fp_ReflectOffset;
4082         CGparameter fp_RefractColor;
4083         CGparameter fp_Saturation;
4084         CGparameter fp_ScreenCenterRefractReflect;
4085         CGparameter fp_ScreenScaleRefractReflect;
4086         CGparameter fp_ScreenToDepth;
4087         CGparameter fp_ShadowMap_Parameters;
4088         CGparameter fp_ShadowMap_TextureScale;
4089         CGparameter fp_SpecularPower;
4090         CGparameter fp_UserVec1;
4091         CGparameter fp_UserVec2;
4092         CGparameter fp_UserVec3;
4093         CGparameter fp_UserVec4;
4094         CGparameter fp_ViewTintColor;
4095         CGparameter fp_ViewToLight;
4096         CGparameter fp_PixelToScreenTexCoord;
4097         CGparameter fp_ModelToReflectCube;
4098         CGparameter fp_NormalmapScrollBlend;
4099 }
4100 r_cg_permutation_t;
4101
4102 /// information about each possible shader permutation
4103 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4104 /// currently selected permutation
4105 r_cg_permutation_t *r_cg_permutation;
4106 /// storage for permutations linked in the hash table
4107 memexpandablearray_t r_cg_permutationarray;
4108
4109 #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));}}
4110
4111 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4112 {
4113         //unsigned int hashdepth = 0;
4114         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4115         r_cg_permutation_t *p;
4116         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4117         {
4118                 if (p->mode == mode && p->permutation == permutation)
4119                 {
4120                         //if (hashdepth > 10)
4121                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4122                         return p;
4123                 }
4124                 //hashdepth++;
4125         }
4126         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4127         p->mode = mode;
4128         p->permutation = permutation;
4129         p->hashnext = r_cg_permutationhash[mode][hashindex];
4130         r_cg_permutationhash[mode][hashindex] = p;
4131         //if (hashdepth > 10)
4132         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4133         return p;
4134 }
4135
4136 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4137 {
4138         char *shaderstring;
4139         if (!filename || !filename[0])
4140                 return NULL;
4141         if (!strcmp(filename, "cg/default.cg"))
4142         {
4143                 if (!cgshaderstring)
4144                 {
4145                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4146                         if (cgshaderstring)
4147                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4148                         else
4149                                 cgshaderstring = (char *)builtincgshaderstring;
4150                 }
4151                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4152                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4153                 return shaderstring;
4154         }
4155         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4156         if (shaderstring)
4157         {
4158                 if (printfromdisknotice)
4159                         Con_DPrintf("from disk %s... ", filename);
4160                 return shaderstring;
4161         }
4162         return shaderstring;
4163 }
4164
4165 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4166 {
4167         // TODO: load or create .fp and .vp shader files
4168 }
4169
4170 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4171 {
4172         int i;
4173         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4174         int vertstring_length = 0;
4175         int geomstring_length = 0;
4176         int fragstring_length = 0;
4177         char *t;
4178         char *vertexstring, *geometrystring, *fragmentstring;
4179         char *vertstring, *geomstring, *fragstring;
4180         char permutationname[256];
4181         char cachename[256];
4182         CGprofile vertexProfile;
4183         CGprofile fragmentProfile;
4184         int vertstrings_count = 0;
4185         int geomstrings_count = 0;
4186         int fragstrings_count = 0;
4187         const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4188         const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4189         const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
4190
4191         if (p->compiled)
4192                 return;
4193         p->compiled = true;
4194         p->vprogram = NULL;
4195         p->fprogram = NULL;
4196
4197         permutationname[0] = 0;
4198         cachename[0] = 0;
4199         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4200         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4201         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4202
4203         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4204         strlcat(cachename, "cg/", sizeof(cachename));
4205
4206         // the first pretext is which type of shader to compile as
4207         // (later these will all be bound together as a program object)
4208         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4209         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4210         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4211
4212         // the second pretext is the mode (for example a light source)
4213         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4214         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4215         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4216         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4217         strlcat(cachename, modeinfo->name, sizeof(cachename));
4218
4219         // now add all the permutation pretexts
4220         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4221         {
4222                 if (permutation & (1<<i))
4223                 {
4224                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4225                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4226                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4227                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4228                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4229                 }
4230                 else
4231                 {
4232                         // keep line numbers correct
4233                         vertstrings_list[vertstrings_count++] = "\n";
4234                         geomstrings_list[geomstrings_count++] = "\n";
4235                         fragstrings_list[fragstrings_count++] = "\n";
4236                 }
4237         }
4238
4239         // add static parms
4240         R_CompileShader_AddStaticParms(mode, permutation);
4241         memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4242         vertstrings_count += shaderstaticparms_count;
4243         memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4244         geomstrings_count += shaderstaticparms_count;
4245         memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
4246         fragstrings_count += shaderstaticparms_count;
4247
4248         // replace spaces in the cachename with _ characters
4249         for (i = 0;cachename[i];i++)
4250                 if (cachename[i] == ' ')
4251                         cachename[i] = '_';
4252
4253         // now append the shader text itself
4254         vertstrings_list[vertstrings_count++] = vertexstring;
4255         geomstrings_list[geomstrings_count++] = geometrystring;
4256         fragstrings_list[fragstrings_count++] = fragmentstring;
4257
4258         // if any sources were NULL, clear the respective list
4259         if (!vertexstring)
4260                 vertstrings_count = 0;
4261         if (!geometrystring)
4262                 geomstrings_count = 0;
4263         if (!fragmentstring)
4264                 fragstrings_count = 0;
4265
4266         vertstring_length = 0;
4267         for (i = 0;i < vertstrings_count;i++)
4268                 vertstring_length += strlen(vertstrings_list[i]);
4269         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4270         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4271                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4272
4273         geomstring_length = 0;
4274         for (i = 0;i < geomstrings_count;i++)
4275                 geomstring_length += strlen(geomstrings_list[i]);
4276         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4277         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4278                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4279
4280         fragstring_length = 0;
4281         for (i = 0;i < fragstrings_count;i++)
4282                 fragstring_length += strlen(fragstrings_list[i]);
4283         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4284         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4285                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4286
4287         CHECKGLERROR
4288         CHECKCGERROR
4289         //vertexProfile = CG_PROFILE_ARBVP1;
4290         //fragmentProfile = CG_PROFILE_ARBFP1;
4291         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4292         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4293         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4294         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4295         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4296         CHECKGLERROR
4297
4298         // try to load the cached shader, or generate one
4299         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4300
4301         // if caching failed, do a dynamic compile for now
4302         CHECKCGERROR
4303         if (vertstring[0] && !p->vprogram)
4304                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4305         CHECKCGERROR
4306         if (fragstring[0] && !p->fprogram)
4307                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4308         CHECKCGERROR
4309
4310         // look up all the uniform variable names we care about, so we don't
4311         // have to look them up every time we set them
4312         if (p->vprogram)
4313         {
4314                 CHECKCGERROR
4315                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4316                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4317                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4318                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4319                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4320                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4321                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4322                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4323                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4324                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4325                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4326                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4327                 CHECKCGERROR
4328         }
4329         if (p->fprogram)
4330         {
4331                 CHECKCGERROR
4332                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4333                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4334                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4335                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4336                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4337                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4338                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4339                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4340                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4341                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4342                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4343                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4344                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4345                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4346                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4347                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4348                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4349                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4350                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4351                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4352                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4353                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4354                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4355                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4356                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4357                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4358                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4359                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4360                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4361                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4362                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4363                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4364                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4365                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4366                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4367                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4368                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4369                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4370                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4371                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4372                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4373                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4374                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4375                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4376                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4377                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4378                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4379                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4380                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4381                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4382                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4383                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4384                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4385                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4386                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4387                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4388                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4389                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4390                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4391                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4392                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4393                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4394                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4395                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4396                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4397                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4398                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4399                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4400                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4401                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4402                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4403                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4404                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4405                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4406                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4407                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4408                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4409                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4410                 p->fp_NormalmapScrollBlend       = cgGetNamedParameter(p->fprogram, "NormalmapScrollBlend");
4411                 CHECKCGERROR
4412         }
4413
4414         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4415                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4416         else
4417                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4418
4419         // free the strings
4420         if (vertstring)
4421                 Mem_Free(vertstring);
4422         if (geomstring)
4423                 Mem_Free(geomstring);
4424         if (fragstring)
4425                 Mem_Free(fragstring);
4426         if (vertexstring)
4427                 Mem_Free(vertexstring);
4428         if (geometrystring)
4429                 Mem_Free(geometrystring);
4430         if (fragmentstring)
4431                 Mem_Free(fragmentstring);
4432 }
4433
4434 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4435 {
4436         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4437         CHECKGLERROR
4438         CHECKCGERROR
4439         if (r_cg_permutation != perm)
4440         {
4441                 r_cg_permutation = perm;
4442                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4443                 {
4444                         if (!r_cg_permutation->compiled)
4445                                 R_CG_CompilePermutation(perm, mode, permutation);
4446                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4447                         {
4448                                 // remove features until we find a valid permutation
4449                                 int i;
4450                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4451                                 {
4452                                         // reduce i more quickly whenever it would not remove any bits
4453                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4454                                         if (!(permutation & j))
4455                                                 continue;
4456                                         permutation -= j;
4457                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4458                                         if (!r_cg_permutation->compiled)
4459                                                 R_CG_CompilePermutation(perm, mode, permutation);
4460                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4461                                                 break;
4462                                 }
4463                                 if (i >= SHADERPERMUTATION_COUNT)
4464                                 {
4465                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4466                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4467                                         return; // no bit left to clear, entire mode is broken
4468                                 }
4469                         }
4470                 }
4471                 CHECKGLERROR
4472                 CHECKCGERROR
4473                 if (r_cg_permutation->vprogram)
4474                 {
4475                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4476                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4477                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4478                 }
4479                 else
4480                 {
4481                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4482                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4483                 }
4484                 if (r_cg_permutation->fprogram)
4485                 {
4486                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4487                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4488                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4489                 }
4490                 else
4491                 {
4492                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4493                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4494                 }
4495         }
4496         CHECKCGERROR
4497         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4498         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4499         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4500 }
4501
4502 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4503 {
4504         cgGLSetTextureParameter(param, R_GetTexture(tex));
4505         cgGLEnableTextureParameter(param);
4506 }
4507 #endif
4508
4509 void R_GLSL_Restart_f(void)
4510 {
4511         unsigned int i, limit;
4512         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4513                 Mem_Free(glslshaderstring);
4514         glslshaderstring = NULL;
4515         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4516                 Mem_Free(cgshaderstring);
4517         cgshaderstring = NULL;
4518         switch(vid.renderpath)
4519         {
4520         case RENDERPATH_GL20:
4521                 {
4522                         r_glsl_permutation_t *p;
4523                         r_glsl_permutation = NULL;
4524                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4525                         for (i = 0;i < limit;i++)
4526                         {
4527                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4528                                 {
4529                                         GL_Backend_FreeProgram(p->program);
4530                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4531                                 }
4532                         }
4533                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4534                 }
4535                 break;
4536         case RENDERPATH_CGGL:
4537 #ifdef SUPPORTCG
4538                 {
4539                         r_cg_permutation_t *p;
4540                         r_cg_permutation = NULL;
4541                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4542                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4543                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4544                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4545                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4546                         for (i = 0;i < limit;i++)
4547                         {
4548                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4549                                 {
4550                                         if (p->vprogram)
4551                                                 cgDestroyProgram(p->vprogram);
4552                                         if (p->fprogram)
4553                                                 cgDestroyProgram(p->fprogram);
4554                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4555                                 }
4556                         }
4557                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4558                 }
4559                 break;
4560 #endif
4561         case RENDERPATH_GL13:
4562         case RENDERPATH_GL11:
4563                 break;
4564         }
4565 }
4566
4567 void R_GLSL_DumpShader_f(void)
4568 {
4569         int i;
4570         qfile_t *file;
4571
4572         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4573         if (file)
4574         {
4575                 FS_Print(file, "/* The engine may define the following macros:\n");
4576                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4577                 for (i = 0;i < SHADERMODE_COUNT;i++)
4578                         FS_Print(file, glslshadermodeinfo[i].pretext);
4579                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4580                         FS_Print(file, shaderpermutationinfo[i].pretext);
4581                 FS_Print(file, "*/\n");
4582                 FS_Print(file, builtinshaderstring);
4583                 FS_Close(file);
4584                 Con_Printf("glsl/default.glsl written\n");
4585         }
4586         else
4587                 Con_Printf("failed to write to glsl/default.glsl\n");
4588
4589 #ifdef SUPPORTCG
4590         file = FS_OpenRealFile("cg/default.cg", "w", false);
4591         if (file)
4592         {
4593                 FS_Print(file, "/* The engine may define the following macros:\n");
4594                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4595                 for (i = 0;i < SHADERMODE_COUNT;i++)
4596                         FS_Print(file, cgshadermodeinfo[i].pretext);
4597                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4598                         FS_Print(file, shaderpermutationinfo[i].pretext);
4599                 FS_Print(file, "*/\n");
4600                 FS_Print(file, builtincgshaderstring);
4601                 FS_Close(file);
4602                 Con_Printf("cg/default.cg written\n");
4603         }
4604         else
4605                 Con_Printf("failed to write to cg/default.cg\n");
4606 #endif
4607 }
4608
4609 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4610 {
4611         if (!second)
4612                 texturemode = GL_MODULATE;
4613         switch (vid.renderpath)
4614         {
4615         case RENDERPATH_GL20:
4616                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4617                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4618                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4619                 break;
4620         case RENDERPATH_CGGL:
4621 #ifdef SUPPORTCG
4622                 CHECKCGERROR
4623                 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4624                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4625                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4626 #endif
4627                 break;
4628         case RENDERPATH_GL13:
4629                 R_Mesh_TexBind(0, first );
4630                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4631                 R_Mesh_TexBind(1, second);
4632                 if (second)
4633                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4634                 break;
4635         case RENDERPATH_GL11:
4636                 R_Mesh_TexBind(0, first );
4637                 break;
4638         }
4639 }
4640
4641 void R_SetupShader_DepthOrShadow(void)
4642 {
4643         switch (vid.renderpath)
4644         {
4645         case RENDERPATH_GL20:
4646                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4647                 break;
4648         case RENDERPATH_CGGL:
4649 #ifdef SUPPORTCG
4650                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4651 #endif
4652                 break;
4653         case RENDERPATH_GL13:
4654                 R_Mesh_TexBind(0, 0);
4655                 R_Mesh_TexBind(1, 0);
4656                 break;
4657         case RENDERPATH_GL11:
4658                 R_Mesh_TexBind(0, 0);
4659                 break;
4660         }
4661 }
4662
4663 void R_SetupShader_ShowDepth(void)
4664 {
4665         switch (vid.renderpath)
4666         {
4667         case RENDERPATH_GL20:
4668                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4669                 break;
4670         case RENDERPATH_CGGL:
4671 #ifdef SUPPORTCG
4672                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4673 #endif
4674                 break;
4675         case RENDERPATH_GL13:
4676                 break;
4677         case RENDERPATH_GL11:
4678                 break;
4679         }
4680 }
4681
4682 extern qboolean r_shadow_usingdeferredprepass;
4683 extern cvar_t r_shadow_deferred_8bitrange;
4684 extern rtexture_t *r_shadow_attenuationgradienttexture;
4685 extern rtexture_t *r_shadow_attenuation2dtexture;
4686 extern rtexture_t *r_shadow_attenuation3dtexture;
4687 extern qboolean r_shadow_usingshadowmaprect;
4688 extern qboolean r_shadow_usingshadowmapcube;
4689 extern qboolean r_shadow_usingshadowmap2d;
4690 extern qboolean r_shadow_usingshadowmaportho;
4691 extern float r_shadow_shadowmap_texturescale[2];
4692 extern float r_shadow_shadowmap_parameters[4];
4693 extern qboolean r_shadow_shadowmapvsdct;
4694 extern qboolean r_shadow_shadowmapsampler;
4695 extern int r_shadow_shadowmappcf;
4696 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4697 extern rtexture_t *r_shadow_shadowmap2dtexture;
4698 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4699 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4700 extern matrix4x4_t r_shadow_shadowmapmatrix;
4701 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4702 extern int r_shadow_prepass_width;
4703 extern int r_shadow_prepass_height;
4704 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4705 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4706 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4707 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4708 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
4709 {
4710         // a blendfunc allows colormod if:
4711         // a) it can never keep the destination pixel invariant, or
4712         // b) it can keep the destination pixel invariant, and still can do so if colormodded
4713         // this is to prevent unintended side effects from colormod
4714
4715         // in formulas:
4716         // IF there is a (s, sa) for which for all (d, da),
4717         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
4718         // THEN, for this (s, sa) and all (colormod, d, da):
4719         //   s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
4720         // OBVIOUSLY, this means that
4721         //   s*colormod * src(s*colormod, d, sa, da) = 0
4722         //   dst(s*colormod, d, sa, da)              = 1
4723
4724         // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
4725
4726         // main condition to leave dst color invariant:
4727         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
4728         //   src == GL_ZERO:
4729         //     s * 0 + d * dst(s, d, sa, da) == d
4730         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4731         //       => colormod is a problem for GL_SRC_COLOR only
4732         //   src == GL_ONE:
4733         //     s + d * dst(s, d, sa, da) == d
4734         //       => s == 0
4735         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4736         //       => colormod is never problematic for these
4737         //   src == GL_SRC_COLOR:
4738         //     s*s + d * dst(s, d, sa, da) == d
4739         //       => s == 0
4740         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4741         //       => colormod is never problematic for these
4742         //   src == GL_ONE_MINUS_SRC_COLOR:
4743         //     s*(1-s) + d * dst(s, d, sa, da) == d
4744         //       => s == 0 or s == 1
4745         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4746         //       => colormod is a problem for GL_SRC_COLOR only
4747         //   src == GL_DST_COLOR
4748         //     s*d + d * dst(s, d, sa, da) == d
4749         //       => s == 1
4750         //       => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4751         //       => colormod is always a problem
4752         //     or
4753         //       => s == 0
4754         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4755         //       => colormod is never problematic for these
4756         //       => BUT, we do not know s! We must assume it is problematic
4757         //       then... except in GL_ONE case, where we know all invariant
4758         //       cases are fine
4759         //   src == GL_ONE_MINUS_DST_COLOR
4760         //     s*(1-d) + d * dst(s, d, sa, da) == d
4761         //       => s == 0 (1-d is impossible to handle for our desired result)
4762         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4763         //       => colormod is never problematic for these
4764         //   src == GL_SRC_ALPHA
4765         //     s*sa + d * dst(s, d, sa, da) == d
4766         //       => s == 0, or sa == 0
4767         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4768         //       => colormod breaks in the case GL_SRC_COLOR only
4769         //   src == GL_ONE_MINUS_SRC_ALPHA
4770         //     s*(1-sa) + d * dst(s, d, sa, da) == d
4771         //       => s == 0, or sa == 1
4772         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4773         //       => colormod breaks in the case GL_SRC_COLOR only
4774         //   src == GL_DST_ALPHA
4775         //     s*da + d * dst(s, d, sa, da) == d
4776         //       => s == 0
4777         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4778         //       => colormod is never problematic for these
4779
4780         switch(src)
4781         {
4782                 case GL_ZERO:
4783                 case GL_ONE_MINUS_SRC_COLOR:
4784                 case GL_SRC_ALPHA:
4785                 case GL_ONE_MINUS_SRC_ALPHA:
4786                         if(dst == GL_SRC_COLOR)
4787                                 return false;
4788                         return true;
4789                 case GL_ONE:
4790                 case GL_SRC_COLOR:
4791                 case GL_ONE_MINUS_DST_COLOR:
4792                 case GL_DST_ALPHA:
4793                 case GL_ONE_MINUS_DST_ALPHA:
4794                         return true;
4795                 case GL_DST_COLOR:
4796                         if(dst == GL_ONE)
4797                                 return true;
4798                         return false;
4799                 default:
4800                         return false;
4801         }
4802 }
4803 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4804 {
4805         // select a permutation of the lighting shader appropriate to this
4806         // combination of texture, entity, light source, and fogging, only use the
4807         // minimum features necessary to avoid wasting rendering time in the
4808         // fragment shader on features that are not being used
4809         unsigned int permutation = 0;
4810         unsigned int mode = 0;
4811         qboolean allow_colormod;
4812         static float dummy_colormod[3] = {1, 1, 1};
4813         float *colormod = rsurface.colormod;
4814         float m16f[16];
4815         if (rsurfacepass == RSURFPASS_BACKGROUND)
4816         {
4817                 // distorted background
4818                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4819                 {
4820                         mode = SHADERMODE_WATER;
4821                         if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
4822                                 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND;
4823                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4824                         allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4825                 }
4826                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4827                 {
4828                         mode = SHADERMODE_REFRACTION;
4829                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4830                         allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4831                 }
4832                 else
4833                 {
4834                         mode = SHADERMODE_GENERIC;
4835                         permutation |= SHADERPERMUTATION_DIFFUSE;
4836                         GL_BlendFunc(GL_ONE, GL_ZERO);
4837                         allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4838                 }
4839                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4840                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4841                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4842                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4843                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4844                 R_Mesh_ColorPointer(NULL, 0, 0);
4845                 GL_AlphaTest(false);
4846         }
4847         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4848         {
4849                 if (r_glsl_offsetmapping.integer)
4850                 {
4851                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4852                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4853                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4854                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4855                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4856                         {
4857                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4858                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4859                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4860                         }
4861                 }
4862                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4863                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4864                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4865                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4866                 // normalmap (deferred prepass), may use alpha test on diffuse
4867                 mode = SHADERMODE_DEFERREDGEOMETRY;
4868                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4869                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4870                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4871                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4872                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4873                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4874                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4875                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4876                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4877                 else
4878                         R_Mesh_ColorPointer(NULL, 0, 0);
4879                 GL_AlphaTest(false);
4880                 GL_BlendFunc(GL_ONE, GL_ZERO);
4881                 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4882         }
4883         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4884         {
4885                 if (r_glsl_offsetmapping.integer)
4886                 {
4887                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4888                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4889                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4890                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4891                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4892                         {
4893                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4894                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4895                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4896                         }
4897                 }
4898                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4899                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4900                 // light source
4901                 mode = SHADERMODE_LIGHTSOURCE;
4902                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4903                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4904                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4905                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4906                 if (diffusescale > 0)
4907                         permutation |= SHADERPERMUTATION_DIFFUSE;
4908                 if (specularscale > 0)
4909                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4910                 if (r_refdef.fogenabled)
4911                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4912                 if (rsurface.texture->colormapping)
4913                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4914                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4915                 {
4916                         if (r_shadow_usingshadowmaprect)
4917                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4918                         if (r_shadow_usingshadowmap2d)
4919                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4920                         if (r_shadow_usingshadowmapcube)
4921                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4922                         else if(r_shadow_shadowmapvsdct)
4923                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4924
4925                         if (r_shadow_shadowmapsampler)
4926                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4927                         if (r_shadow_shadowmappcf > 1)
4928                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4929                         else if (r_shadow_shadowmappcf)
4930                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4931                 }
4932                 if (rsurface.texture->reflectmasktexture)
4933                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4934                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4935                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4936                 {
4937                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4938                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4939                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4940                 }
4941                 else
4942                 {
4943                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4944                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4945                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4946                 }
4947                 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4948                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4949                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4950                 else
4951                         R_Mesh_ColorPointer(NULL, 0, 0);
4952                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4953                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4954                 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
4955         }
4956         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4957         {
4958                 if (r_glsl_offsetmapping.integer)
4959                 {
4960                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4961                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4962                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4963                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4964                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4965                         {
4966                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4967                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4968                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4969                         }
4970                 }
4971                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4972                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4973                 // unshaded geometry (fullbright or ambient model lighting)
4974                 mode = SHADERMODE_FLATCOLOR;
4975                 ambientscale = diffusescale = specularscale = 0;
4976                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4977                         permutation |= SHADERPERMUTATION_GLOW;
4978                 if (r_refdef.fogenabled)
4979                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4980                 if (rsurface.texture->colormapping)
4981                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4982                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4983                 {
4984                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4985                         if (r_shadow_usingshadowmaprect)
4986                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4987                         if (r_shadow_usingshadowmap2d)
4988                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4989
4990                         if (r_shadow_shadowmapsampler)
4991                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4992                         if (r_shadow_shadowmappcf > 1)
4993                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4994                         else if (r_shadow_shadowmappcf)
4995                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4996                 }
4997                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4998                         permutation |= SHADERPERMUTATION_REFLECTION;
4999                 if (rsurface.texture->reflectmasktexture)
5000                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5001                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5002                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5003                 {
5004                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5005                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5006                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5007                 }
5008                 else
5009                 {
5010                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5011                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5012                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5013                 }
5014                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5015                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5016                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5017                 else
5018                         R_Mesh_ColorPointer(NULL, 0, 0);
5019                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5020                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5021                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5022         }
5023         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5024         {
5025                 if (r_glsl_offsetmapping.integer)
5026                 {
5027                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5028                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5029                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5030                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5031                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5032                         {
5033                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5034                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5035                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5036                         }
5037                 }
5038                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5039                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5040                 // directional model lighting
5041                 mode = SHADERMODE_LIGHTDIRECTION;
5042                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5043                         permutation |= SHADERPERMUTATION_GLOW;
5044                 permutation |= SHADERPERMUTATION_DIFFUSE;
5045                 if (specularscale > 0)
5046                         permutation |= SHADERPERMUTATION_SPECULAR;
5047                 if (r_refdef.fogenabled)
5048                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5049                 if (rsurface.texture->colormapping)
5050                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5051                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5052                 {
5053                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5054                         if (r_shadow_usingshadowmaprect)
5055                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5056                         if (r_shadow_usingshadowmap2d)
5057                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5058
5059                         if (r_shadow_shadowmapsampler)
5060                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5061                         if (r_shadow_shadowmappcf > 1)
5062                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5063                         else if (r_shadow_shadowmappcf)
5064                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5065                 }
5066                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5067                         permutation |= SHADERPERMUTATION_REFLECTION;
5068                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5069                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5070                 if (rsurface.texture->reflectmasktexture)
5071                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5072                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5073                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5074                 {
5075                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5076                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5077                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5078                 }
5079                 else
5080                 {
5081                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5082                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5083                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5084                 }
5085                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5086                 R_Mesh_ColorPointer(NULL, 0, 0);
5087                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5088                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5089                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5090         }
5091         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5092         {
5093                 if (r_glsl_offsetmapping.integer)
5094                 {
5095                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5096                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5097                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5098                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5099                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5100                         {
5101                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5102                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5103                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5104                         }
5105                 }
5106                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5107                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5108                 // ambient model lighting
5109                 mode = SHADERMODE_LIGHTDIRECTION;
5110                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5111                         permutation |= SHADERPERMUTATION_GLOW;
5112                 if (r_refdef.fogenabled)
5113                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5114                 if (rsurface.texture->colormapping)
5115                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5116                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5117                 {
5118                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5119                         if (r_shadow_usingshadowmaprect)
5120                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5121                         if (r_shadow_usingshadowmap2d)
5122                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5123
5124                         if (r_shadow_shadowmapsampler)
5125                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5126                         if (r_shadow_shadowmappcf > 1)
5127                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5128                         else if (r_shadow_shadowmappcf)
5129                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5130                 }
5131                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5132                         permutation |= SHADERPERMUTATION_REFLECTION;
5133                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5134                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5135                 if (rsurface.texture->reflectmasktexture)
5136                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5137                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5138                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5139                 {
5140                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5141                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5142                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5143                 }
5144                 else
5145                 {
5146                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5147                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5148                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5149                 }
5150                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5151                 R_Mesh_ColorPointer(NULL, 0, 0);
5152                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5153                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5154                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5155         }
5156         else
5157         {
5158                 if (r_glsl_offsetmapping.integer)
5159                 {
5160                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5161                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5162                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5163                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5164                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5165                         {
5166                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5167                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5168                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5169                         }
5170                 }
5171                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5172                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5173                 // lightmapped wall
5174                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5175                         permutation |= SHADERPERMUTATION_GLOW;
5176                 if (r_refdef.fogenabled)
5177                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5178                 if (rsurface.texture->colormapping)
5179                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5180                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5181                 {
5182                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5183                         if (r_shadow_usingshadowmaprect)
5184                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5185                         if (r_shadow_usingshadowmap2d)
5186                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5187
5188                         if (r_shadow_shadowmapsampler)
5189                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5190                         if (r_shadow_shadowmappcf > 1)
5191                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5192                         else if (r_shadow_shadowmappcf)
5193                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5194                 }
5195                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5196                         permutation |= SHADERPERMUTATION_REFLECTION;
5197                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5198                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5199                 if (rsurface.texture->reflectmasktexture)
5200                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5201                 if (FAKELIGHT_ENABLED)
5202                 {
5203                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
5204                         mode = SHADERMODE_FAKELIGHT;
5205                         permutation |= SHADERPERMUTATION_DIFFUSE;
5206                         if (specularscale > 0)
5207                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5208                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5209                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5210                         else
5211                                 R_Mesh_ColorPointer(NULL, 0, 0);
5212                 }
5213                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5214                 {
5215                         // deluxemapping (light direction texture)
5216                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5217                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5218                         else
5219                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5220                         permutation |= SHADERPERMUTATION_DIFFUSE;
5221                         if (specularscale > 0)
5222                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5223                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5224                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5225                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5226                         else
5227                                 R_Mesh_ColorPointer(NULL, 0, 0);
5228                 }
5229                 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5230                 {
5231                         // fake deluxemapping (uniform light direction in tangentspace)
5232                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5233                         permutation |= SHADERPERMUTATION_DIFFUSE;
5234                         if (specularscale > 0)
5235                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5236                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5237                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5238                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5239                         else
5240                                 R_Mesh_ColorPointer(NULL, 0, 0);
5241                 }
5242                 else if (rsurface.uselightmaptexture)
5243                 {
5244                         // ordinary lightmapping (q1bsp, q3bsp)
5245                         mode = SHADERMODE_LIGHTMAP;
5246                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5247                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5248                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5249                         else
5250                                 R_Mesh_ColorPointer(NULL, 0, 0);
5251                 }
5252                 else
5253                 {
5254                         // ordinary vertex coloring (q3bsp)
5255                         mode = SHADERMODE_VERTEXCOLOR;
5256                         R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5257                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5258                 }
5259                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5260                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5261                 {
5262                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5263                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5264                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5265                 }
5266                 else
5267                 {
5268                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5269                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5270                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5271                 }
5272                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5273                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5274                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5275         }
5276         if(!allow_colormod)
5277                 colormod = dummy_colormod;
5278         switch(vid.renderpath)
5279         {
5280         case RENDERPATH_GL20:
5281                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5282                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5283                 if (mode == SHADERMODE_LIGHTSOURCE)
5284                 {
5285                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5286                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5287                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5288                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5289                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5290                         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);
5291         
5292                         // additive passes are only darkened by fog, not tinted
5293                         if (r_glsl_permutation->loc_FogColor >= 0)
5294                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5295                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5296                 }
5297                 else
5298                 {
5299                         if (mode == SHADERMODE_FLATCOLOR)
5300                         {
5301                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5302                         }
5303                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5304                         {
5305                                 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]);
5306                                 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]);
5307                                 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);
5308                                 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);
5309                                 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);
5310                                 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]);
5311                                 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]);
5312                         }
5313                         else
5314                         {
5315                                 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]);
5316                                 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]);
5317                                 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);
5318                                 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);
5319                                 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);
5320                         }
5321                         // additive passes are only darkened by fog, not tinted
5322                         if (r_glsl_permutation->loc_FogColor >= 0)
5323                         {
5324                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5325                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5326                                 else
5327                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5328                         }
5329                         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);
5330                         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]);
5331                         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]);
5332                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5333                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5334                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5335                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5336                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5337                         if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2fARB(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5338                 }
5339                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5340                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5341                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5342                 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]);
5343                 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]);
5344
5345                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5346                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5347                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5348                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5349                 {
5350                         if (rsurface.texture->pantstexture)
5351                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5352                         else
5353                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5354                 }
5355                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5356                 {
5357                         if (rsurface.texture->shirttexture)
5358                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5359                         else
5360                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5361                 }
5362                 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]);
5363                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5364                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5365                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5366                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5367                 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]);
5368                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5369
5370         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5371         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5372         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5373                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5374                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5375                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5376                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5377                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5378                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5379                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5380                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5381                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5382                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5383                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5384                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5385                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5386                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5387                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
5388                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , r_texture_blanknormalmap                            );
5389                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5390                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
5391                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
5392                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5393                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5394                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5395                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5396                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5397                 {
5398                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5399                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5400                         if (rsurface.rtlight)
5401                         {
5402                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5403                                 if (r_shadow_usingshadowmapcube)
5404                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5405                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5406                         }
5407                 }
5408                 CHECKGLERROR
5409                 break;
5410         case RENDERPATH_CGGL:
5411 #ifdef SUPPORTCG
5412                 R_SetupShader_SetPermutationCG(mode, permutation);
5413                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5414                 if (mode == SHADERMODE_LIGHTSOURCE)
5415                 {
5416                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5417                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5418                 }
5419                 else
5420                 {
5421                         if (mode == SHADERMODE_LIGHTDIRECTION)
5422                         {
5423                                 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
5424                         }
5425                 }
5426                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5427                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5428                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5429                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5430                 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
5431                 CHECKGLERROR
5432
5433                 if (mode == SHADERMODE_LIGHTSOURCE)
5434                 {
5435                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5436                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5437                         if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5438                         if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5439                         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
5440
5441                         // additive passes are only darkened by fog, not tinted
5442                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5443                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
5444                 }
5445                 else
5446                 {
5447                         if (mode == SHADERMODE_FLATCOLOR)
5448                         {
5449                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5450                         }
5451                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5452                         {
5453                                 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
5454                                 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
5455                                 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
5456                                 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
5457                                 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
5458                                 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
5459                                 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
5460                         }
5461                         else
5462                         {
5463                                 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
5464                                 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
5465                                 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
5466                                 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
5467                                 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
5468                         }
5469                         // additive passes are only darkened by fog, not tinted
5470                         if (r_cg_permutation->fp_FogColor)
5471                         {
5472                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5473                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5474                                 else
5475                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5476                                 CHECKCGERROR
5477                         }
5478                         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
5479                         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
5480                         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
5481                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5482                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5483                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5484                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5485                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
5486                         if (r_cg_permutation->fp_NormalmapScrollBlend) cgGLSetParameter2f(r_cg_permutation->fp_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
5487                 }
5488                 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
5489                 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
5490                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5491                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));CHECKCGERROR
5492                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5493                 if (r_cg_permutation->fp_Color_Pants)
5494                 {
5495                         if (rsurface.texture->pantstexture)
5496                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5497                         else
5498                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5499                         CHECKCGERROR
5500                 }
5501                 if (r_cg_permutation->fp_Color_Shirt)
5502                 {
5503                         if (rsurface.texture->shirttexture)
5504                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5505                         else
5506                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5507                         CHECKCGERROR
5508                 }
5509                 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
5510                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5511                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5512                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5513                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5514                 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
5515                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5516
5517         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5518         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5519         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5520                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5521                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5522                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5523                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5524                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5525                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5526                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5527                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5528                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5529                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5530                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5531                 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
5532                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
5533                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5534                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5535                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5536                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5537                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5538                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5539                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5540                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5541                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5542                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5543                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5544                 {
5545                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5546                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5547                         if (rsurface.rtlight)
5548                         {
5549                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5550                                 if (r_shadow_usingshadowmapcube)
5551                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5552                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5553                         }
5554                 }
5555
5556                 CHECKGLERROR
5557 #endif
5558                 break;
5559         case RENDERPATH_GL13:
5560         case RENDERPATH_GL11:
5561                 break;
5562         }
5563 }
5564
5565 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5566 {
5567         // select a permutation of the lighting shader appropriate to this
5568         // combination of texture, entity, light source, and fogging, only use the
5569         // minimum features necessary to avoid wasting rendering time in the
5570         // fragment shader on features that are not being used
5571         unsigned int permutation = 0;
5572         unsigned int mode = 0;
5573         const float *lightcolorbase = rtlight->currentcolor;
5574         float ambientscale = rtlight->ambientscale;
5575         float diffusescale = rtlight->diffusescale;
5576         float specularscale = rtlight->specularscale;
5577         // this is the location of the light in view space
5578         vec3_t viewlightorigin;
5579         // this transforms from view space (camera) to light space (cubemap)
5580         matrix4x4_t viewtolight;
5581         matrix4x4_t lighttoview;
5582         float viewtolight16f[16];
5583         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5584         // light source
5585         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5586         if (rtlight->currentcubemap != r_texture_whitecube)
5587                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5588         if (diffusescale > 0)
5589                 permutation |= SHADERPERMUTATION_DIFFUSE;
5590         if (specularscale > 0)
5591                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5592         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5593         {
5594                 if (r_shadow_usingshadowmaprect)
5595                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5596                 if (r_shadow_usingshadowmap2d)
5597                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5598                 if (r_shadow_usingshadowmapcube)
5599                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5600                 else if(r_shadow_shadowmapvsdct)
5601                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5602
5603                 if (r_shadow_shadowmapsampler)
5604                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5605                 if (r_shadow_shadowmappcf > 1)
5606                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5607                 else if (r_shadow_shadowmappcf)
5608                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5609         }
5610         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5611         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5612         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5613         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5614         switch(vid.renderpath)
5615         {
5616         case RENDERPATH_GL20:
5617                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5618                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5619                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5620                 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);
5621                 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);
5622                 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);
5623                 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]);
5624                 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]);
5625                 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) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
5626                 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]);
5627                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5628
5629                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5630                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5631                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5632                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5633                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5634                 if (r_shadow_usingshadowmapcube)
5635                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5636                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5637                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5638                 break;
5639         case RENDERPATH_CGGL:
5640 #ifdef SUPPORTCG
5641                 R_SetupShader_SetPermutationCG(mode, permutation);
5642                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5643                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5644                 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
5645                 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
5646                 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
5647                 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
5648                 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
5649                 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) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));CHECKCGERROR
5650                 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
5651                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5652
5653                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5654                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5655                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5656                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5657                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5658                 if (r_shadow_usingshadowmapcube)
5659                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5660                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5661                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5662 #endif
5663                 break;
5664         case RENDERPATH_GL13:
5665         case RENDERPATH_GL11:
5666                 break;
5667         }
5668 }
5669
5670 #define SKINFRAME_HASH 1024
5671
5672 typedef struct
5673 {
5674         int loadsequence; // incremented each level change
5675         memexpandablearray_t array;
5676         skinframe_t *hash[SKINFRAME_HASH];
5677 }
5678 r_skinframe_t;
5679 r_skinframe_t r_skinframe;
5680
5681 void R_SkinFrame_PrepareForPurge(void)
5682 {
5683         r_skinframe.loadsequence++;
5684         // wrap it without hitting zero
5685         if (r_skinframe.loadsequence >= 200)
5686                 r_skinframe.loadsequence = 1;
5687 }
5688
5689 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5690 {
5691         if (!skinframe)
5692                 return;
5693         // mark the skinframe as used for the purging code
5694         skinframe->loadsequence = r_skinframe.loadsequence;
5695 }
5696
5697 void R_SkinFrame_Purge(void)
5698 {
5699         int i;
5700         skinframe_t *s;
5701         for (i = 0;i < SKINFRAME_HASH;i++)
5702         {
5703                 for (s = r_skinframe.hash[i];s;s = s->next)
5704                 {
5705                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5706                         {
5707                                 if (s->merged == s->base)
5708                                         s->merged = NULL;
5709                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5710                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5711                                 R_PurgeTexture(s->merged);s->merged = NULL;
5712                                 R_PurgeTexture(s->base  );s->base   = NULL;
5713                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5714                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5715                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5716                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5717                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5718                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5719                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5720                                 s->loadsequence = 0;
5721                         }
5722                 }
5723         }
5724 }
5725
5726 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5727         skinframe_t *item;
5728         char basename[MAX_QPATH];
5729
5730         Image_StripImageExtension(name, basename, sizeof(basename));
5731
5732         if( last == NULL ) {
5733                 int hashindex;
5734                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5735                 item = r_skinframe.hash[hashindex];
5736         } else {
5737                 item = last->next;
5738         }
5739
5740         // linearly search through the hash bucket
5741         for( ; item ; item = item->next ) {
5742                 if( !strcmp( item->basename, basename ) ) {
5743                         return item;
5744                 }
5745         }
5746         return NULL;
5747 }
5748
5749 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5750 {
5751         skinframe_t *item;
5752         int hashindex;
5753         char basename[MAX_QPATH];
5754
5755         Image_StripImageExtension(name, basename, sizeof(basename));
5756
5757         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5758         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5759                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5760                         break;
5761
5762         if (!item) {
5763                 rtexture_t *dyntexture;
5764                 // check whether its a dynamic texture
5765                 dyntexture = CL_GetDynTexture( basename );
5766                 if (!add && !dyntexture)
5767                         return NULL;
5768                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5769                 memset(item, 0, sizeof(*item));
5770                 strlcpy(item->basename, basename, sizeof(item->basename));
5771                 item->base = dyntexture; // either NULL or dyntexture handle
5772                 item->textureflags = textureflags;
5773                 item->comparewidth = comparewidth;
5774                 item->compareheight = compareheight;
5775                 item->comparecrc = comparecrc;
5776                 item->next = r_skinframe.hash[hashindex];
5777                 r_skinframe.hash[hashindex] = item;
5778         }
5779         else if( item->base == NULL )
5780         {
5781                 rtexture_t *dyntexture;
5782                 // check whether its a dynamic texture
5783                 // 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]
5784                 dyntexture = CL_GetDynTexture( basename );
5785                 item->base = dyntexture; // either NULL or dyntexture handle
5786         }
5787
5788         R_SkinFrame_MarkUsed(item);
5789         return item;
5790 }
5791
5792 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5793         { \
5794                 unsigned long long avgcolor[5], wsum; \
5795                 int pix, comp, w; \
5796                 avgcolor[0] = 0; \
5797                 avgcolor[1] = 0; \
5798                 avgcolor[2] = 0; \
5799                 avgcolor[3] = 0; \
5800                 avgcolor[4] = 0; \
5801                 wsum = 0; \
5802                 for(pix = 0; pix < cnt; ++pix) \
5803                 { \
5804                         w = 0; \
5805                         for(comp = 0; comp < 3; ++comp) \
5806                                 w += getpixel; \
5807                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5808                         { \
5809                                 ++wsum; \
5810                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5811                                 w = getpixel; \
5812                                 for(comp = 0; comp < 3; ++comp) \
5813                                         avgcolor[comp] += getpixel * w; \
5814                                 avgcolor[3] += w; \
5815                         } \
5816                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5817                         avgcolor[4] += getpixel; \
5818                 } \
5819                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5820                         avgcolor[3] = 1; \
5821                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5822                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5823                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5824                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5825         }
5826
5827 extern cvar_t gl_picmip;
5828 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5829 {
5830         int j;
5831         unsigned char *pixels;
5832         unsigned char *bumppixels;
5833         unsigned char *basepixels = NULL;
5834         int basepixels_width = 0;
5835         int basepixels_height = 0;
5836         skinframe_t *skinframe;
5837         rtexture_t *ddsbase = NULL;
5838         qboolean ddshasalpha = false;
5839         float ddsavgcolor[4];
5840         char basename[MAX_QPATH];
5841         int miplevel = R_PicmipForFlags(textureflags);
5842         int savemiplevel = miplevel;
5843         int mymiplevel;
5844
5845         if (cls.state == ca_dedicated)
5846                 return NULL;
5847
5848         // return an existing skinframe if already loaded
5849         // if loading of the first image fails, don't make a new skinframe as it
5850         // would cause all future lookups of this to be missing
5851         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5852         if (skinframe && skinframe->base)
5853                 return skinframe;
5854
5855         Image_StripImageExtension(name, basename, sizeof(basename));
5856
5857         // check for DDS texture file first
5858         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
5859         {
5860                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer, &miplevel);
5861                 if (basepixels == NULL)
5862                         return NULL;
5863         }
5864
5865         // FIXME handle miplevel
5866
5867         if (developer_loading.integer)
5868                 Con_Printf("loading skin \"%s\"\n", name);
5869
5870         // we've got some pixels to store, so really allocate this new texture now
5871         if (!skinframe)
5872                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5873         skinframe->stain = NULL;
5874         skinframe->merged = NULL;
5875         skinframe->base = NULL;
5876         skinframe->pants = NULL;
5877         skinframe->shirt = NULL;
5878         skinframe->nmap = NULL;
5879         skinframe->gloss = NULL;
5880         skinframe->glow = NULL;
5881         skinframe->fog = NULL;
5882         skinframe->reflect = NULL;
5883         skinframe->hasalpha = false;
5884
5885         if (ddsbase)
5886         {
5887                 skinframe->base = ddsbase;
5888                 skinframe->hasalpha = ddshasalpha;
5889                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5890                 if (r_loadfog && skinframe->hasalpha)
5891                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
5892                 //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]);
5893         }
5894         else
5895         {
5896                 basepixels_width = image_width;
5897                 basepixels_height = image_height;
5898                 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);
5899                 if (textureflags & TEXF_ALPHA)
5900                 {
5901                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5902                         {
5903                                 if (basepixels[j] < 255)
5904                                 {
5905                                         skinframe->hasalpha = true;
5906                                         break;
5907                                 }
5908                         }
5909                         if (r_loadfog && skinframe->hasalpha)
5910                         {
5911                                 // has transparent pixels
5912                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5913                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5914                                 {
5915                                         pixels[j+0] = 255;
5916                                         pixels[j+1] = 255;
5917                                         pixels[j+2] = 255;
5918                                         pixels[j+3] = basepixels[j+3];
5919                                 }
5920                                 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);
5921                                 Mem_Free(pixels);
5922                         }
5923                 }
5924                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5925                 //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]);
5926                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5927                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
5928                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5929                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
5930         }
5931
5932         if (r_loaddds)
5933         {
5934                 mymiplevel = savemiplevel;
5935                 if (r_loadnormalmap)
5936                         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);
5937                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5938                 if (r_loadgloss)
5939                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5940                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5941                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5942                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5943         }
5944
5945         // _norm is the name used by tenebrae and has been adopted as standard
5946         if (r_loadnormalmap && skinframe->nmap == NULL)
5947         {
5948                 mymiplevel = savemiplevel;
5949                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5950                 {
5951                         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);
5952                         Mem_Free(pixels);
5953                         pixels = NULL;
5954                 }
5955                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5956                 {
5957                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5958                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5959                         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);
5960                         Mem_Free(pixels);
5961                         Mem_Free(bumppixels);
5962                 }
5963                 else if (r_shadow_bumpscale_basetexture.value > 0)
5964                 {
5965                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5966                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5967                         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);
5968                         Mem_Free(pixels);
5969                 }
5970                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5971                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
5972         }
5973
5974         // _luma is supported only for tenebrae compatibility
5975         // _glow is the preferred name
5976         mymiplevel = savemiplevel;
5977         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel))))
5978         {
5979                 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);
5980                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5981                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
5982                 Mem_Free(pixels);pixels = NULL;
5983         }
5984
5985         mymiplevel = savemiplevel;
5986         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5987         {
5988                 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);
5989                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5990                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
5991                 Mem_Free(pixels);
5992                 pixels = NULL;
5993         }
5994
5995         mymiplevel = savemiplevel;
5996         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5997         {
5998                 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);
5999                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6000                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6001                 Mem_Free(pixels);
6002                 pixels = NULL;
6003         }
6004
6005         mymiplevel = savemiplevel;
6006         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
6007         {
6008                 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);
6009                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6010                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6011                 Mem_Free(pixels);
6012                 pixels = NULL;
6013         }
6014
6015         mymiplevel = savemiplevel;
6016         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
6017         {
6018                 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);
6019                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6020                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6021                 Mem_Free(pixels);
6022                 pixels = NULL;
6023         }
6024
6025         if (basepixels)
6026                 Mem_Free(basepixels);
6027
6028         return skinframe;
6029 }
6030
6031 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6032 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6033 {
6034         int i;
6035         unsigned char *temp1, *temp2;
6036         skinframe_t *skinframe;
6037
6038         if (cls.state == ca_dedicated)
6039                 return NULL;
6040
6041         // if already loaded just return it, otherwise make a new skinframe
6042         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6043         if (skinframe && skinframe->base)
6044                 return skinframe;
6045
6046         skinframe->stain = NULL;
6047         skinframe->merged = NULL;
6048         skinframe->base = NULL;
6049         skinframe->pants = NULL;
6050         skinframe->shirt = NULL;
6051         skinframe->nmap = NULL;
6052         skinframe->gloss = NULL;
6053         skinframe->glow = NULL;
6054         skinframe->fog = NULL;
6055         skinframe->reflect = NULL;
6056         skinframe->hasalpha = false;
6057
6058         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6059         if (!skindata)
6060                 return NULL;
6061
6062         if (developer_loading.integer)
6063                 Con_Printf("loading 32bit skin \"%s\"\n", name);
6064
6065         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6066         {
6067                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6068                 temp2 = temp1 + width * height * 4;
6069                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6070                 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);
6071                 Mem_Free(temp1);
6072         }
6073         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6074         if (textureflags & TEXF_ALPHA)
6075         {
6076                 for (i = 3;i < width * height * 4;i += 4)
6077                 {
6078                         if (skindata[i] < 255)
6079                         {
6080                                 skinframe->hasalpha = true;
6081                                 break;
6082                         }
6083                 }
6084                 if (r_loadfog && skinframe->hasalpha)
6085                 {
6086                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6087                         memcpy(fogpixels, skindata, width * height * 4);
6088                         for (i = 0;i < width * height * 4;i += 4)
6089                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6090                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6091                         Mem_Free(fogpixels);
6092                 }
6093         }
6094
6095         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6096         //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]);
6097
6098         return skinframe;
6099 }
6100
6101 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6102 {
6103         int i;
6104         int featuresmask;
6105         skinframe_t *skinframe;
6106
6107         if (cls.state == ca_dedicated)
6108                 return NULL;
6109
6110         // if already loaded just return it, otherwise make a new skinframe
6111         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6112         if (skinframe && skinframe->base)
6113                 return skinframe;
6114
6115         skinframe->stain = NULL;
6116         skinframe->merged = NULL;
6117         skinframe->base = NULL;
6118         skinframe->pants = NULL;
6119         skinframe->shirt = NULL;
6120         skinframe->nmap = NULL;
6121         skinframe->gloss = NULL;
6122         skinframe->glow = NULL;
6123         skinframe->fog = NULL;
6124         skinframe->reflect = NULL;
6125         skinframe->hasalpha = false;
6126
6127         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6128         if (!skindata)
6129                 return NULL;
6130
6131         if (developer_loading.integer)
6132                 Con_Printf("loading quake skin \"%s\"\n", name);
6133
6134         // 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)
6135         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
6136         memcpy(skinframe->qpixels, skindata, width*height);
6137         skinframe->qwidth = width;
6138         skinframe->qheight = height;
6139
6140         featuresmask = 0;
6141         for (i = 0;i < width * height;i++)
6142                 featuresmask |= palette_featureflags[skindata[i]];
6143
6144         skinframe->hasalpha = false;
6145         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6146         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6147         skinframe->qgeneratemerged = true;
6148         skinframe->qgeneratebase = skinframe->qhascolormapping;
6149         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6150
6151         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6152         //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]);
6153
6154         return skinframe;
6155 }
6156
6157 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6158 {
6159         int width;
6160         int height;
6161         unsigned char *skindata;
6162
6163         if (!skinframe->qpixels)
6164                 return;
6165
6166         if (!skinframe->qhascolormapping)
6167                 colormapped = false;
6168
6169         if (colormapped)
6170         {
6171                 if (!skinframe->qgeneratebase)
6172                         return;
6173         }
6174         else
6175         {
6176                 if (!skinframe->qgeneratemerged)
6177                         return;
6178         }
6179
6180         width = skinframe->qwidth;
6181         height = skinframe->qheight;
6182         skindata = skinframe->qpixels;
6183
6184         if (skinframe->qgeneratenmap)
6185         {
6186                 unsigned char *temp1, *temp2;
6187                 skinframe->qgeneratenmap = false;
6188                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6189                 temp2 = temp1 + width * height * 4;
6190                 // use either a custom palette or the quake palette
6191                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6192                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6193                 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);
6194                 Mem_Free(temp1);
6195         }
6196
6197         if (skinframe->qgenerateglow)
6198         {
6199                 skinframe->qgenerateglow = false;
6200                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6201         }
6202
6203         if (colormapped)
6204         {
6205                 skinframe->qgeneratebase = false;
6206                 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);
6207                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6208                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6209         }
6210         else
6211         {
6212                 skinframe->qgeneratemerged = false;
6213                 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);
6214         }
6215
6216         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6217         {
6218                 Mem_Free(skinframe->qpixels);
6219                 skinframe->qpixels = NULL;
6220         }
6221 }
6222
6223 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)
6224 {
6225         int i;
6226         skinframe_t *skinframe;
6227
6228         if (cls.state == ca_dedicated)
6229                 return NULL;
6230
6231         // if already loaded just return it, otherwise make a new skinframe
6232         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6233         if (skinframe && skinframe->base)
6234                 return skinframe;
6235
6236         skinframe->stain = NULL;
6237         skinframe->merged = NULL;
6238         skinframe->base = NULL;
6239         skinframe->pants = NULL;
6240         skinframe->shirt = NULL;
6241         skinframe->nmap = NULL;
6242         skinframe->gloss = NULL;
6243         skinframe->glow = NULL;
6244         skinframe->fog = NULL;
6245         skinframe->reflect = NULL;
6246         skinframe->hasalpha = false;
6247
6248         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6249         if (!skindata)
6250                 return NULL;
6251
6252         if (developer_loading.integer)
6253                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6254
6255         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6256         if (textureflags & TEXF_ALPHA)
6257         {
6258                 for (i = 0;i < width * height;i++)
6259                 {
6260                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6261                         {
6262                                 skinframe->hasalpha = true;
6263                                 break;
6264                         }
6265                 }
6266                 if (r_loadfog && skinframe->hasalpha)
6267                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6268         }
6269
6270         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6271         //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]);
6272
6273         return skinframe;
6274 }
6275
6276 skinframe_t *R_SkinFrame_LoadMissing(void)
6277 {
6278         skinframe_t *skinframe;
6279
6280         if (cls.state == ca_dedicated)
6281                 return NULL;
6282
6283         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6284         skinframe->stain = NULL;
6285         skinframe->merged = NULL;
6286         skinframe->base = NULL;
6287         skinframe->pants = NULL;
6288         skinframe->shirt = NULL;
6289         skinframe->nmap = NULL;
6290         skinframe->gloss = NULL;
6291         skinframe->glow = NULL;
6292         skinframe->fog = NULL;
6293         skinframe->reflect = NULL;
6294         skinframe->hasalpha = false;
6295
6296         skinframe->avgcolor[0] = rand() / RAND_MAX;
6297         skinframe->avgcolor[1] = rand() / RAND_MAX;
6298         skinframe->avgcolor[2] = rand() / RAND_MAX;
6299         skinframe->avgcolor[3] = 1;
6300
6301         return skinframe;
6302 }
6303
6304 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6305 typedef struct suffixinfo_s
6306 {
6307         char *suffix;
6308         qboolean flipx, flipy, flipdiagonal;
6309 }
6310 suffixinfo_t;
6311 static suffixinfo_t suffix[3][6] =
6312 {
6313         {
6314                 {"px",   false, false, false},
6315                 {"nx",   false, false, false},
6316                 {"py",   false, false, false},
6317                 {"ny",   false, false, false},
6318                 {"pz",   false, false, false},
6319                 {"nz",   false, false, false}
6320         },
6321         {
6322                 {"posx", false, false, false},
6323                 {"negx", false, false, false},
6324                 {"posy", false, false, false},
6325                 {"negy", false, false, false},
6326                 {"posz", false, false, false},
6327                 {"negz", false, false, false}
6328         },
6329         {
6330                 {"rt",    true, false,  true},
6331                 {"lf",   false,  true,  true},
6332                 {"ft",    true,  true, false},
6333                 {"bk",   false, false, false},
6334                 {"up",    true, false,  true},
6335                 {"dn",    true, false,  true}
6336         }
6337 };
6338
6339 static int componentorder[4] = {0, 1, 2, 3};
6340
6341 rtexture_t *R_LoadCubemap(const char *basename)
6342 {
6343         int i, j, cubemapsize;
6344         unsigned char *cubemappixels, *image_buffer;
6345         rtexture_t *cubemaptexture;
6346         char name[256];
6347         // must start 0 so the first loadimagepixels has no requested width/height
6348         cubemapsize = 0;
6349         cubemappixels = NULL;
6350         cubemaptexture = NULL;
6351         // keep trying different suffix groups (posx, px, rt) until one loads
6352         for (j = 0;j < 3 && !cubemappixels;j++)
6353         {
6354                 // load the 6 images in the suffix group
6355                 for (i = 0;i < 6;i++)
6356                 {
6357                         // generate an image name based on the base and and suffix
6358                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6359                         // load it
6360                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer, NULL)))
6361                         {
6362                                 // an image loaded, make sure width and height are equal
6363                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6364                                 {
6365                                         // if this is the first image to load successfully, allocate the cubemap memory
6366                                         if (!cubemappixels && image_width >= 1)
6367                                         {
6368                                                 cubemapsize = image_width;
6369                                                 // note this clears to black, so unavailable sides are black
6370                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6371                                         }
6372                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6373                                         if (cubemappixels)
6374                                                 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);
6375                                 }
6376                                 else
6377                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6378                                 // free the image
6379                                 Mem_Free(image_buffer);
6380                         }
6381                 }
6382         }
6383         // if a cubemap loaded, upload it
6384         if (cubemappixels)
6385         {
6386                 if (developer_loading.integer)
6387                         Con_Printf("loading cubemap \"%s\"\n", basename);
6388
6389                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6390                 Mem_Free(cubemappixels);
6391         }
6392         else
6393         {
6394                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6395                 if (developer_loading.integer)
6396                 {
6397                         Con_Printf("(tried tried images ");
6398                         for (j = 0;j < 3;j++)
6399                                 for (i = 0;i < 6;i++)
6400                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6401                         Con_Print(" and was unable to find any of them).\n");
6402                 }
6403         }
6404         return cubemaptexture;
6405 }
6406
6407 rtexture_t *R_GetCubemap(const char *basename)
6408 {
6409         int i;
6410         for (i = 0;i < r_texture_numcubemaps;i++)
6411                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6412                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6413         if (i >= MAX_CUBEMAPS)
6414                 return r_texture_whitecube;
6415         r_texture_numcubemaps++;
6416         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6417         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6418         return r_texture_cubemaps[i].texture;
6419 }
6420
6421 void R_FreeCubemaps(void)
6422 {
6423         int i;
6424         for (i = 0;i < r_texture_numcubemaps;i++)
6425         {
6426                 if (developer_loading.integer)
6427                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6428                 if (r_texture_cubemaps[i].texture)
6429                         R_FreeTexture(r_texture_cubemaps[i].texture);
6430         }
6431         r_texture_numcubemaps = 0;
6432 }
6433
6434 void R_Main_FreeViewCache(void)
6435 {
6436         if (r_refdef.viewcache.entityvisible)
6437                 Mem_Free(r_refdef.viewcache.entityvisible);
6438         if (r_refdef.viewcache.world_pvsbits)
6439                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6440         if (r_refdef.viewcache.world_leafvisible)
6441                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6442         if (r_refdef.viewcache.world_surfacevisible)
6443                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6444         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6445 }
6446
6447 void R_Main_ResizeViewCache(void)
6448 {
6449         int numentities = r_refdef.scene.numentities;
6450         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6451         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6452         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6453         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6454         if (r_refdef.viewcache.maxentities < numentities)
6455         {
6456                 r_refdef.viewcache.maxentities = numentities;
6457                 if (r_refdef.viewcache.entityvisible)
6458                         Mem_Free(r_refdef.viewcache.entityvisible);
6459                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6460         }
6461         if (r_refdef.viewcache.world_numclusters != numclusters)
6462         {
6463                 r_refdef.viewcache.world_numclusters = numclusters;
6464                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6465                 if (r_refdef.viewcache.world_pvsbits)
6466                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6467                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6468         }
6469         if (r_refdef.viewcache.world_numleafs != numleafs)
6470         {
6471                 r_refdef.viewcache.world_numleafs = numleafs;
6472                 if (r_refdef.viewcache.world_leafvisible)
6473                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6474                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6475         }
6476         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6477         {
6478                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6479                 if (r_refdef.viewcache.world_surfacevisible)
6480                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6481                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6482         }
6483 }
6484
6485 extern rtexture_t *loadingscreentexture;
6486 void gl_main_start(void)
6487 {
6488         loadingscreentexture = NULL;
6489         r_texture_blanknormalmap = NULL;
6490         r_texture_white = NULL;
6491         r_texture_grey128 = NULL;
6492         r_texture_black = NULL;
6493         r_texture_whitecube = NULL;
6494         r_texture_normalizationcube = NULL;
6495         r_texture_fogattenuation = NULL;
6496         r_texture_fogheighttexture = NULL;
6497         r_texture_gammaramps = NULL;
6498         r_texture_numcubemaps = 0;
6499
6500         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6501         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6502
6503         switch(vid.renderpath)
6504         {
6505         case RENDERPATH_GL20:
6506         case RENDERPATH_CGGL:
6507                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6508                 Cvar_SetValueQuick(&gl_combine, 1);
6509                 Cvar_SetValueQuick(&r_glsl, 1);
6510                 r_loadnormalmap = true;
6511                 r_loadgloss = true;
6512                 r_loadfog = false;
6513                 break;
6514         case RENDERPATH_GL13:
6515                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6516                 Cvar_SetValueQuick(&gl_combine, 1);
6517                 Cvar_SetValueQuick(&r_glsl, 0);
6518                 r_loadnormalmap = false;
6519                 r_loadgloss = false;
6520                 r_loadfog = true;
6521                 break;
6522         case RENDERPATH_GL11:
6523                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6524                 Cvar_SetValueQuick(&gl_combine, 0);
6525                 Cvar_SetValueQuick(&r_glsl, 0);
6526                 r_loadnormalmap = false;
6527                 r_loadgloss = false;
6528                 r_loadfog = true;
6529                 break;
6530         }
6531
6532         R_AnimCache_Free();
6533         R_FrameData_Reset();
6534
6535         r_numqueries = 0;
6536         r_maxqueries = 0;
6537         memset(r_queries, 0, sizeof(r_queries));
6538
6539         r_qwskincache = NULL;
6540         r_qwskincache_size = 0;
6541
6542         // set up r_skinframe loading system for textures
6543         memset(&r_skinframe, 0, sizeof(r_skinframe));
6544         r_skinframe.loadsequence = 1;
6545         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6546
6547         r_main_texturepool = R_AllocTexturePool();
6548         R_BuildBlankTextures();
6549         R_BuildNoTexture();
6550         if (vid.support.arb_texture_cube_map)
6551         {
6552                 R_BuildWhiteCube();
6553                 R_BuildNormalizationCube();
6554         }
6555         r_texture_fogattenuation = NULL;
6556         r_texture_fogheighttexture = NULL;
6557         r_texture_gammaramps = NULL;
6558         //r_texture_fogintensity = NULL;
6559         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6560         memset(&r_waterstate, 0, sizeof(r_waterstate));
6561         r_glsl_permutation = NULL;
6562         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6563         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6564         glslshaderstring = NULL;
6565 #ifdef SUPPORTCG
6566         r_cg_permutation = NULL;
6567         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6568         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6569         cgshaderstring = NULL;
6570 #endif
6571         memset(&r_svbsp, 0, sizeof (r_svbsp));
6572
6573         r_refdef.fogmasktable_density = 0;
6574 }
6575
6576 void gl_main_shutdown(void)
6577 {
6578         R_AnimCache_Free();
6579         R_FrameData_Reset();
6580
6581         R_Main_FreeViewCache();
6582
6583         if (r_maxqueries)
6584                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6585
6586         r_numqueries = 0;
6587         r_maxqueries = 0;
6588         memset(r_queries, 0, sizeof(r_queries));
6589
6590         r_qwskincache = NULL;
6591         r_qwskincache_size = 0;
6592
6593         // clear out the r_skinframe state
6594         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6595         memset(&r_skinframe, 0, sizeof(r_skinframe));
6596
6597         if (r_svbsp.nodes)
6598                 Mem_Free(r_svbsp.nodes);
6599         memset(&r_svbsp, 0, sizeof (r_svbsp));
6600         R_FreeTexturePool(&r_main_texturepool);
6601         loadingscreentexture = NULL;
6602         r_texture_blanknormalmap = NULL;
6603         r_texture_white = NULL;
6604         r_texture_grey128 = NULL;
6605         r_texture_black = NULL;
6606         r_texture_whitecube = NULL;
6607         r_texture_normalizationcube = NULL;
6608         r_texture_fogattenuation = NULL;
6609         r_texture_fogheighttexture = NULL;
6610         r_texture_gammaramps = NULL;
6611         r_texture_numcubemaps = 0;
6612         //r_texture_fogintensity = NULL;
6613         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6614         memset(&r_waterstate, 0, sizeof(r_waterstate));
6615         r_glsl_permutation = NULL;
6616         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6617         glslshaderstring = NULL;
6618 #ifdef SUPPORTCG
6619         r_cg_permutation = NULL;
6620         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6621         cgshaderstring = NULL;
6622 #endif
6623         R_GLSL_Restart_f();
6624 }
6625
6626 extern void CL_ParseEntityLump(char *entitystring);
6627 void gl_main_newmap(void)
6628 {
6629         // FIXME: move this code to client
6630         char *entities, entname[MAX_QPATH];
6631         if (r_qwskincache)
6632                 Mem_Free(r_qwskincache);
6633         r_qwskincache = NULL;
6634         r_qwskincache_size = 0;
6635         if (cl.worldmodel)
6636         {
6637                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6638                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6639                 {
6640                         CL_ParseEntityLump(entities);
6641                         Mem_Free(entities);
6642                         return;
6643                 }
6644                 if (cl.worldmodel->brush.entities)
6645                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6646         }
6647         R_Main_FreeViewCache();
6648
6649         R_FrameData_Reset();
6650 }
6651
6652 void GL_Main_Init(void)
6653 {
6654         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6655
6656         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6657         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6658         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6659         if (gamemode == GAME_NEHAHRA)
6660         {
6661                 Cvar_RegisterVariable (&gl_fogenable);
6662                 Cvar_RegisterVariable (&gl_fogdensity);
6663                 Cvar_RegisterVariable (&gl_fogred);
6664                 Cvar_RegisterVariable (&gl_foggreen);
6665                 Cvar_RegisterVariable (&gl_fogblue);
6666                 Cvar_RegisterVariable (&gl_fogstart);
6667                 Cvar_RegisterVariable (&gl_fogend);
6668                 Cvar_RegisterVariable (&gl_skyclip);
6669         }
6670         Cvar_RegisterVariable(&r_motionblur);
6671         Cvar_RegisterVariable(&r_motionblur_maxblur);
6672         Cvar_RegisterVariable(&r_motionblur_bmin);
6673         Cvar_RegisterVariable(&r_motionblur_vmin);
6674         Cvar_RegisterVariable(&r_motionblur_vmax);
6675         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6676         Cvar_RegisterVariable(&r_motionblur_randomize);
6677         Cvar_RegisterVariable(&r_damageblur);
6678         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6679         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6680         Cvar_RegisterVariable(&r_equalize_entities_by);
6681         Cvar_RegisterVariable(&r_equalize_entities_to);
6682         Cvar_RegisterVariable(&r_depthfirst);
6683         Cvar_RegisterVariable(&r_useinfinitefarclip);
6684         Cvar_RegisterVariable(&r_farclip_base);
6685         Cvar_RegisterVariable(&r_farclip_world);
6686         Cvar_RegisterVariable(&r_nearclip);
6687         Cvar_RegisterVariable(&r_showbboxes);
6688         Cvar_RegisterVariable(&r_showsurfaces);
6689         Cvar_RegisterVariable(&r_showtris);
6690         Cvar_RegisterVariable(&r_shownormals);
6691         Cvar_RegisterVariable(&r_showlighting);
6692         Cvar_RegisterVariable(&r_showshadowvolumes);
6693         Cvar_RegisterVariable(&r_showcollisionbrushes);
6694         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6695         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6696         Cvar_RegisterVariable(&r_showdisabledepthtest);
6697         Cvar_RegisterVariable(&r_drawportals);
6698         Cvar_RegisterVariable(&r_drawentities);
6699         Cvar_RegisterVariable(&r_draw2d);
6700         Cvar_RegisterVariable(&r_drawworld);
6701         Cvar_RegisterVariable(&r_cullentities_trace);
6702         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6703         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6704         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6705         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6706         Cvar_RegisterVariable(&r_drawviewmodel);
6707         Cvar_RegisterVariable(&r_drawexteriormodel);
6708         Cvar_RegisterVariable(&r_speeds);
6709         Cvar_RegisterVariable(&r_fullbrights);
6710         Cvar_RegisterVariable(&r_wateralpha);
6711         Cvar_RegisterVariable(&r_dynamic);
6712         Cvar_RegisterVariable(&r_fakelight);
6713         Cvar_RegisterVariable(&r_fakelight_intensity);
6714         Cvar_RegisterVariable(&r_fullbright);
6715         Cvar_RegisterVariable(&r_shadows);
6716         Cvar_RegisterVariable(&r_shadows_darken);
6717         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6718         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6719         Cvar_RegisterVariable(&r_shadows_throwdistance);
6720         Cvar_RegisterVariable(&r_shadows_throwdirection);
6721         Cvar_RegisterVariable(&r_shadows_focus);
6722         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6723         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6724         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6725         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6726         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6727         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6728         Cvar_RegisterVariable(&r_fog_exp2);
6729         Cvar_RegisterVariable(&r_drawfog);
6730         Cvar_RegisterVariable(&r_transparentdepthmasking);
6731         Cvar_RegisterVariable(&r_texture_dds_load);
6732         Cvar_RegisterVariable(&r_texture_dds_save);
6733         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6734         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6735         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6736         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6737         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6738         Cvar_RegisterVariable(&r_textureunits);
6739         Cvar_RegisterVariable(&gl_combine);
6740         Cvar_RegisterVariable(&r_glsl);
6741         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6742         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6743         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6744         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6745         Cvar_RegisterVariable(&r_glsl_postprocess);
6746         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6747         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6748         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6749         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6750         Cvar_RegisterVariable(&r_water);
6751         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6752         Cvar_RegisterVariable(&r_water_clippingplanebias);
6753         Cvar_RegisterVariable(&r_water_refractdistort);
6754         Cvar_RegisterVariable(&r_water_reflectdistort);
6755         Cvar_RegisterVariable(&r_water_scissormode);
6756         Cvar_RegisterVariable(&r_lerpsprites);
6757         Cvar_RegisterVariable(&r_lerpmodels);
6758         Cvar_RegisterVariable(&r_lerplightstyles);
6759         Cvar_RegisterVariable(&r_waterscroll);
6760         Cvar_RegisterVariable(&r_bloom);
6761         Cvar_RegisterVariable(&r_bloom_colorscale);
6762         Cvar_RegisterVariable(&r_bloom_brighten);
6763         Cvar_RegisterVariable(&r_bloom_blur);
6764         Cvar_RegisterVariable(&r_bloom_resolution);
6765         Cvar_RegisterVariable(&r_bloom_colorexponent);
6766         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6767         Cvar_RegisterVariable(&r_hdr);
6768         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6769         Cvar_RegisterVariable(&r_hdr_glowintensity);
6770         Cvar_RegisterVariable(&r_hdr_range);
6771         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6772         Cvar_RegisterVariable(&developer_texturelogging);
6773         Cvar_RegisterVariable(&gl_lightmaps);
6774         Cvar_RegisterVariable(&r_test);
6775         Cvar_RegisterVariable(&r_batchmode);
6776         Cvar_RegisterVariable(&r_glsl_saturation);
6777         Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
6778         Cvar_RegisterVariable(&r_framedatasize);
6779         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6780                 Cvar_SetValue("r_fullbrights", 0);
6781         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
6782
6783         Cvar_RegisterVariable(&r_track_sprites);
6784         Cvar_RegisterVariable(&r_track_sprites_flags);
6785         Cvar_RegisterVariable(&r_track_sprites_scalew);
6786         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6787         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6788         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6789 }
6790
6791 extern void R_Textures_Init(void);
6792 extern void GL_Draw_Init(void);
6793 extern void GL_Main_Init(void);
6794 extern void R_Shadow_Init(void);
6795 extern void R_Sky_Init(void);
6796 extern void GL_Surf_Init(void);
6797 extern void R_Particles_Init(void);
6798 extern void R_Explosion_Init(void);
6799 extern void gl_backend_init(void);
6800 extern void Sbar_Init(void);
6801 extern void R_LightningBeams_Init(void);
6802 extern void Mod_RenderInit(void);
6803 extern void Font_Init(void);
6804
6805 void Render_Init(void)
6806 {
6807         gl_backend_init();
6808         R_Textures_Init();
6809         GL_Main_Init();
6810         Font_Init();
6811         GL_Draw_Init();
6812         R_Shadow_Init();
6813         R_Sky_Init();
6814         GL_Surf_Init();
6815         Sbar_Init();
6816         R_Particles_Init();
6817         R_Explosion_Init();
6818         R_LightningBeams_Init();
6819         Mod_RenderInit();
6820 }
6821
6822 /*
6823 ===============
6824 GL_Init
6825 ===============
6826 */
6827 extern char *ENGINE_EXTENSIONS;
6828 void GL_Init (void)
6829 {
6830         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6831         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6832         gl_version = (const char *)qglGetString(GL_VERSION);
6833         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6834
6835         if (!gl_extensions)
6836                 gl_extensions = "";
6837         if (!gl_platformextensions)
6838                 gl_platformextensions = "";
6839
6840         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6841         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6842         Con_Printf("GL_VERSION: %s\n", gl_version);
6843         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6844         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6845
6846         VID_CheckExtensions();
6847
6848         // LordHavoc: report supported extensions
6849         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6850
6851         // clear to black (loading plaque will be seen over this)
6852         CHECKGLERROR
6853         qglClearColor(0,0,0,1);CHECKGLERROR
6854         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6855 }
6856
6857 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6858 {
6859         int i;
6860         mplane_t *p;
6861         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6862         {
6863                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6864                 if (i == 4)
6865                         continue;
6866                 p = r_refdef.view.frustum + i;
6867                 switch(p->signbits)
6868                 {
6869                 default:
6870                 case 0:
6871                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6872                                 return true;
6873                         break;
6874                 case 1:
6875                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6876                                 return true;
6877                         break;
6878                 case 2:
6879                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6880                                 return true;
6881                         break;
6882                 case 3:
6883                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6884                                 return true;
6885                         break;
6886                 case 4:
6887                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6888                                 return true;
6889                         break;
6890                 case 5:
6891                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6892                                 return true;
6893                         break;
6894                 case 6:
6895                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6896                                 return true;
6897                         break;
6898                 case 7:
6899                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6900                                 return true;
6901                         break;
6902                 }
6903         }
6904         return false;
6905 }
6906
6907 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6908 {
6909         int i;
6910         const mplane_t *p;
6911         for (i = 0;i < numplanes;i++)
6912         {
6913                 p = planes + i;
6914                 switch(p->signbits)
6915                 {
6916                 default:
6917                 case 0:
6918                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6919                                 return true;
6920                         break;
6921                 case 1:
6922                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6923                                 return true;
6924                         break;
6925                 case 2:
6926                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6927                                 return true;
6928                         break;
6929                 case 3:
6930                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6931                                 return true;
6932                         break;
6933                 case 4:
6934                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6935                                 return true;
6936                         break;
6937                 case 5:
6938                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6939                                 return true;
6940                         break;
6941                 case 6:
6942                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6943                                 return true;
6944                         break;
6945                 case 7:
6946                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6947                                 return true;
6948                         break;
6949                 }
6950         }
6951         return false;
6952 }
6953
6954 //==================================================================================
6955
6956 // LordHavoc: this stores temporary data used within the same frame
6957
6958 qboolean r_framedata_failed;
6959 static size_t r_framedata_size;
6960 static size_t r_framedata_current;
6961 static void *r_framedata_base;
6962
6963 void R_FrameData_Reset(void)
6964 {
6965         if (r_framedata_base)
6966                 Mem_Free(r_framedata_base);
6967         r_framedata_base = NULL;
6968         r_framedata_size = 0;
6969         r_framedata_current = 0;
6970         r_framedata_failed = false;
6971 }
6972
6973 void R_FrameData_NewFrame(void)
6974 {
6975         size_t wantedsize;
6976         if (r_framedata_failed)
6977                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6978         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6979         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6980         if (r_framedata_size != wantedsize)
6981         {
6982                 r_framedata_size = wantedsize;
6983                 if (r_framedata_base)
6984                         Mem_Free(r_framedata_base);
6985                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6986         }
6987         r_framedata_current = 0;
6988         r_framedata_failed = false;
6989 }
6990
6991 void *R_FrameData_Alloc(size_t size)
6992 {
6993         void *data;
6994
6995         // align to 16 byte boundary
6996         size = (size + 15) & ~15;
6997         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6998         r_framedata_current += size;
6999
7000         // check overflow
7001         if (r_framedata_current > r_framedata_size)
7002                 r_framedata_failed = true;
7003
7004         // return NULL on everything after a failure
7005         if (r_framedata_failed)
7006                 return NULL;
7007
7008         return data;
7009 }
7010
7011 void *R_FrameData_Store(size_t size, void *data)
7012 {
7013         void *d = R_FrameData_Alloc(size);
7014         if (d)
7015                 memcpy(d, data, size);
7016         return d;
7017 }
7018
7019 //==================================================================================
7020
7021 // LordHavoc: animcache originally written by Echon, rewritten since then
7022
7023 /**
7024  * Animation cache prevents re-generating mesh data for an animated model
7025  * multiple times in one frame for lighting, shadowing, reflections, etc.
7026  */
7027
7028 void R_AnimCache_Free(void)
7029 {
7030 }
7031
7032 void R_AnimCache_ClearCache(void)
7033 {
7034         int i;
7035         entity_render_t *ent;
7036
7037         for (i = 0;i < r_refdef.scene.numentities;i++)
7038         {
7039                 ent = r_refdef.scene.entities[i];
7040                 ent->animcache_vertex3f = NULL;
7041                 ent->animcache_normal3f = NULL;
7042                 ent->animcache_svector3f = NULL;
7043                 ent->animcache_tvector3f = NULL;
7044         }
7045 }
7046
7047 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7048 {
7049         dp_model_t *model = ent->model;
7050         int numvertices;
7051         // see if it's already cached this frame
7052         if (ent->animcache_vertex3f)
7053         {
7054                 // add normals/tangents if needed
7055                 if (wantnormals || wanttangents)
7056                 {
7057                         if (ent->animcache_normal3f)
7058                                 wantnormals = false;
7059                         if (ent->animcache_svector3f)
7060                                 wanttangents = false;
7061                         if (wantnormals || wanttangents)
7062                         {
7063                                 numvertices = model->surfmesh.num_vertices;
7064                                 if (wantnormals)
7065                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7066                                 if (wanttangents)
7067                                 {
7068                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7069                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7070                                 }
7071                                 if (!r_framedata_failed)
7072                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7073                         }
7074                 }
7075         }
7076         else
7077         {
7078                 // see if this ent is worth caching
7079                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7080                         return false;
7081                 // get some memory for this entity and generate mesh data
7082                 numvertices = model->surfmesh.num_vertices;
7083                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7084                 if (wantnormals)
7085                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7086                 if (wanttangents)
7087                 {
7088                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7089                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7090                 }
7091                 if (!r_framedata_failed)
7092                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7093         }
7094         return !r_framedata_failed;
7095 }
7096
7097 void R_AnimCache_CacheVisibleEntities(void)
7098 {
7099         int i;
7100         qboolean wantnormals = !r_showsurfaces.integer;
7101         qboolean wanttangents = !r_showsurfaces.integer;
7102
7103         switch(vid.renderpath)
7104         {
7105         case RENDERPATH_GL20:
7106         case RENDERPATH_CGGL:
7107                 break;
7108         case RENDERPATH_GL13:
7109         case RENDERPATH_GL11:
7110                 wanttangents = false;
7111                 break;
7112         }
7113
7114         // TODO: thread this
7115         // NOTE: R_PrepareRTLights() also caches entities
7116
7117         for (i = 0;i < r_refdef.scene.numentities;i++)
7118                 if (r_refdef.viewcache.entityvisible[i])
7119                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7120 }
7121
7122 //==================================================================================
7123
7124 static void R_View_UpdateEntityLighting (void)
7125 {
7126         int i;
7127         entity_render_t *ent;
7128         vec3_t tempdiffusenormal, avg;
7129         vec_t f, fa, fd, fdd;
7130         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7131
7132         for (i = 0;i < r_refdef.scene.numentities;i++)
7133         {
7134                 ent = r_refdef.scene.entities[i];
7135
7136                 // skip unseen models
7137                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7138                         continue;
7139
7140                 // skip bsp models
7141                 if (ent->model && ent->model->brush.num_leafs)
7142                 {
7143                         // TODO: use modellight for r_ambient settings on world?
7144                         VectorSet(ent->modellight_ambient, 0, 0, 0);
7145                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
7146                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
7147                         continue;
7148                 }
7149
7150                 // fetch the lighting from the worldmodel data
7151                 VectorClear(ent->modellight_ambient);
7152                 VectorClear(ent->modellight_diffuse);
7153                 VectorClear(tempdiffusenormal);
7154                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7155                 {
7156                         vec3_t org;
7157                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7158
7159                         // complete lightning for lit sprites
7160                         // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
7161                         if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
7162                         {
7163                                 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
7164                                         org[2] = org[2] + r_overheadsprites_pushback.value;
7165                                 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, ent->modellight_lightdir, org, true, true);
7166                         }
7167                         else
7168                                 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7169
7170                         if(ent->flags & RENDER_EQUALIZE)
7171                         {
7172                                 // first fix up ambient lighting...
7173                                 if(r_equalize_entities_minambient.value > 0)
7174                                 {
7175                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7176                                         if(fd > 0)
7177                                         {
7178                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7179                                                 if(fa < r_equalize_entities_minambient.value * fd)
7180                                                 {
7181                                                         // solve:
7182                                                         //   fa'/fd' = minambient
7183                                                         //   fa'+0.25*fd' = fa+0.25*fd
7184                                                         //   ...
7185                                                         //   fa' = fd' * minambient
7186                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
7187                                                         //   ...
7188                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7189                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7190                                                         //   ...
7191                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7192                                                         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
7193                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7194                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7195                                                 }
7196                                         }
7197                                 }
7198
7199                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7200                                 {
7201                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7202                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7203                                         if(f > 0)
7204                                         {
7205                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7206                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7207                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7208                                         }
7209                                 }
7210                         }
7211                 }
7212                 else // highly rare
7213                         VectorSet(ent->modellight_ambient, 1, 1, 1);
7214
7215                 // move the light direction into modelspace coordinates for lighting code
7216                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7217                 if(VectorLength2(ent->modellight_lightdir) == 0)
7218                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7219                 VectorNormalize(ent->modellight_lightdir);
7220         }
7221 }
7222
7223 #define MAX_LINEOFSIGHTTRACES 64
7224
7225 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7226 {
7227         int i;
7228         vec3_t boxmins, boxmaxs;
7229         vec3_t start;
7230         vec3_t end;
7231         dp_model_t *model = r_refdef.scene.worldmodel;
7232
7233         if (!model || !model->brush.TraceLineOfSight)
7234                 return true;
7235
7236         // expand the box a little
7237         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7238         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7239         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7240         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7241         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7242         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7243
7244         // return true if eye is inside enlarged box
7245         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7246                 return true;
7247
7248         // try center
7249         VectorCopy(eye, start);
7250         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7251         if (model->brush.TraceLineOfSight(model, start, end))
7252                 return true;
7253
7254         // try various random positions
7255         for (i = 0;i < numsamples;i++)
7256         {
7257                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7258                 if (model->brush.TraceLineOfSight(model, start, end))
7259                         return true;
7260         }
7261
7262         return false;
7263 }
7264
7265
7266 static void R_View_UpdateEntityVisible (void)
7267 {
7268         int i;
7269         int renderimask;
7270         int samples;
7271         entity_render_t *ent;
7272
7273         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7274                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7275                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
7276                 :                                                          RENDER_EXTERIORMODEL;
7277         if (!r_drawviewmodel.integer)
7278                 renderimask |= RENDER_VIEWMODEL;
7279         if (!r_drawexteriormodel.integer)
7280                 renderimask |= RENDER_EXTERIORMODEL;
7281         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7282         {
7283                 // worldmodel can check visibility
7284                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7285                 for (i = 0;i < r_refdef.scene.numentities;i++)
7286                 {
7287                         ent = r_refdef.scene.entities[i];
7288                         if (!(ent->flags & renderimask))
7289                         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)))
7290                         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))
7291                                 r_refdef.viewcache.entityvisible[i] = true;
7292                 }
7293                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7294                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7295                 {
7296                         for (i = 0;i < r_refdef.scene.numentities;i++)
7297                         {
7298                                 ent = r_refdef.scene.entities[i];
7299                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7300                                 {
7301                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7302                                         if (samples < 0)
7303                                                 continue; // temp entities do pvs only
7304                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7305                                                 ent->last_trace_visibility = realtime;
7306                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7307                                                 r_refdef.viewcache.entityvisible[i] = 0;
7308                                 }
7309                         }
7310                 }
7311         }
7312         else
7313         {
7314                 // no worldmodel or it can't check visibility
7315                 for (i = 0;i < r_refdef.scene.numentities;i++)
7316                 {
7317                         ent = r_refdef.scene.entities[i];
7318                         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));
7319                 }
7320         }
7321 }
7322
7323 /// only used if skyrendermasked, and normally returns false
7324 int R_DrawBrushModelsSky (void)
7325 {
7326         int i, sky;
7327         entity_render_t *ent;
7328
7329         sky = false;
7330         for (i = 0;i < r_refdef.scene.numentities;i++)
7331         {
7332                 if (!r_refdef.viewcache.entityvisible[i])
7333                         continue;
7334                 ent = r_refdef.scene.entities[i];
7335                 if (!ent->model || !ent->model->DrawSky)
7336                         continue;
7337                 ent->model->DrawSky(ent);
7338                 sky = true;
7339         }
7340         return sky;
7341 }
7342
7343 static void R_DrawNoModel(entity_render_t *ent);
7344 static void R_DrawModels(void)
7345 {
7346         int i;
7347         entity_render_t *ent;
7348
7349         for (i = 0;i < r_refdef.scene.numentities;i++)
7350         {
7351                 if (!r_refdef.viewcache.entityvisible[i])
7352                         continue;
7353                 ent = r_refdef.scene.entities[i];
7354                 r_refdef.stats.entities++;
7355                 if (ent->model && ent->model->Draw != NULL)
7356                         ent->model->Draw(ent);
7357                 else
7358                         R_DrawNoModel(ent);
7359         }
7360 }
7361
7362 static void R_DrawModelsDepth(void)
7363 {
7364         int i;
7365         entity_render_t *ent;
7366
7367         for (i = 0;i < r_refdef.scene.numentities;i++)
7368         {
7369                 if (!r_refdef.viewcache.entityvisible[i])
7370                         continue;
7371                 ent = r_refdef.scene.entities[i];
7372                 if (ent->model && ent->model->DrawDepth != NULL)
7373                         ent->model->DrawDepth(ent);
7374         }
7375 }
7376
7377 static void R_DrawModelsDebug(void)
7378 {
7379         int i;
7380         entity_render_t *ent;
7381
7382         for (i = 0;i < r_refdef.scene.numentities;i++)
7383         {
7384                 if (!r_refdef.viewcache.entityvisible[i])
7385                         continue;
7386                 ent = r_refdef.scene.entities[i];
7387                 if (ent->model && ent->model->DrawDebug != NULL)
7388                         ent->model->DrawDebug(ent);
7389         }
7390 }
7391
7392 static void R_DrawModelsAddWaterPlanes(void)
7393 {
7394         int i;
7395         entity_render_t *ent;
7396
7397         for (i = 0;i < r_refdef.scene.numentities;i++)
7398         {
7399                 if (!r_refdef.viewcache.entityvisible[i])
7400                         continue;
7401                 ent = r_refdef.scene.entities[i];
7402                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7403                         ent->model->DrawAddWaterPlanes(ent);
7404         }
7405 }
7406
7407 static void R_View_SetFrustum(const int *scissor)
7408 {
7409         int i;
7410         double fpx = +1, fnx = -1, fpy = +1, fny = -1;
7411         vec3_t forward, left, up, origin, v;
7412
7413         if(scissor)
7414         {
7415                 // flipped x coordinates (because x points left here)
7416                 fpx =  1.0 - 2.0 * (scissor[0]              - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
7417                 fnx =  1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
7418
7419                 // non-flipped y coordinates
7420                 fny = -1.0 + 2.0 * (scissor[1]              - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
7421                 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
7422         }
7423
7424         // we can't trust r_refdef.view.forward and friends in reflected scenes
7425         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7426
7427 #if 0
7428         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7429         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7430         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7431         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7432         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7433         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7434         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7435         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7436         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7437         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7438         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7439         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7440 #endif
7441
7442 #if 0
7443         zNear = r_refdef.nearclip;
7444         nudge = 1.0 - 1.0 / (1<<23);
7445         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7446         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7447         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7448         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7449         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7450         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7451         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7452         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7453 #endif
7454
7455
7456
7457 #if 0
7458         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7459         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7460         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7461         r_refdef.view.frustum[0].dist = m[15] - m[12];
7462
7463         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7464         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7465         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7466         r_refdef.view.frustum[1].dist = m[15] + m[12];
7467
7468         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7469         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7470         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7471         r_refdef.view.frustum[2].dist = m[15] - m[13];
7472
7473         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7474         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7475         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7476         r_refdef.view.frustum[3].dist = m[15] + m[13];
7477
7478         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7479         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7480         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7481         r_refdef.view.frustum[4].dist = m[15] - m[14];
7482
7483         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7484         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7485         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7486         r_refdef.view.frustum[5].dist = m[15] + m[14];
7487 #endif
7488
7489         if (r_refdef.view.useperspective)
7490         {
7491                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7492                 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
7493                 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
7494                 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
7495                 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
7496
7497                 // then the normals from the corners relative to origin
7498                 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
7499                 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
7500                 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
7501                 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
7502
7503                 // in a NORMAL view, forward cross left == up
7504                 // in a REFLECTED view, forward cross left == down
7505                 // so our cross products above need to be adjusted for a left handed coordinate system
7506                 CrossProduct(forward, left, v);
7507                 if(DotProduct(v, up) < 0)
7508                 {
7509                         VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
7510                         VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
7511                         VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
7512                         VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
7513                 }
7514
7515                 // Leaving those out was a mistake, those were in the old code, and they
7516                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7517                 // I couldn't reproduce it after adding those normalizations. --blub
7518                 VectorNormalize(r_refdef.view.frustum[0].normal);
7519                 VectorNormalize(r_refdef.view.frustum[1].normal);
7520                 VectorNormalize(r_refdef.view.frustum[2].normal);
7521                 VectorNormalize(r_refdef.view.frustum[3].normal);
7522
7523                 // make the corners absolute
7524                 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
7525                 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
7526                 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
7527                 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
7528
7529                 // one more normal
7530                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7531
7532                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7533                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7534                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7535                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7536                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7537         }
7538         else
7539         {
7540                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7541                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7542                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7543                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7544                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7545                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7546                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7547                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7548                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7549                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7550         }
7551         r_refdef.view.numfrustumplanes = 5;
7552
7553         if (r_refdef.view.useclipplane)
7554         {
7555                 r_refdef.view.numfrustumplanes = 6;
7556                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7557         }
7558
7559         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7560                 PlaneClassify(r_refdef.view.frustum + i);
7561
7562         // LordHavoc: note to all quake engine coders, Quake had a special case
7563         // for 90 degrees which assumed a square view (wrong), so I removed it,
7564         // Quake2 has it disabled as well.
7565
7566         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7567         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7568         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7569         //PlaneClassify(&frustum[0]);
7570
7571         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7572         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7573         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7574         //PlaneClassify(&frustum[1]);
7575
7576         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7577         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7578         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7579         //PlaneClassify(&frustum[2]);
7580
7581         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7582         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7583         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7584         //PlaneClassify(&frustum[3]);
7585
7586         // nearclip plane
7587         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7588         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7589         //PlaneClassify(&frustum[4]);
7590 }
7591
7592 void R_View_UpdateWithScissor(const int *myscissor)
7593 {
7594         R_Main_ResizeViewCache();
7595         R_View_SetFrustum(myscissor);
7596         R_View_WorldVisibility(r_refdef.view.useclipplane);
7597         R_View_UpdateEntityVisible();
7598         R_View_UpdateEntityLighting();
7599 }
7600
7601 void R_View_Update(void)
7602 {
7603         R_Main_ResizeViewCache();
7604         R_View_SetFrustum(NULL);
7605         R_View_WorldVisibility(r_refdef.view.useclipplane);
7606         R_View_UpdateEntityVisible();
7607         R_View_UpdateEntityLighting();
7608 }
7609
7610 void R_SetupView(qboolean allowwaterclippingplane)
7611 {
7612         const float *customclipplane = NULL;
7613         float plane[4];
7614         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7615         {
7616                 // LordHavoc: couldn't figure out how to make this approach the
7617                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7618                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7619                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7620                         dist = r_refdef.view.clipplane.dist;
7621                 plane[0] = r_refdef.view.clipplane.normal[0];
7622                 plane[1] = r_refdef.view.clipplane.normal[1];
7623                 plane[2] = r_refdef.view.clipplane.normal[2];
7624                 plane[3] = dist;
7625                 customclipplane = plane;
7626         }
7627
7628         if (!r_refdef.view.useperspective)
7629                 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);
7630         else if (vid.stencil && r_useinfinitefarclip.integer)
7631                 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);
7632         else
7633                 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);
7634         R_SetViewport(&r_refdef.view.viewport);
7635 }
7636
7637 void R_EntityMatrix(const matrix4x4_t *matrix)
7638 {
7639         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7640         {
7641                 gl_modelmatrixchanged = false;
7642                 gl_modelmatrix = *matrix;
7643                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7644                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7645                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7646                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7647                 CHECKGLERROR
7648                 switch(vid.renderpath)
7649                 {
7650                 case RENDERPATH_GL20:
7651                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7652                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7653                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7654                         break;
7655                 case RENDERPATH_CGGL:
7656 #ifdef SUPPORTCG
7657                         CHECKCGERROR
7658                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7659                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7660                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7661 #endif
7662                         break;
7663                 case RENDERPATH_GL13:
7664                 case RENDERPATH_GL11:
7665                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7666                         break;
7667                 }
7668         }
7669 }
7670
7671 void R_ResetViewRendering2D(void)
7672 {
7673         r_viewport_t viewport;
7674         DrawQ_Finish();
7675
7676         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7677         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);
7678         R_SetViewport(&viewport);
7679         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7680         GL_Color(1, 1, 1, 1);
7681         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7682         GL_BlendFunc(GL_ONE, GL_ZERO);
7683         GL_AlphaTest(false);
7684         GL_ScissorTest(false);
7685         GL_DepthMask(false);
7686         GL_DepthRange(0, 1);
7687         GL_DepthTest(false);
7688         R_EntityMatrix(&identitymatrix);
7689         R_Mesh_ResetTextureState();
7690         GL_PolygonOffset(0, 0);
7691         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7692         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7693         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7694         qglStencilMask(~0);CHECKGLERROR
7695         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7696         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7697         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7698 }
7699
7700 void R_ResetViewRendering3D(void)
7701 {
7702         DrawQ_Finish();
7703
7704         R_SetupView(true);
7705         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7706         GL_Color(1, 1, 1, 1);
7707         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7708         GL_BlendFunc(GL_ONE, GL_ZERO);
7709         GL_AlphaTest(false);
7710         GL_ScissorTest(true);
7711         GL_DepthMask(true);
7712         GL_DepthRange(0, 1);
7713         GL_DepthTest(true);
7714         R_EntityMatrix(&identitymatrix);
7715         R_Mesh_ResetTextureState();
7716         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7717         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7718         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7719         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7720         qglStencilMask(~0);CHECKGLERROR
7721         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7722         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7723         GL_CullFace(r_refdef.view.cullface_back);
7724 }
7725
7726 /*
7727 ================
7728 R_RenderView_UpdateViewVectors
7729 ================
7730 */
7731 static void R_RenderView_UpdateViewVectors(void)
7732 {
7733         // break apart the view matrix into vectors for various purposes
7734         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7735         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7736         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7737         VectorNegate(r_refdef.view.left, r_refdef.view.right);
7738         // make an inverted copy of the view matrix for tracking sprites
7739         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7740 }
7741
7742 void R_RenderScene(void);
7743 void R_RenderWaterPlanes(void);
7744
7745 static void R_Water_StartFrame(void)
7746 {
7747         int i;
7748         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7749         r_waterstate_waterplane_t *p;
7750
7751         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7752                 return;
7753
7754         switch(vid.renderpath)
7755         {
7756         case RENDERPATH_GL20:
7757         case RENDERPATH_CGGL:
7758                 break;
7759         case RENDERPATH_GL13:
7760         case RENDERPATH_GL11:
7761                 return;
7762         }
7763
7764         // set waterwidth and waterheight to the water resolution that will be
7765         // used (often less than the screen resolution for faster rendering)
7766         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7767         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7768
7769         // calculate desired texture sizes
7770         // can't use water if the card does not support the texture size
7771         if (!r_water.integer || r_showsurfaces.integer)
7772                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7773         else if (vid.support.arb_texture_non_power_of_two)
7774         {
7775                 texturewidth = waterwidth;
7776                 textureheight = waterheight;
7777                 camerawidth = waterwidth;
7778                 cameraheight = waterheight;
7779         }
7780         else
7781         {
7782                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7783                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7784                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
7785                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
7786         }
7787
7788         // allocate textures as needed
7789         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7790         {
7791                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7792                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7793                 {
7794                         if (p->texture_refraction)
7795                                 R_FreeTexture(p->texture_refraction);
7796                         p->texture_refraction = NULL;
7797                         if (p->texture_reflection)
7798                                 R_FreeTexture(p->texture_reflection);
7799                         p->texture_reflection = NULL;
7800                         if (p->texture_camera)
7801                                 R_FreeTexture(p->texture_camera);
7802                         p->texture_camera = NULL;
7803                 }
7804                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7805                 r_waterstate.texturewidth = texturewidth;
7806                 r_waterstate.textureheight = textureheight;
7807                 r_waterstate.camerawidth = camerawidth;
7808                 r_waterstate.cameraheight = cameraheight;
7809         }
7810
7811         if (r_waterstate.texturewidth)
7812         {
7813                 r_waterstate.enabled = true;
7814
7815                 // when doing a reduced render (HDR) we want to use a smaller area
7816                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7817                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7818
7819                 // set up variables that will be used in shader setup
7820                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7821                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7822                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7823                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7824         }
7825
7826         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7827         r_waterstate.numwaterplanes = 0;
7828 }
7829
7830 void R_Water_AddWaterPlane(msurface_t *surface)
7831 {
7832         int triangleindex, planeindex;
7833         const int *e;
7834         vec3_t vert[3];
7835         vec3_t normal;
7836         vec3_t center;
7837         mplane_t plane;
7838         int cam_ent;
7839         r_waterstate_waterplane_t *p;
7840         texture_t *t = R_GetCurrentTexture(surface->texture);
7841         cam_ent = t->camera_entity;
7842         if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7843                 cam_ent = 0;
7844
7845         // just use the first triangle with a valid normal for any decisions
7846         VectorClear(normal);
7847         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7848         {
7849                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7850                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7851                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7852                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7853                 if (VectorLength2(normal) >= 0.001)
7854                         break;
7855         }
7856
7857         VectorCopy(normal, plane.normal);
7858         VectorNormalize(plane.normal);
7859         plane.dist = DotProduct(vert[0], plane.normal);
7860         PlaneClassify(&plane);
7861         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7862         {
7863                 // skip backfaces (except if nocullface is set)
7864                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7865                         return;
7866                 VectorNegate(plane.normal, plane.normal);
7867                 plane.dist *= -1;
7868                 PlaneClassify(&plane);
7869         }
7870
7871
7872         // find a matching plane if there is one
7873         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7874                 if(p->camera_entity == t->camera_entity)
7875                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7876                                 break;
7877         if (planeindex >= r_waterstate.maxwaterplanes)
7878                 return; // nothing we can do, out of planes
7879
7880         // if this triangle does not fit any known plane rendered this frame, add one
7881         if (planeindex >= r_waterstate.numwaterplanes)
7882         {
7883                 // store the new plane
7884                 r_waterstate.numwaterplanes++;
7885                 p->plane = plane;
7886                 // clear materialflags and pvs
7887                 p->materialflags = 0;
7888                 p->pvsvalid = false;
7889                 p->camera_entity = t->camera_entity;
7890                 VectorCopy(surface->mins, p->mins);
7891                 VectorCopy(surface->maxs, p->maxs);
7892         }
7893         else
7894         {
7895                 // merge mins/maxs
7896                 p->mins[0] = min(p->mins[0], surface->mins[0]);
7897                 p->mins[1] = min(p->mins[1], surface->mins[1]);
7898                 p->mins[2] = min(p->mins[2], surface->mins[2]);
7899                 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
7900                 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
7901                 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
7902         }
7903         // merge this surface's materialflags into the waterplane
7904         p->materialflags |= t->currentmaterialflags;
7905         if(!(p->materialflags & MATERIALFLAG_CAMERA))
7906         {
7907                 // merge this surface's PVS into the waterplane
7908                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7909                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7910                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7911                 {
7912                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7913                         p->pvsvalid = true;
7914                 }
7915         }
7916 }
7917
7918 static void R_Water_ProcessPlanes(void)
7919 {
7920         int myscissor[4];
7921         r_refdef_view_t originalview;
7922         r_refdef_view_t myview;
7923         int planeindex;
7924         r_waterstate_waterplane_t *p;
7925         vec3_t visorigin;
7926
7927         originalview = r_refdef.view;
7928
7929         // make sure enough textures are allocated
7930         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7931         {
7932                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7933                 {
7934                         if (!p->texture_refraction)
7935                                 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);
7936                         if (!p->texture_refraction)
7937                                 goto error;
7938                 }
7939                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7940                 {
7941                         if (!p->texture_camera)
7942                                 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);
7943                         if (!p->texture_camera)
7944                                 goto error;
7945                 }
7946
7947                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7948                 {
7949                         if (!p->texture_reflection)
7950                                 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);
7951                         if (!p->texture_reflection)
7952                                 goto error;
7953                 }
7954         }
7955
7956         // render views
7957         r_refdef.view = originalview;
7958         r_refdef.view.showdebug = false;
7959         r_refdef.view.width = r_waterstate.waterwidth;
7960         r_refdef.view.height = r_waterstate.waterheight;
7961         r_refdef.view.useclipplane = true;
7962         myview = r_refdef.view;
7963         r_waterstate.renderingscene = true;
7964         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7965         {
7966                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7967                 {
7968                         r_refdef.view = myview;
7969                         if(r_water_scissormode.integer)
7970                         {
7971                                 R_SetupView(true);
7972                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
7973                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
7974                         }
7975
7976                         // render reflected scene and copy into texture
7977                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7978                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7979                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7980                         r_refdef.view.clipplane = p->plane;
7981
7982                         // reverse the cullface settings for this render
7983                         r_refdef.view.cullface_front = GL_FRONT;
7984                         r_refdef.view.cullface_back = GL_BACK;
7985                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7986                         {
7987                                 r_refdef.view.usecustompvs = true;
7988                                 if (p->pvsvalid)
7989                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7990                                 else
7991                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7992                         }
7993
7994                         R_ResetViewRendering3D();
7995                         R_ClearScreen(r_refdef.fogenabled);
7996                         if(r_water_scissormode.integer & 2)
7997                                 R_View_UpdateWithScissor(myscissor);
7998                         else
7999                                 R_View_Update();
8000                         if(r_water_scissormode.integer & 1)
8001                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8002                         R_RenderScene();
8003
8004                         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);
8005                 }
8006
8007                 // render the normal view scene and copy into texture
8008                 // (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)
8009                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8010                 {
8011                         r_refdef.view = myview;
8012                         if(r_water_scissormode.integer)
8013                         {
8014                                 R_SetupView(true);
8015                                 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
8016                                         continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
8017                         }
8018
8019                         r_waterstate.renderingrefraction = true;
8020
8021                         r_refdef.view.clipplane = p->plane;
8022                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8023                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8024
8025                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8026                         {
8027                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8028                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8029                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8030                                 R_RenderView_UpdateViewVectors();
8031                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8032                                 {
8033                                         r_refdef.view.usecustompvs = true;
8034                                         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);
8035                                 }
8036                         }
8037
8038                         PlaneClassify(&r_refdef.view.clipplane);
8039
8040                         R_ResetViewRendering3D();
8041                         R_ClearScreen(r_refdef.fogenabled);
8042                         if(r_water_scissormode.integer & 2)
8043                                 R_View_UpdateWithScissor(myscissor);
8044                         else
8045                                 R_View_Update();
8046                         if(r_water_scissormode.integer & 1)
8047                                 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
8048                         R_RenderScene();
8049
8050                         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);
8051                         r_waterstate.renderingrefraction = false;
8052                 }
8053                 else if (p->materialflags & MATERIALFLAG_CAMERA)
8054                 {
8055                         r_refdef.view = myview;
8056
8057                         r_refdef.view.clipplane = p->plane;
8058                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8059                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8060
8061                         r_refdef.view.width = r_waterstate.camerawidth;
8062                         r_refdef.view.height = r_waterstate.cameraheight;
8063                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8064                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8065
8066                         if(p->camera_entity)
8067                         {
8068                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8069                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8070                         }
8071
8072                         // note: all of the view is used for displaying... so
8073                         // there is no use in scissoring
8074
8075                         // reverse the cullface settings for this render
8076                         r_refdef.view.cullface_front = GL_FRONT;
8077                         r_refdef.view.cullface_back = GL_BACK;
8078                         // also reverse the view matrix
8079                         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
8080                         R_RenderView_UpdateViewVectors();
8081                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8082                         {
8083                                 r_refdef.view.usecustompvs = true;
8084                                 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);
8085                         }
8086                         
8087                         // camera needs no clipplane
8088                         r_refdef.view.useclipplane = false;
8089
8090                         PlaneClassify(&r_refdef.view.clipplane);
8091
8092                         R_ResetViewRendering3D();
8093                         R_ClearScreen(r_refdef.fogenabled);
8094                         R_View_Update();
8095                         R_RenderScene();
8096
8097                         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);
8098                         r_waterstate.renderingrefraction = false;
8099                 }
8100
8101         }
8102         r_waterstate.renderingscene = false;
8103         r_refdef.view = originalview;
8104         R_ResetViewRendering3D();
8105         R_ClearScreen(r_refdef.fogenabled);
8106         R_View_Update();
8107         return;
8108 error:
8109         r_refdef.view = originalview;
8110         r_waterstate.renderingscene = false;
8111         Cvar_SetValueQuick(&r_water, 0);
8112         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
8113         return;
8114 }
8115
8116 void R_Bloom_StartFrame(void)
8117 {
8118         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8119
8120         switch(vid.renderpath)
8121         {
8122         case RENDERPATH_GL20:
8123         case RENDERPATH_CGGL:
8124                 break;
8125         case RENDERPATH_GL13:
8126         case RENDERPATH_GL11:
8127                 return;
8128         }
8129
8130         // set bloomwidth and bloomheight to the bloom resolution that will be
8131         // used (often less than the screen resolution for faster rendering)
8132         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8133         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8134         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8135         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8136         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8137
8138         // calculate desired texture sizes
8139         if (vid.support.arb_texture_non_power_of_two)
8140         {
8141                 screentexturewidth = r_refdef.view.width;
8142                 screentextureheight = r_refdef.view.height;
8143                 bloomtexturewidth = r_bloomstate.bloomwidth;
8144                 bloomtextureheight = r_bloomstate.bloomheight;
8145         }
8146         else
8147         {
8148                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
8149                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
8150                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
8151                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
8152         }
8153
8154         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))
8155         {
8156                 Cvar_SetValueQuick(&r_hdr, 0);
8157                 Cvar_SetValueQuick(&r_bloom, 0);
8158                 Cvar_SetValueQuick(&r_motionblur, 0);
8159                 Cvar_SetValueQuick(&r_damageblur, 0);
8160         }
8161
8162         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)))
8163                 screentexturewidth = screentextureheight = 0;
8164         if (!r_hdr.integer && !r_bloom.integer)
8165                 bloomtexturewidth = bloomtextureheight = 0;
8166
8167         // allocate textures as needed
8168         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8169         {
8170                 if (r_bloomstate.texture_screen)
8171                         R_FreeTexture(r_bloomstate.texture_screen);
8172                 r_bloomstate.texture_screen = NULL;
8173                 r_bloomstate.screentexturewidth = screentexturewidth;
8174                 r_bloomstate.screentextureheight = screentextureheight;
8175                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8176                         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);
8177         }
8178         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8179         {
8180                 if (r_bloomstate.texture_bloom)
8181                         R_FreeTexture(r_bloomstate.texture_bloom);
8182                 r_bloomstate.texture_bloom = NULL;
8183                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8184                 r_bloomstate.bloomtextureheight = bloomtextureheight;
8185                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8186                         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);
8187         }
8188
8189         // when doing a reduced render (HDR) we want to use a smaller area
8190         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8191         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8192         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8193         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8194         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8195
8196         // set up a texcoord array for the full resolution screen image
8197         // (we have to keep this around to copy back during final render)
8198         r_bloomstate.screentexcoord2f[0] = 0;
8199         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8200         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8201         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8202         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8203         r_bloomstate.screentexcoord2f[5] = 0;
8204         r_bloomstate.screentexcoord2f[6] = 0;
8205         r_bloomstate.screentexcoord2f[7] = 0;
8206
8207         // set up a texcoord array for the reduced resolution bloom image
8208         // (which will be additive blended over the screen image)
8209         r_bloomstate.bloomtexcoord2f[0] = 0;
8210         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8211         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
8212         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8213         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
8214         r_bloomstate.bloomtexcoord2f[5] = 0;
8215         r_bloomstate.bloomtexcoord2f[6] = 0;
8216         r_bloomstate.bloomtexcoord2f[7] = 0;
8217
8218         if (r_hdr.integer || r_bloom.integer)
8219         {
8220                 r_bloomstate.enabled = true;
8221                 r_bloomstate.hdr = r_hdr.integer != 0;
8222         }
8223
8224         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);
8225 }
8226
8227 void R_Bloom_CopyBloomTexture(float colorscale)
8228 {
8229         r_refdef.stats.bloom++;
8230
8231         // scale down screen texture to the bloom texture size
8232         CHECKGLERROR
8233         R_SetViewport(&r_bloomstate.viewport);
8234         GL_BlendFunc(GL_ONE, GL_ZERO);
8235         GL_Color(colorscale, colorscale, colorscale, 1);
8236         // TODO: optimize with multitexture or GLSL
8237         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8238         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8239         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8240         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8241
8242         // we now have a bloom image in the framebuffer
8243         // copy it into the bloom image texture for later processing
8244         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);
8245         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8246 }
8247
8248 void R_Bloom_CopyHDRTexture(void)
8249 {
8250         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);
8251         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8252 }
8253
8254 void R_Bloom_MakeTexture(void)
8255 {
8256         int x, range, dir;
8257         float xoffset, yoffset, r, brighten;
8258
8259         r_refdef.stats.bloom++;
8260
8261         R_ResetViewRendering2D();
8262         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8263         R_Mesh_ColorPointer(NULL, 0, 0);
8264
8265         // we have a bloom image in the framebuffer
8266         CHECKGLERROR
8267         R_SetViewport(&r_bloomstate.viewport);
8268
8269         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8270         {
8271                 x *= 2;
8272                 r = bound(0, r_bloom_colorexponent.value / x, 1);
8273                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8274                 GL_Color(r, r, r, 1);
8275                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8276                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8277                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8278                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8279
8280                 // copy the vertically blurred bloom view to a texture
8281                 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);
8282                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8283         }
8284
8285         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8286         brighten = r_bloom_brighten.value;
8287         if (r_hdr.integer)
8288                 brighten *= r_hdr_range.value;
8289         brighten = sqrt(brighten);
8290         if(range >= 1)
8291                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8292         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8293         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
8294
8295         for (dir = 0;dir < 2;dir++)
8296         {
8297                 // blend on at multiple vertical offsets to achieve a vertical blur
8298                 // TODO: do offset blends using GLSL
8299                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8300                 GL_BlendFunc(GL_ONE, GL_ZERO);
8301                 for (x = -range;x <= range;x++)
8302                 {
8303                         if (!dir){xoffset = 0;yoffset = x;}
8304                         else {xoffset = x;yoffset = 0;}
8305                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
8306                         yoffset /= (float)r_bloomstate.bloomtextureheight;
8307                         // compute a texcoord array with the specified x and y offset
8308                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8309                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8310                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8311                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8312                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8313                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8314                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8315                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8316                         // this r value looks like a 'dot' particle, fading sharply to
8317                         // black at the edges
8318                         // (probably not realistic but looks good enough)
8319                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8320                         //r = brighten/(range*2+1);
8321                         r = brighten / (range * 2 + 1);
8322                         if(range >= 1)
8323                                 r *= (1 - x*x/(float)(range*range));
8324                         GL_Color(r, r, r, 1);
8325                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8326                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8327                         GL_BlendFunc(GL_ONE, GL_ONE);
8328                 }
8329
8330                 // copy the vertically blurred bloom view to a texture
8331                 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);
8332                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8333         }
8334
8335         // apply subtract last
8336         // (just like it would be in a GLSL shader)
8337         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
8338         {
8339                 GL_BlendFunc(GL_ONE, GL_ZERO);
8340                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8341                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8342                 GL_Color(1, 1, 1, 1);
8343                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8344                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8345
8346                 GL_BlendFunc(GL_ONE, GL_ONE);
8347                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
8348                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8349                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8350                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
8351                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8352                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8353                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8354
8355                 // copy the darkened bloom view to a texture
8356                 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);
8357                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8358         }
8359 }
8360
8361 void R_HDR_RenderBloomTexture(void)
8362 {
8363         int oldwidth, oldheight;
8364         float oldcolorscale;
8365
8366         oldcolorscale = r_refdef.view.colorscale;
8367         oldwidth = r_refdef.view.width;
8368         oldheight = r_refdef.view.height;
8369         r_refdef.view.width = r_bloomstate.bloomwidth;
8370         r_refdef.view.height = r_bloomstate.bloomheight;
8371
8372         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
8373         // TODO: add exposure compensation features
8374         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8375
8376         r_refdef.view.showdebug = false;
8377         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8378
8379         R_ResetViewRendering3D();
8380
8381         R_ClearScreen(r_refdef.fogenabled);
8382         if (r_timereport_active)
8383                 R_TimeReport("HDRclear");
8384
8385         R_View_Update();
8386         if (r_timereport_active)
8387                 R_TimeReport("visibility");
8388
8389         // only do secondary renders with HDR if r_hdr is 2 or higher
8390         r_waterstate.numwaterplanes = 0;
8391         if (r_waterstate.enabled && r_hdr.integer >= 2)
8392                 R_RenderWaterPlanes();
8393
8394         r_refdef.view.showdebug = true;
8395         R_RenderScene();
8396         r_waterstate.numwaterplanes = 0;
8397
8398         R_ResetViewRendering2D();
8399
8400         R_Bloom_CopyHDRTexture();
8401         R_Bloom_MakeTexture();
8402
8403         // restore the view settings
8404         r_refdef.view.width = oldwidth;
8405         r_refdef.view.height = oldheight;
8406         r_refdef.view.colorscale = oldcolorscale;
8407
8408         R_ResetViewRendering3D();
8409
8410         R_ClearScreen(r_refdef.fogenabled);
8411         if (r_timereport_active)
8412                 R_TimeReport("viewclear");
8413 }
8414
8415 static void R_BlendView(void)
8416 {
8417         unsigned int permutation;
8418         float uservecs[4][4];
8419
8420         switch (vid.renderpath)
8421         {
8422         case RENDERPATH_GL20:
8423         case RENDERPATH_CGGL:
8424                 permutation =
8425                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8426                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8427                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8428                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8429                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8430
8431                 if (r_bloomstate.texture_screen)
8432                 {
8433                         // make sure the buffer is available
8434                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8435
8436                         R_ResetViewRendering2D();
8437                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8438                         R_Mesh_ColorPointer(NULL, 0, 0);
8439
8440                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8441                         {
8442                                 // declare variables
8443                                 float speed;
8444                                 static float avgspeed;
8445
8446                                 speed = VectorLength(cl.movement_velocity);
8447
8448                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8449                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8450
8451                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8452                                 speed = bound(0, speed, 1);
8453                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8454
8455                                 // calculate values into a standard alpha
8456                                 cl.motionbluralpha = 1 - exp(-
8457                                                 (
8458                                                  (r_motionblur.value * speed / 80)
8459                                                  +
8460                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8461                                                 )
8462                                                 /
8463                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
8464                                            );
8465
8466                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8467                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8468                                 // apply the blur
8469                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8470                                 {
8471                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8472                                         GL_Color(1, 1, 1, cl.motionbluralpha);
8473                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8474                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8475                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8476                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8477                                 }
8478                         }
8479
8480                         // copy view into the screen texture
8481                         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);
8482                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8483                 }
8484                 else if (!r_bloomstate.texture_bloom)
8485                 {
8486                         // we may still have to do view tint...
8487                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8488                         {
8489                                 // apply a color tint to the whole view
8490                                 R_ResetViewRendering2D();
8491                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8492                                 R_Mesh_ColorPointer(NULL, 0, 0);
8493                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8494                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8495                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8496                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8497                         }
8498                         break; // no screen processing, no bloom, skip it
8499                 }
8500
8501                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8502                 {
8503                         // render simple bloom effect
8504                         // copy the screen and shrink it and darken it for the bloom process
8505                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8506                         // make the bloom texture
8507                         R_Bloom_MakeTexture();
8508                 }
8509
8510 #if _MSC_VER >= 1400
8511 #define sscanf sscanf_s
8512 #endif
8513                 memset(uservecs, 0, sizeof(uservecs));
8514                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8515                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8516                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8517                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8518
8519                 R_ResetViewRendering2D();
8520                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8521                 R_Mesh_ColorPointer(NULL, 0, 0);
8522                 GL_Color(1, 1, 1, 1);
8523                 GL_BlendFunc(GL_ONE, GL_ZERO);
8524                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8525                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8526
8527                 switch(vid.renderpath)
8528                 {
8529                 case RENDERPATH_GL20:
8530                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8531                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
8532                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
8533                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
8534                         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]);
8535                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8536                         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]);
8537                         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]);
8538                         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]);
8539                         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]);
8540                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
8541                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8542                         break;
8543                 case RENDERPATH_CGGL:
8544 #ifdef SUPPORTCG
8545                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8546                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
8547                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
8548                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
8549                         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
8550                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8551                         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
8552                         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
8553                         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
8554                         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
8555                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
8556                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8557 #endif
8558                         break;
8559                 default:
8560                         break;
8561                 }
8562                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8563                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8564                 break;
8565         case RENDERPATH_GL13:
8566         case RENDERPATH_GL11:
8567                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8568                 {
8569                         // apply a color tint to the whole view
8570                         R_ResetViewRendering2D();
8571                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8572                         R_Mesh_ColorPointer(NULL, 0, 0);
8573                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8574                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8575                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8576                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8577                 }
8578                 break;
8579         }
8580 }
8581
8582 matrix4x4_t r_waterscrollmatrix;
8583
8584 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8585 {
8586         if (r_refdef.fog_density)
8587         {
8588                 r_refdef.fogcolor[0] = r_refdef.fog_red;
8589                 r_refdef.fogcolor[1] = r_refdef.fog_green;
8590                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8591
8592                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8593                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8594                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8595                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8596
8597                 {
8598                         vec3_t fogvec;
8599                         VectorCopy(r_refdef.fogcolor, fogvec);
8600                         //   color.rgb *= ContrastBoost * SceneBrightness;
8601                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8602                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8603                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8604                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8605                 }
8606         }
8607 }
8608
8609 void R_UpdateVariables(void)
8610 {
8611         R_Textures_Frame();
8612
8613         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8614
8615         r_refdef.farclip = r_farclip_base.value;
8616         if (r_refdef.scene.worldmodel)
8617                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8618         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8619
8620         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8621                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8622         r_refdef.polygonfactor = 0;
8623         r_refdef.polygonoffset = 0;
8624         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8625         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8626
8627         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8628         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8629         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8630         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8631         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8632         if (FAKELIGHT_ENABLED)
8633         {
8634                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
8635         }
8636         if (r_showsurfaces.integer)
8637         {
8638                 r_refdef.scene.rtworld = false;
8639                 r_refdef.scene.rtworldshadows = false;
8640                 r_refdef.scene.rtdlight = false;
8641                 r_refdef.scene.rtdlightshadows = false;
8642                 r_refdef.lightmapintensity = 0;
8643         }
8644
8645         if (gamemode == GAME_NEHAHRA)
8646         {
8647                 if (gl_fogenable.integer)
8648                 {
8649                         r_refdef.oldgl_fogenable = true;
8650                         r_refdef.fog_density = gl_fogdensity.value;
8651                         r_refdef.fog_red = gl_fogred.value;
8652                         r_refdef.fog_green = gl_foggreen.value;
8653                         r_refdef.fog_blue = gl_fogblue.value;
8654                         r_refdef.fog_alpha = 1;
8655                         r_refdef.fog_start = 0;
8656                         r_refdef.fog_end = gl_skyclip.value;
8657                         r_refdef.fog_height = 1<<30;
8658                         r_refdef.fog_fadedepth = 128;
8659                 }
8660                 else if (r_refdef.oldgl_fogenable)
8661                 {
8662                         r_refdef.oldgl_fogenable = false;
8663                         r_refdef.fog_density = 0;
8664                         r_refdef.fog_red = 0;
8665                         r_refdef.fog_green = 0;
8666                         r_refdef.fog_blue = 0;
8667                         r_refdef.fog_alpha = 0;
8668                         r_refdef.fog_start = 0;
8669                         r_refdef.fog_end = 0;
8670                         r_refdef.fog_height = 1<<30;
8671                         r_refdef.fog_fadedepth = 128;
8672                 }
8673         }
8674
8675         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8676         r_refdef.fog_start = max(0, r_refdef.fog_start);
8677         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8678
8679         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8680
8681         if (r_refdef.fog_density && r_drawfog.integer)
8682         {
8683                 r_refdef.fogenabled = true;
8684                 // this is the point where the fog reaches 0.9986 alpha, which we
8685                 // consider a good enough cutoff point for the texture
8686                 // (0.9986 * 256 == 255.6)
8687                 if (r_fog_exp2.integer)
8688                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8689                 else
8690                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8691                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8692                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8693                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8694                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8695                         R_BuildFogHeightTexture();
8696                 // fog color was already set
8697                 // update the fog texture
8698                 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)
8699                         R_BuildFogTexture();
8700                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8701                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8702         }
8703         else
8704                 r_refdef.fogenabled = false;
8705
8706         switch(vid.renderpath)
8707         {
8708         case RENDERPATH_GL20:
8709         case RENDERPATH_CGGL:
8710                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8711                 {
8712                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8713                         {
8714                                 // build GLSL gamma texture
8715 #define RAMPWIDTH 256
8716                                 unsigned short ramp[RAMPWIDTH * 3];
8717                                 unsigned char rampbgr[RAMPWIDTH][4];
8718                                 int i;
8719
8720                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8721
8722                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8723                                 for(i = 0; i < RAMPWIDTH; ++i)
8724                                 {
8725                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8726                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8727                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8728                                         rampbgr[i][3] = 0;
8729                                 }
8730                                 if (r_texture_gammaramps)
8731                                 {
8732                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8733                                 }
8734                                 else
8735                                 {
8736                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
8737                                 }
8738                         }
8739                 }
8740                 else
8741                 {
8742                         // remove GLSL gamma texture
8743                 }
8744                 break;
8745         case RENDERPATH_GL13:
8746         case RENDERPATH_GL11:
8747                 break;
8748         }
8749 }
8750
8751 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8752 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8753 /*
8754 ================
8755 R_SelectScene
8756 ================
8757 */
8758 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8759         if( scenetype != r_currentscenetype ) {
8760                 // store the old scenetype
8761                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8762                 r_currentscenetype = scenetype;
8763                 // move in the new scene
8764                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8765         }
8766 }
8767
8768 /*
8769 ================
8770 R_GetScenePointer
8771 ================
8772 */
8773 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8774 {
8775         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8776         if( scenetype == r_currentscenetype ) {
8777                 return &r_refdef.scene;
8778         } else {
8779                 return &r_scenes_store[ scenetype ];
8780         }
8781 }
8782
8783 /*
8784 ================
8785 R_RenderView
8786 ================
8787 */
8788 void R_RenderView(void)
8789 {
8790         if (r_timereport_active)
8791                 R_TimeReport("start");
8792         r_textureframe++; // used only by R_GetCurrentTexture
8793         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8794
8795         if(R_CompileShader_CheckStaticParms())
8796                 R_GLSL_Restart_f();
8797
8798         if (!r_drawentities.integer)
8799                 r_refdef.scene.numentities = 0;
8800
8801         R_AnimCache_ClearCache();
8802         R_FrameData_NewFrame();
8803
8804         if (r_refdef.view.isoverlay)
8805         {
8806                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8807                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8808                 R_TimeReport("depthclear");
8809
8810                 r_refdef.view.showdebug = false;
8811
8812                 r_waterstate.enabled = false;
8813                 r_waterstate.numwaterplanes = 0;
8814
8815                 R_RenderScene();
8816
8817                 CHECKGLERROR
8818                 return;
8819         }
8820
8821         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8822                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8823
8824         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8825
8826         R_RenderView_UpdateViewVectors();
8827
8828         R_Shadow_UpdateWorldLightSelection();
8829
8830         R_Bloom_StartFrame();
8831         R_Water_StartFrame();
8832
8833         CHECKGLERROR
8834         if (r_timereport_active)
8835                 R_TimeReport("viewsetup");
8836
8837         R_ResetViewRendering3D();
8838
8839         if (r_refdef.view.clear || r_refdef.fogenabled)
8840         {
8841                 R_ClearScreen(r_refdef.fogenabled);
8842                 if (r_timereport_active)
8843                         R_TimeReport("viewclear");
8844         }
8845         r_refdef.view.clear = true;
8846
8847         // this produces a bloom texture to be used in R_BlendView() later
8848         if (r_hdr.integer && r_bloomstate.bloomwidth)
8849         {
8850                 R_HDR_RenderBloomTexture();
8851                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8852                 r_textureframe++; // used only by R_GetCurrentTexture
8853         }
8854
8855         r_refdef.view.showdebug = true;
8856
8857         R_View_Update();
8858         if (r_timereport_active)
8859                 R_TimeReport("visibility");
8860
8861         r_waterstate.numwaterplanes = 0;
8862         if (r_waterstate.enabled)
8863                 R_RenderWaterPlanes();
8864
8865         R_RenderScene();
8866         r_waterstate.numwaterplanes = 0;
8867
8868         R_BlendView();
8869         if (r_timereport_active)
8870                 R_TimeReport("blendview");
8871
8872         GL_Scissor(0, 0, vid.width, vid.height);
8873         GL_ScissorTest(false);
8874
8875         CHECKGLERROR
8876 }
8877
8878 void R_RenderWaterPlanes(void)
8879 {
8880         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8881         {
8882                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8883                 if (r_timereport_active)
8884                         R_TimeReport("waterworld");
8885         }
8886
8887         // don't let sound skip if going slow
8888         if (r_refdef.scene.extraupdate)
8889                 S_ExtraUpdate ();
8890
8891         R_DrawModelsAddWaterPlanes();
8892         if (r_timereport_active)
8893                 R_TimeReport("watermodels");
8894
8895         if (r_waterstate.numwaterplanes)
8896         {
8897                 R_Water_ProcessPlanes();
8898                 if (r_timereport_active)
8899                         R_TimeReport("waterscenes");
8900         }
8901 }
8902
8903 extern void R_DrawLightningBeams (void);
8904 extern void VM_CL_AddPolygonsToMeshQueue (void);
8905 extern void R_DrawPortals (void);
8906 extern cvar_t cl_locs_show;
8907 static void R_DrawLocs(void);
8908 static void R_DrawEntityBBoxes(void);
8909 static void R_DrawModelDecals(void);
8910 extern void R_DrawModelShadows(void);
8911 extern void R_DrawModelShadowMaps(void);
8912 extern cvar_t cl_decals_newsystem;
8913 extern qboolean r_shadow_usingdeferredprepass;
8914 void R_RenderScene(void)
8915 {
8916         qboolean shadowmapping = false;
8917
8918         if (r_timereport_active)
8919                 R_TimeReport("beginscene");
8920
8921         r_refdef.stats.renders++;
8922
8923         R_UpdateFogColor();
8924
8925         // don't let sound skip if going slow
8926         if (r_refdef.scene.extraupdate)
8927                 S_ExtraUpdate ();
8928
8929         R_MeshQueue_BeginScene();
8930
8931         R_SkyStartFrame();
8932
8933         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);
8934
8935         if (r_timereport_active)
8936                 R_TimeReport("skystartframe");
8937
8938         if (cl.csqc_vidvars.drawworld)
8939         {
8940                 // don't let sound skip if going slow
8941                 if (r_refdef.scene.extraupdate)
8942                         S_ExtraUpdate ();
8943
8944                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8945                 {
8946                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8947                         if (r_timereport_active)
8948                                 R_TimeReport("worldsky");
8949                 }
8950
8951                 if (R_DrawBrushModelsSky() && r_timereport_active)
8952                         R_TimeReport("bmodelsky");
8953
8954                 if (skyrendermasked && skyrenderlater)
8955                 {
8956                         // we have to force off the water clipping plane while rendering sky
8957                         R_SetupView(false);
8958                         R_Sky();
8959                         R_SetupView(true);
8960                         if (r_timereport_active)
8961                                 R_TimeReport("sky");
8962                 }
8963         }
8964
8965         R_AnimCache_CacheVisibleEntities();
8966         if (r_timereport_active)
8967                 R_TimeReport("animation");
8968
8969         R_Shadow_PrepareLights();
8970         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8971                 R_Shadow_PrepareModelShadows();
8972         if (r_timereport_active)
8973                 R_TimeReport("preparelights");
8974
8975         if (R_Shadow_ShadowMappingEnabled())
8976                 shadowmapping = true;
8977
8978         if (r_shadow_usingdeferredprepass)
8979                 R_Shadow_DrawPrepass();
8980
8981         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8982         {
8983                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8984                 if (r_timereport_active)
8985                         R_TimeReport("worlddepth");
8986         }
8987         if (r_depthfirst.integer >= 2)
8988         {
8989                 R_DrawModelsDepth();
8990                 if (r_timereport_active)
8991                         R_TimeReport("modeldepth");
8992         }
8993
8994         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8995         {
8996                 R_DrawModelShadowMaps();
8997                 R_ResetViewRendering3D();
8998                 // don't let sound skip if going slow
8999                 if (r_refdef.scene.extraupdate)
9000                         S_ExtraUpdate ();
9001         }
9002
9003         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9004         {
9005                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9006                 if (r_timereport_active)
9007                         R_TimeReport("world");
9008         }
9009
9010         // don't let sound skip if going slow
9011         if (r_refdef.scene.extraupdate)
9012                 S_ExtraUpdate ();
9013
9014         R_DrawModels();
9015         if (r_timereport_active)
9016                 R_TimeReport("models");
9017
9018         // don't let sound skip if going slow
9019         if (r_refdef.scene.extraupdate)
9020                 S_ExtraUpdate ();
9021
9022         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9023         {
9024                 R_DrawModelShadows();
9025                 R_ResetViewRendering3D();
9026                 // don't let sound skip if going slow
9027                 if (r_refdef.scene.extraupdate)
9028                         S_ExtraUpdate ();
9029         }
9030
9031         if (!r_shadow_usingdeferredprepass)
9032         {
9033                 R_Shadow_DrawLights();
9034                 if (r_timereport_active)
9035                         R_TimeReport("rtlights");
9036         }
9037
9038         // don't let sound skip if going slow
9039         if (r_refdef.scene.extraupdate)
9040                 S_ExtraUpdate ();
9041
9042         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9043         {
9044                 R_DrawModelShadows();
9045                 R_ResetViewRendering3D();
9046                 // don't let sound skip if going slow
9047                 if (r_refdef.scene.extraupdate)
9048                         S_ExtraUpdate ();
9049         }
9050
9051         if (cl.csqc_vidvars.drawworld)
9052         {
9053                 if (cl_decals_newsystem.integer)
9054                 {
9055                         R_DrawModelDecals();
9056                         if (r_timereport_active)
9057                                 R_TimeReport("modeldecals");
9058                 }
9059                 else
9060                 {
9061                         R_DrawDecals();
9062                         if (r_timereport_active)
9063                                 R_TimeReport("decals");
9064                 }
9065
9066                 R_DrawParticles();
9067                 if (r_timereport_active)
9068                         R_TimeReport("particles");
9069
9070                 R_DrawExplosions();
9071                 if (r_timereport_active)
9072                         R_TimeReport("explosions");
9073
9074                 R_DrawLightningBeams();
9075                 if (r_timereport_active)
9076                         R_TimeReport("lightning");
9077         }
9078
9079         VM_CL_AddPolygonsToMeshQueue();
9080
9081         if (r_refdef.view.showdebug)
9082         {
9083                 if (cl_locs_show.integer)
9084                 {
9085                         R_DrawLocs();
9086                         if (r_timereport_active)
9087                                 R_TimeReport("showlocs");
9088                 }
9089
9090                 if (r_drawportals.integer)
9091                 {
9092                         R_DrawPortals();
9093                         if (r_timereport_active)
9094                                 R_TimeReport("portals");
9095                 }
9096
9097                 if (r_showbboxes.value > 0)
9098                 {
9099                         R_DrawEntityBBoxes();
9100                         if (r_timereport_active)
9101                                 R_TimeReport("bboxes");
9102                 }
9103         }
9104
9105         R_MeshQueue_RenderTransparent();
9106         if (r_timereport_active)
9107                 R_TimeReport("drawtrans");
9108
9109         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))
9110         {
9111                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9112                 if (r_timereport_active)
9113                         R_TimeReport("worlddebug");
9114                 R_DrawModelsDebug();
9115                 if (r_timereport_active)
9116                         R_TimeReport("modeldebug");
9117         }
9118
9119         if (cl.csqc_vidvars.drawworld)
9120         {
9121                 R_Shadow_DrawCoronas();
9122                 if (r_timereport_active)
9123                         R_TimeReport("coronas");
9124         }
9125
9126 #if 0
9127         {
9128                 GL_DepthTest(false);
9129                 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
9130                 GL_Color(1, 1, 1, 1);
9131                 qglBegin(GL_POLYGON);
9132                 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
9133                 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
9134                 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
9135                 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
9136                 qglEnd();
9137                 qglBegin(GL_POLYGON);
9138                 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
9139                 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
9140                 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
9141                 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
9142                 qglEnd();
9143                 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
9144         }
9145 #endif
9146
9147         // don't let sound skip if going slow
9148         if (r_refdef.scene.extraupdate)
9149                 S_ExtraUpdate ();
9150
9151         R_ResetViewRendering2D();
9152 }
9153
9154 static const unsigned short bboxelements[36] =
9155 {
9156         5, 1, 3, 5, 3, 7,
9157         6, 2, 0, 6, 0, 4,
9158         7, 3, 2, 7, 2, 6,
9159         4, 0, 1, 4, 1, 5,
9160         4, 5, 7, 4, 7, 6,
9161         1, 0, 2, 1, 2, 3,
9162 };
9163
9164 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9165 {
9166         int i;
9167         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9168
9169         RSurf_ActiveWorldEntity();
9170
9171         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9172         GL_DepthMask(false);
9173         GL_DepthRange(0, 1);
9174         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9175         R_Mesh_ResetTextureState();
9176
9177         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9178         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9179         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9180         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9181         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9182         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9183         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9184         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9185         R_FillColors(color4f, 8, cr, cg, cb, ca);
9186         if (r_refdef.fogenabled)
9187         {
9188                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9189                 {
9190                         f1 = RSurf_FogVertex(v);
9191                         f2 = 1 - f1;
9192                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9193                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9194                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9195                 }
9196         }
9197         R_Mesh_VertexPointer(vertex3f, 0, 0);
9198         R_Mesh_ColorPointer(color4f, 0, 0);
9199         R_Mesh_ResetTextureState();
9200         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9201         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
9202 }
9203
9204 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9205 {
9206         int i;
9207         float color[4];
9208         prvm_edict_t *edict;
9209         prvm_prog_t *prog_save = prog;
9210
9211         // this function draws bounding boxes of server entities
9212         if (!sv.active)
9213                 return;
9214
9215         GL_CullFace(GL_NONE);
9216         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9217
9218         prog = 0;
9219         SV_VM_Begin();
9220         for (i = 0;i < numsurfaces;i++)
9221         {
9222                 edict = PRVM_EDICT_NUM(surfacelist[i]);
9223                 switch ((int)edict->fields.server->solid)
9224                 {
9225                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
9226                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
9227                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
9228                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9229                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
9230                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
9231                 }
9232                 color[3] *= r_showbboxes.value;
9233                 color[3] = bound(0, color[3], 1);
9234                 GL_DepthTest(!r_showdisabledepthtest.integer);
9235                 GL_CullFace(r_refdef.view.cullface_front);
9236                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9237         }
9238         SV_VM_End();
9239         prog = prog_save;
9240 }
9241
9242 static void R_DrawEntityBBoxes(void)
9243 {
9244         int i;
9245         prvm_edict_t *edict;
9246         vec3_t center;
9247         prvm_prog_t *prog_save = prog;
9248
9249         // this function draws bounding boxes of server entities
9250         if (!sv.active)
9251                 return;
9252
9253         prog = 0;
9254         SV_VM_Begin();
9255         for (i = 0;i < prog->num_edicts;i++)
9256         {
9257                 edict = PRVM_EDICT_NUM(i);
9258                 if (edict->priv.server->free)
9259                         continue;
9260                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9261                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9262                         continue;
9263                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9264                         continue;
9265                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9266                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9267         }
9268         SV_VM_End();
9269         prog = prog_save;
9270 }
9271
9272 static const int nomodelelement3i[24] =
9273 {
9274         5, 2, 0,
9275         5, 1, 2,
9276         5, 0, 3,
9277         5, 3, 1,
9278         0, 2, 4,
9279         2, 1, 4,
9280         3, 0, 4,
9281         1, 3, 4
9282 };
9283
9284 static const unsigned short nomodelelement3s[24] =
9285 {
9286         5, 2, 0,
9287         5, 1, 2,
9288         5, 0, 3,
9289         5, 3, 1,
9290         0, 2, 4,
9291         2, 1, 4,
9292         3, 0, 4,
9293         1, 3, 4
9294 };
9295
9296 static const float nomodelvertex3f[6*3] =
9297 {
9298         -16,   0,   0,
9299          16,   0,   0,
9300           0, -16,   0,
9301           0,  16,   0,
9302           0,   0, -16,
9303           0,   0,  16
9304 };
9305
9306 static const float nomodelcolor4f[6*4] =
9307 {
9308         0.0f, 0.0f, 0.5f, 1.0f,
9309         0.0f, 0.0f, 0.5f, 1.0f,
9310         0.0f, 0.5f, 0.0f, 1.0f,
9311         0.0f, 0.5f, 0.0f, 1.0f,
9312         0.5f, 0.0f, 0.0f, 1.0f,
9313         0.5f, 0.0f, 0.0f, 1.0f
9314 };
9315
9316 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9317 {
9318         int i;
9319         float f1, f2, *c;
9320         float color4f[6*4];
9321
9322         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);
9323
9324         // this is only called once per entity so numsurfaces is always 1, and
9325         // surfacelist is always {0}, so this code does not handle batches
9326
9327         if (rsurface.ent_flags & RENDER_ADDITIVE)
9328         {
9329                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9330                 GL_DepthMask(false);
9331         }
9332         else if (rsurface.colormod[3] < 1)
9333         {
9334                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9335                 GL_DepthMask(false);
9336         }
9337         else
9338         {
9339                 GL_BlendFunc(GL_ONE, GL_ZERO);
9340                 GL_DepthMask(true);
9341         }
9342         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9343         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9344         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9345         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9346         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9347         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9348         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9349         R_Mesh_ColorPointer(color4f, 0, 0);
9350         for (i = 0, c = color4f;i < 6;i++, c += 4)
9351         {
9352                 c[0] *= rsurface.colormod[0];
9353                 c[1] *= rsurface.colormod[1];
9354                 c[2] *= rsurface.colormod[2];
9355                 c[3] *= rsurface.colormod[3];
9356         }
9357         if (r_refdef.fogenabled)
9358         {
9359                 for (i = 0, c = color4f;i < 6;i++, c += 4)
9360                 {
9361                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
9362                         f2 = 1 - f1;
9363                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9364                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9365                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9366                 }
9367         }
9368         R_Mesh_ResetTextureState();
9369         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
9370 }
9371
9372 void R_DrawNoModel(entity_render_t *ent)
9373 {
9374         vec3_t org;
9375         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9376         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9377                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9378         else
9379                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9380 }
9381
9382 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9383 {
9384         vec3_t right1, right2, diff, normal;
9385
9386         VectorSubtract (org2, org1, normal);
9387
9388         // calculate 'right' vector for start
9389         VectorSubtract (r_refdef.view.origin, org1, diff);
9390         CrossProduct (normal, diff, right1);
9391         VectorNormalize (right1);
9392
9393         // calculate 'right' vector for end
9394         VectorSubtract (r_refdef.view.origin, org2, diff);
9395         CrossProduct (normal, diff, right2);
9396         VectorNormalize (right2);
9397
9398         vert[ 0] = org1[0] + width * right1[0];
9399         vert[ 1] = org1[1] + width * right1[1];
9400         vert[ 2] = org1[2] + width * right1[2];
9401         vert[ 3] = org1[0] - width * right1[0];
9402         vert[ 4] = org1[1] - width * right1[1];
9403         vert[ 5] = org1[2] - width * right1[2];
9404         vert[ 6] = org2[0] - width * right2[0];
9405         vert[ 7] = org2[1] - width * right2[1];
9406         vert[ 8] = org2[2] - width * right2[2];
9407         vert[ 9] = org2[0] + width * right2[0];
9408         vert[10] = org2[1] + width * right2[1];
9409         vert[11] = org2[2] + width * right2[2];
9410 }
9411
9412 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)
9413 {
9414         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9415         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9416         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9417         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9418         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9419         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9420         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9421         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9422         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9423         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9424         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9425         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9426 }
9427
9428 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9429 {
9430         int i;
9431         float *vertex3f;
9432         float v[3];
9433         VectorSet(v, x, y, z);
9434         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9435                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9436                         break;
9437         if (i == mesh->numvertices)
9438         {
9439                 if (mesh->numvertices < mesh->maxvertices)
9440                 {
9441                         VectorCopy(v, vertex3f);
9442                         mesh->numvertices++;
9443                 }
9444                 return mesh->numvertices;
9445         }
9446         else
9447                 return i;
9448 }
9449
9450 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9451 {
9452         int i;
9453         int *e, element[3];
9454         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9455         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9456         e = mesh->element3i + mesh->numtriangles * 3;
9457         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9458         {
9459                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9460                 if (mesh->numtriangles < mesh->maxtriangles)
9461                 {
9462                         *e++ = element[0];
9463                         *e++ = element[1];
9464                         *e++ = element[2];
9465                         mesh->numtriangles++;
9466                 }
9467                 element[1] = element[2];
9468         }
9469 }
9470
9471 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9472 {
9473         int i;
9474         int *e, element[3];
9475         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9476         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9477         e = mesh->element3i + mesh->numtriangles * 3;
9478         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9479         {
9480                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9481                 if (mesh->numtriangles < mesh->maxtriangles)
9482                 {
9483                         *e++ = element[0];
9484                         *e++ = element[1];
9485                         *e++ = element[2];
9486                         mesh->numtriangles++;
9487                 }
9488                 element[1] = element[2];
9489         }
9490 }
9491
9492 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9493 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9494 {
9495         int planenum, planenum2;
9496         int w;
9497         int tempnumpoints;
9498         mplane_t *plane, *plane2;
9499         double maxdist;
9500         double temppoints[2][256*3];
9501         // figure out how large a bounding box we need to properly compute this brush
9502         maxdist = 0;
9503         for (w = 0;w < numplanes;w++)
9504                 maxdist = max(maxdist, fabs(planes[w].dist));
9505         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9506         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9507         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9508         {
9509                 w = 0;
9510                 tempnumpoints = 4;
9511                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9512                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9513                 {
9514                         if (planenum2 == planenum)
9515                                 continue;
9516                         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);
9517                         w = !w;
9518                 }
9519                 if (tempnumpoints < 3)
9520                         continue;
9521                 // generate elements forming a triangle fan for this polygon
9522                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9523         }
9524 }
9525
9526 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)
9527 {
9528         texturelayer_t *layer;
9529         layer = t->currentlayers + t->currentnumlayers++;
9530         layer->type = type;
9531         layer->depthmask = depthmask;
9532         layer->blendfunc1 = blendfunc1;
9533         layer->blendfunc2 = blendfunc2;
9534         layer->texture = texture;
9535         layer->texmatrix = *matrix;
9536         layer->color[0] = r;
9537         layer->color[1] = g;
9538         layer->color[2] = b;
9539         layer->color[3] = a;
9540 }
9541
9542 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9543 {
9544         if(parms[0] == 0 && parms[1] == 0)
9545                 return false;
9546         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9547                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9548                         return false;
9549         return true;
9550 }
9551
9552 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9553 {
9554         double index, f;
9555         index = parms[2] + r_refdef.scene.time * parms[3];
9556         index -= floor(index);
9557         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9558         {
9559         default:
9560         case Q3WAVEFUNC_NONE:
9561         case Q3WAVEFUNC_NOISE:
9562         case Q3WAVEFUNC_COUNT:
9563                 f = 0;
9564                 break;
9565         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9566         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9567         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9568         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9569         case Q3WAVEFUNC_TRIANGLE:
9570                 index *= 4;
9571                 f = index - floor(index);
9572                 if (index < 1)
9573                         f = f;
9574                 else if (index < 2)
9575                         f = 1 - f;
9576                 else if (index < 3)
9577                         f = -f;
9578                 else
9579                         f = -(1 - f);
9580                 break;
9581         }
9582         f = parms[0] + parms[1] * f;
9583         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9584                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9585         return (float) f;
9586 }
9587
9588 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9589 {
9590         int w, h, idx;
9591         float f;
9592         float tcmat[12];
9593         matrix4x4_t matrix, temp;
9594         switch(tcmod->tcmod)
9595         {
9596                 case Q3TCMOD_COUNT:
9597                 case Q3TCMOD_NONE:
9598                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9599                                 matrix = r_waterscrollmatrix;
9600                         else
9601                                 matrix = identitymatrix;
9602                         break;
9603                 case Q3TCMOD_ENTITYTRANSLATE:
9604                         // this is used in Q3 to allow the gamecode to control texcoord
9605                         // scrolling on the entity, which is not supported in darkplaces yet.
9606                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9607                         break;
9608                 case Q3TCMOD_ROTATE:
9609                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9610                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9611                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9612                         break;
9613                 case Q3TCMOD_SCALE:
9614                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9615                         break;
9616                 case Q3TCMOD_SCROLL:
9617                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9618                         break;
9619                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9620                         w = (int) tcmod->parms[0];
9621                         h = (int) tcmod->parms[1];
9622                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9623                         f = f - floor(f);
9624                         idx = (int) floor(f * w * h);
9625                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9626                         break;
9627                 case Q3TCMOD_STRETCH:
9628                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9629                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9630                         break;
9631                 case Q3TCMOD_TRANSFORM:
9632                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
9633                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
9634                         VectorSet(tcmat +  6, 0                   , 0                , 1);
9635                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
9636                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9637                         break;
9638                 case Q3TCMOD_TURBULENT:
9639                         // this is handled in the RSurf_PrepareVertices function
9640                         matrix = identitymatrix;
9641                         break;
9642         }
9643         temp = *texmatrix;
9644         Matrix4x4_Concat(texmatrix, &matrix, &temp);
9645 }
9646
9647 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9648 {
9649         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9650         char name[MAX_QPATH];
9651         skinframe_t *skinframe;
9652         unsigned char pixels[296*194];
9653         strlcpy(cache->name, skinname, sizeof(cache->name));
9654         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9655         if (developer_loading.integer)
9656                 Con_Printf("loading %s\n", name);
9657         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9658         if (!skinframe || !skinframe->base)
9659         {
9660                 unsigned char *f;
9661                 fs_offset_t filesize;
9662                 skinframe = NULL;
9663                 f = FS_LoadFile(name, tempmempool, true, &filesize);
9664                 if (f)
9665                 {
9666                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9667                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9668                         Mem_Free(f);
9669                 }
9670         }
9671         cache->skinframe = skinframe;
9672 }
9673
9674 texture_t *R_GetCurrentTexture(texture_t *t)
9675 {
9676         int i;
9677         const entity_render_t *ent = rsurface.entity;
9678         dp_model_t *model = ent->model;
9679         q3shaderinfo_layer_tcmod_t *tcmod;
9680
9681         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9682                 return t->currentframe;
9683         t->update_lastrenderframe = r_textureframe;
9684         t->update_lastrenderentity = (void *)ent;
9685
9686         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9687                 t->camera_entity = ent->entitynumber;
9688         else
9689                 t->camera_entity = 0;
9690
9691         // switch to an alternate material if this is a q1bsp animated material
9692         {
9693                 texture_t *texture = t;
9694                 int s = rsurface.ent_skinnum;
9695                 if ((unsigned int)s >= (unsigned int)model->numskins)
9696                         s = 0;
9697                 if (model->skinscenes)
9698                 {
9699                         if (model->skinscenes[s].framecount > 1)
9700                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9701                         else
9702                                 s = model->skinscenes[s].firstframe;
9703                 }
9704                 if (s > 0)
9705                         t = t + s * model->num_surfaces;
9706                 if (t->animated)
9707                 {
9708                         // use an alternate animation if the entity's frame is not 0,
9709                         // and only if the texture has an alternate animation
9710                         if (rsurface.ent_alttextures && t->anim_total[1])
9711                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9712                         else
9713                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9714                 }
9715                 texture->currentframe = t;
9716         }
9717
9718         // update currentskinframe to be a qw skin or animation frame
9719         if (rsurface.ent_qwskin >= 0)
9720         {
9721                 i = rsurface.ent_qwskin;
9722                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9723                 {
9724                         r_qwskincache_size = cl.maxclients;
9725                         if (r_qwskincache)
9726                                 Mem_Free(r_qwskincache);
9727                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9728                 }
9729                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9730                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9731                 t->currentskinframe = r_qwskincache[i].skinframe;
9732                 if (t->currentskinframe == NULL)
9733                         t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9734         }
9735         else if (t->numskinframes >= 2)
9736                 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9737         if (t->backgroundnumskinframes >= 2)
9738                 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9739
9740         t->currentmaterialflags = t->basematerialflags;
9741         t->currentalpha = rsurface.colormod[3];
9742         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9743                 t->currentalpha *= r_wateralpha.value;
9744         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9745                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
9746         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9747                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9748         if (!(rsurface.ent_flags & RENDER_LIGHT))
9749                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9750         else if (FAKELIGHT_ENABLED)
9751         {
9752                         // no modellight if using fakelight for the map
9753         }
9754         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9755         {
9756                 // pick a model lighting mode
9757                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9758                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9759                 else
9760                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9761         }
9762         if (rsurface.ent_flags & RENDER_ADDITIVE)
9763                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9764         else if (t->currentalpha < 1)
9765                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9766         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9767                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9768         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9769                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9770         if (t->backgroundnumskinframes)
9771                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9772         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9773         {
9774                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9775                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9776         }
9777         else
9778                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9779         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9780                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9781
9782         // there is no tcmod
9783         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9784         {
9785                 t->currenttexmatrix = r_waterscrollmatrix;
9786                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9787         }
9788         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9789         {
9790                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9791                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9792         }
9793
9794         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9795                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9796         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9797                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9798
9799         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9800         if (t->currentskinframe->qpixels)
9801                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9802         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9803         if (!t->basetexture)
9804                 t->basetexture = r_texture_notexture;
9805         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9806         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9807         t->nmaptexture = t->currentskinframe->nmap;
9808         if (!t->nmaptexture)
9809                 t->nmaptexture = r_texture_blanknormalmap;
9810         t->glosstexture = r_texture_black;
9811         t->glowtexture = t->currentskinframe->glow;
9812         t->fogtexture = t->currentskinframe->fog;
9813         t->reflectmasktexture = t->currentskinframe->reflect;
9814         if (t->backgroundnumskinframes)
9815         {
9816                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9817                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9818                 t->backgroundglosstexture = r_texture_black;
9819                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9820                 if (!t->backgroundnmaptexture)
9821                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9822         }
9823         else
9824         {
9825                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9826                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9827                 t->backgroundglosstexture = r_texture_black;
9828                 t->backgroundglowtexture = NULL;
9829         }
9830         t->specularpower = r_shadow_glossexponent.value;
9831         // TODO: store reference values for these in the texture?
9832         t->specularscale = 0;
9833         if (r_shadow_gloss.integer > 0)
9834         {
9835                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9836                 {
9837                         if (r_shadow_glossintensity.value > 0)
9838                         {
9839                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9840                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9841                                 t->specularscale = r_shadow_glossintensity.value;
9842                         }
9843                 }
9844                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9845                 {
9846                         t->glosstexture = r_texture_white;
9847                         t->backgroundglosstexture = r_texture_white;
9848                         t->specularscale = r_shadow_gloss2intensity.value;
9849                         t->specularpower = r_shadow_gloss2exponent.value;
9850                 }
9851         }
9852         t->specularscale *= t->specularscalemod;
9853         t->specularpower *= t->specularpowermod;
9854
9855         // lightmaps mode looks bad with dlights using actual texturing, so turn
9856         // off the colormap and glossmap, but leave the normalmap on as it still
9857         // accurately represents the shading involved
9858         if (gl_lightmaps.integer)
9859         {
9860                 t->basetexture = r_texture_grey128;
9861                 t->pantstexture = r_texture_black;
9862                 t->shirttexture = r_texture_black;
9863                 t->nmaptexture = r_texture_blanknormalmap;
9864                 t->glosstexture = r_texture_black;
9865                 t->glowtexture = NULL;
9866                 t->fogtexture = NULL;
9867                 t->reflectmasktexture = NULL;
9868                 t->backgroundbasetexture = NULL;
9869                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9870                 t->backgroundglosstexture = r_texture_black;
9871                 t->backgroundglowtexture = NULL;
9872                 t->specularscale = 0;
9873                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9874         }
9875
9876         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9877         VectorClear(t->dlightcolor);
9878         t->currentnumlayers = 0;
9879         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9880         {
9881                 int blendfunc1, blendfunc2;
9882                 qboolean depthmask;
9883                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9884                 {
9885                         blendfunc1 = GL_SRC_ALPHA;
9886                         blendfunc2 = GL_ONE;
9887                 }
9888                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9889                 {
9890                         blendfunc1 = GL_SRC_ALPHA;
9891                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9892                 }
9893                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9894                 {
9895                         blendfunc1 = t->customblendfunc[0];
9896                         blendfunc2 = t->customblendfunc[1];
9897                 }
9898                 else
9899                 {
9900                         blendfunc1 = GL_ONE;
9901                         blendfunc2 = GL_ZERO;
9902                 }
9903                 // don't colormod evilblend textures
9904                 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
9905                         VectorSet(t->lightmapcolor, 1, 1, 1);
9906                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9907                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9908                 {
9909                         // fullbright is not affected by r_refdef.lightmapintensity
9910                         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]);
9911                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9912                                 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]);
9913                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9914                                 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]);
9915                 }
9916                 else
9917                 {
9918                         vec3_t ambientcolor;
9919                         float colorscale;
9920                         // set the color tint used for lights affecting this surface
9921                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9922                         colorscale = 2;
9923                         // q3bsp has no lightmap updates, so the lightstylevalue that
9924                         // would normally be baked into the lightmap must be
9925                         // applied to the color
9926                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9927                         if (model->type == mod_brushq3)
9928                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9929                         colorscale *= r_refdef.lightmapintensity;
9930                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9931                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9932                         // basic lit geometry
9933                         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]);
9934                         // add pants/shirt if needed
9935                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9936                                 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]);
9937                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9938                                 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]);
9939                         // now add ambient passes if needed
9940                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9941                         {
9942                                 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]);
9943                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9944                                         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]);
9945                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9946                                         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]);
9947                         }
9948                 }
9949                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9950                         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]);
9951                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9952                 {
9953                         // if this is opaque use alpha blend which will darken the earlier
9954                         // passes cheaply.
9955                         //
9956                         // if this is an alpha blended material, all the earlier passes
9957                         // were darkened by fog already, so we only need to add the fog
9958                         // color ontop through the fog mask texture
9959                         //
9960                         // if this is an additive blended material, all the earlier passes
9961                         // were darkened by fog already, and we should not add fog color
9962                         // (because the background was not darkened, there is no fog color
9963                         // that was lost behind it).
9964                         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]);
9965                 }
9966         }
9967
9968         return t->currentframe;
9969 }
9970
9971 rsurfacestate_t rsurface;
9972
9973 void R_Mesh_ResizeArrays(int newvertices)
9974 {
9975         float *base;
9976         if (rsurface.array_size >= newvertices)
9977                 return;
9978         if (rsurface.array_modelvertex3f)
9979                 Mem_Free(rsurface.array_modelvertex3f);
9980         rsurface.array_size = (newvertices + 1023) & ~1023;
9981         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9982         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9983         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9984         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9985         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9986         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9987         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9988         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9989         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9990         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9991         rsurface.array_color4f           = base + rsurface.array_size * 27;
9992         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9993 }
9994
9995 void RSurf_ActiveWorldEntity(void)
9996 {
9997         dp_model_t *model = r_refdef.scene.worldmodel;
9998         //if (rsurface.entity == r_refdef.scene.worldentity)
9999         //      return;
10000         rsurface.entity = r_refdef.scene.worldentity;
10001         rsurface.skeleton = NULL;
10002         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10003         rsurface.ent_skinnum = 0;
10004         rsurface.ent_qwskin = -1;
10005         rsurface.ent_shadertime = 0;
10006         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10007         if (rsurface.array_size < model->surfmesh.num_vertices)
10008                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10009         rsurface.matrix = identitymatrix;
10010         rsurface.inversematrix = identitymatrix;
10011         rsurface.matrixscale = 1;
10012         rsurface.inversematrixscale = 1;
10013         R_EntityMatrix(&identitymatrix);
10014         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10015         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10016         rsurface.fograngerecip = r_refdef.fograngerecip;
10017         rsurface.fogheightfade = r_refdef.fogheightfade;
10018         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10019         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10020         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10021         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10022         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10023         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10024         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10025         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10026         rsurface.colormod[3] = 1;
10027         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);
10028         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10029         rsurface.frameblend[0].lerp = 1;
10030         rsurface.ent_alttextures = false;
10031         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10032         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10033         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
10034         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
10035         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10036         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10037         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
10038         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10039         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10040         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
10041         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10042         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
10043         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
10044         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10045         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
10046         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
10047         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10048         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
10049         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
10050         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10051         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
10052         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
10053         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10054         rsurface.modelelement3i = model->surfmesh.data_element3i;
10055         rsurface.modelelement3s = model->surfmesh.data_element3s;
10056         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
10057         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
10058         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10059         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
10060         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
10061         rsurface.modelsurfaces = model->data_surfaces;
10062         rsurface.generatedvertex = false;
10063         rsurface.vertex3f  = rsurface.modelvertex3f;
10064         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10065         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10066         rsurface.svector3f = rsurface.modelsvector3f;
10067         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10068         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10069         rsurface.tvector3f = rsurface.modeltvector3f;
10070         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10071         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10072         rsurface.normal3f  = rsurface.modelnormal3f;
10073         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10074         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10075         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10076 }
10077
10078 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10079 {
10080         dp_model_t *model = ent->model;
10081         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10082         //      return;
10083         rsurface.entity = (entity_render_t *)ent;
10084         rsurface.skeleton = ent->skeleton;
10085         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10086         rsurface.ent_skinnum = ent->skinnum;
10087         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;
10088         rsurface.ent_shadertime = ent->shadertime;
10089         rsurface.ent_flags = ent->flags;
10090         if (rsurface.array_size < model->surfmesh.num_vertices)
10091                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10092         rsurface.matrix = ent->matrix;
10093         rsurface.inversematrix = ent->inversematrix;
10094         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10095         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10096         R_EntityMatrix(&rsurface.matrix);
10097         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10098         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10099         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10100         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10101         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10102         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10103         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10104         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10105         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10106         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10107         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10108         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10109         rsurface.colormod[3] = ent->alpha;
10110         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10111         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10112         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10113         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10114         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10115         if (ent->model->brush.submodel && !prepass)
10116         {
10117                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10118                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10119         }
10120         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10121         {
10122                 if (ent->animcache_vertex3f && !r_framedata_failed)
10123                 {
10124                         rsurface.modelvertex3f = ent->animcache_vertex3f;
10125                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10126                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10127                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10128                 }
10129                 else if (wanttangents)
10130                 {
10131                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10132                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10133                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10134                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10135                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10136                 }
10137                 else if (wantnormals)
10138                 {
10139                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10140                         rsurface.modelsvector3f = NULL;
10141                         rsurface.modeltvector3f = NULL;
10142                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10143                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10144                 }
10145                 else
10146                 {
10147                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10148                         rsurface.modelsvector3f = NULL;
10149                         rsurface.modeltvector3f = NULL;
10150                         rsurface.modelnormal3f = NULL;
10151                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10152                 }
10153                 rsurface.modelvertex3f_bufferobject = 0;
10154                 rsurface.modelvertex3f_bufferoffset = 0;
10155                 rsurface.modelsvector3f_bufferobject = 0;
10156                 rsurface.modelsvector3f_bufferoffset = 0;
10157                 rsurface.modeltvector3f_bufferobject = 0;
10158                 rsurface.modeltvector3f_bufferoffset = 0;
10159                 rsurface.modelnormal3f_bufferobject = 0;
10160                 rsurface.modelnormal3f_bufferoffset = 0;
10161                 rsurface.generatedvertex = true;
10162         }
10163         else
10164         {
10165                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
10166                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
10167                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10168                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10169                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
10170                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10171                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10172                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
10173                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10174                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
10175                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
10176                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10177                 rsurface.generatedvertex = false;
10178         }
10179         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
10180         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
10181         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10182         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
10183         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
10184         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10185         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
10186         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
10187         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10188         rsurface.modelelement3i = model->surfmesh.data_element3i;
10189         rsurface.modelelement3s = model->surfmesh.data_element3s;
10190         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
10191         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
10192         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10193         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
10194         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
10195         rsurface.modelsurfaces = model->data_surfaces;
10196         rsurface.vertex3f  = rsurface.modelvertex3f;
10197         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10198         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10199         rsurface.svector3f = rsurface.modelsvector3f;
10200         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10201         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10202         rsurface.tvector3f = rsurface.modeltvector3f;
10203         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10204         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10205         rsurface.normal3f  = rsurface.modelnormal3f;
10206         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10207         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10208         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10209 }
10210
10211 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)
10212 {
10213         rsurface.entity = r_refdef.scene.worldentity;
10214         rsurface.skeleton = NULL;
10215         rsurface.ent_skinnum = 0;
10216         rsurface.ent_qwskin = -1;
10217         rsurface.ent_shadertime = shadertime;
10218         rsurface.ent_flags = entflags;
10219         rsurface.modelnum_vertices = numvertices;
10220         rsurface.modelnum_triangles = numtriangles;
10221         if (rsurface.array_size < rsurface.modelnum_vertices)
10222                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
10223         rsurface.matrix = *matrix;
10224         rsurface.inversematrix = *inversematrix;
10225         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10226         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10227         R_EntityMatrix(&rsurface.matrix);
10228         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10229         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10230         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10231         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10232         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10233         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10234         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10235         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10236         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10237         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10238         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10239         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
10240         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);
10241         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10242         rsurface.frameblend[0].lerp = 1;
10243         rsurface.ent_alttextures = false;
10244         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10245         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10246         if (wanttangents)
10247         {
10248                 rsurface.modelvertex3f = vertex3f;
10249                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
10250                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
10251                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10252         }
10253         else if (wantnormals)
10254         {
10255                 rsurface.modelvertex3f = vertex3f;
10256                 rsurface.modelsvector3f = NULL;
10257                 rsurface.modeltvector3f = NULL;
10258                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10259         }
10260         else
10261         {
10262                 rsurface.modelvertex3f = vertex3f;
10263                 rsurface.modelsvector3f = NULL;
10264                 rsurface.modeltvector3f = NULL;
10265                 rsurface.modelnormal3f = NULL;
10266         }
10267         rsurface.modelvertex3f_bufferobject = 0;
10268         rsurface.modelvertex3f_bufferoffset = 0;
10269         rsurface.modelsvector3f_bufferobject = 0;
10270         rsurface.modelsvector3f_bufferoffset = 0;
10271         rsurface.modeltvector3f_bufferobject = 0;
10272         rsurface.modeltvector3f_bufferoffset = 0;
10273         rsurface.modelnormal3f_bufferobject = 0;
10274         rsurface.modelnormal3f_bufferoffset = 0;
10275         rsurface.generatedvertex = true;
10276         rsurface.modellightmapcolor4f  = color4f;
10277         rsurface.modellightmapcolor4f_bufferobject = 0;
10278         rsurface.modellightmapcolor4f_bufferoffset = 0;
10279         rsurface.modeltexcoordtexture2f  = texcoord2f;
10280         rsurface.modeltexcoordtexture2f_bufferobject = 0;
10281         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10282         rsurface.modeltexcoordlightmap2f  = NULL;
10283         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
10284         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10285         rsurface.modelelement3i = element3i;
10286         rsurface.modelelement3s = element3s;
10287         rsurface.modelelement3i_bufferobject = 0;
10288         rsurface.modelelement3s_bufferobject = 0;
10289         rsurface.modellightmapoffsets = NULL;
10290         rsurface.modelsurfaces = NULL;
10291         rsurface.vertex3f  = rsurface.modelvertex3f;
10292         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10293         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10294         rsurface.svector3f = rsurface.modelsvector3f;
10295         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10296         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10297         rsurface.tvector3f = rsurface.modeltvector3f;
10298         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10299         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10300         rsurface.normal3f  = rsurface.modelnormal3f;
10301         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10302         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10303         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10304
10305         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
10306         {
10307                 if ((wantnormals || wanttangents) && !normal3f)
10308                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10309                 if (wanttangents && !svector3f)
10310                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
10311         }
10312 }
10313
10314 float RSurf_FogPoint(const float *v)
10315 {
10316         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10317         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10318         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10319         float FogHeightFade = r_refdef.fogheightfade;
10320         float fogfrac;
10321         unsigned int fogmasktableindex;
10322         if (r_refdef.fogplaneviewabove)
10323                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10324         else
10325                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10326         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10327         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10328 }
10329
10330 float RSurf_FogVertex(const float *v)
10331 {
10332         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10333         float FogPlaneViewDist = rsurface.fogplaneviewdist;
10334         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10335         float FogHeightFade = rsurface.fogheightfade;
10336         float fogfrac;
10337         unsigned int fogmasktableindex;
10338         if (r_refdef.fogplaneviewabove)
10339                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10340         else
10341                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10342         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10343         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10344 }
10345
10346 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10347 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10348 {
10349         int deformindex;
10350         int texturesurfaceindex;
10351         int i, j;
10352         float amplitude;
10353         float animpos;
10354         float scale;
10355         const float *v1, *in_tc;
10356         float *out_tc;
10357         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10358         float waveparms[4];
10359         q3shaderinfo_deform_t *deform;
10360         // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
10361         if (rsurface.generatedvertex)
10362         {
10363                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
10364                         generatenormals = true;
10365                 for (i = 0;i < Q3MAXDEFORMS;i++)
10366                 {
10367                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
10368                         {
10369                                 generatetangents = true;
10370                                 generatenormals = true;
10371                         }
10372                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
10373                                 generatenormals = true;
10374                 }
10375                 if (generatenormals && !rsurface.modelnormal3f)
10376                 {
10377                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10378                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
10379                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
10380                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10381                 }
10382                 if (generatetangents && !rsurface.modelsvector3f)
10383                 {
10384                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10385                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
10386                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
10387                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10388                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
10389                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
10390                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
10391                 }
10392         }
10393         rsurface.vertex3f  = rsurface.modelvertex3f;
10394         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10395         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10396         rsurface.svector3f = rsurface.modelsvector3f;
10397         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10398         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10399         rsurface.tvector3f = rsurface.modeltvector3f;
10400         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10401         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10402         rsurface.normal3f  = rsurface.modelnormal3f;
10403         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10404         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10405         // if vertices are deformed (sprite flares and things in maps, possibly
10406         // water waves, bulges and other deformations), generate them into
10407         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
10408         // (may be static model data or generated data for an animated model, or
10409         //  the previous deform pass)
10410         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10411         {
10412                 switch (deform->deform)
10413                 {
10414                 default:
10415                 case Q3DEFORM_PROJECTIONSHADOW:
10416                 case Q3DEFORM_TEXT0:
10417                 case Q3DEFORM_TEXT1:
10418                 case Q3DEFORM_TEXT2:
10419                 case Q3DEFORM_TEXT3:
10420                 case Q3DEFORM_TEXT4:
10421                 case Q3DEFORM_TEXT5:
10422                 case Q3DEFORM_TEXT6:
10423                 case Q3DEFORM_TEXT7:
10424                 case Q3DEFORM_NONE:
10425                         break;
10426                 case Q3DEFORM_AUTOSPRITE:
10427                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10428                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10429                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10430                         VectorNormalize(newforward);
10431                         VectorNormalize(newright);
10432                         VectorNormalize(newup);
10433                         // make deformed versions of only the model vertices used by the specified surfaces
10434                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10435                         {
10436                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10437                                 // a single autosprite surface can contain multiple sprites...
10438                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
10439                                 {
10440                                         VectorClear(center);
10441                                         for (i = 0;i < 4;i++)
10442                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10443                                         VectorScale(center, 0.25f, center);
10444                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
10445                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10446                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10447                                         for (i = 0;i < 4;i++)
10448                                         {
10449                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10450                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10451                                         }
10452                                 }
10453                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
10454                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10455                         }
10456                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10457                         rsurface.vertex3f_bufferobject = 0;
10458                         rsurface.vertex3f_bufferoffset = 0;
10459                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10460                         rsurface.svector3f_bufferobject = 0;
10461                         rsurface.svector3f_bufferoffset = 0;
10462                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10463                         rsurface.tvector3f_bufferobject = 0;
10464                         rsurface.tvector3f_bufferoffset = 0;
10465                         rsurface.normal3f = rsurface.array_deformednormal3f;
10466                         rsurface.normal3f_bufferobject = 0;
10467                         rsurface.normal3f_bufferoffset = 0;
10468                         break;
10469                 case Q3DEFORM_AUTOSPRITE2:
10470                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10471                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10472                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10473                         VectorNormalize(newforward);
10474                         VectorNormalize(newright);
10475                         VectorNormalize(newup);
10476                         // make deformed versions of only the model vertices used by the specified surfaces
10477                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10478                         {
10479                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10480                                 const float *v1, *v2;
10481                                 vec3_t start, end;
10482                                 float f, l;
10483                                 struct
10484                                 {
10485                                         float length2;
10486                                         const float *v1;
10487                                         const float *v2;
10488                                 }
10489                                 shortest[2];
10490                                 memset(shortest, 0, sizeof(shortest));
10491                                 // a single autosprite surface can contain multiple sprites...
10492                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
10493                                 {
10494                                         VectorClear(center);
10495                                         for (i = 0;i < 4;i++)
10496                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10497                                         VectorScale(center, 0.25f, center);
10498                                         // find the two shortest edges, then use them to define the
10499                                         // axis vectors for rotating around the central axis
10500                                         for (i = 0;i < 6;i++)
10501                                         {
10502                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10503                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10504 #if 0
10505                                                 Debug_PolygonBegin(NULL, 0);
10506                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10507                                                 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
10508                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10509                                                 Debug_PolygonEnd();
10510 #endif
10511                                                 l = VectorDistance2(v1, v2);
10512                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10513                                                 if (v1[2] != v2[2])
10514                                                         l += (1.0f / 1024.0f);
10515                                                 if (shortest[0].length2 > l || i == 0)
10516                                                 {
10517                                                         shortest[1] = shortest[0];
10518                                                         shortest[0].length2 = l;
10519                                                         shortest[0].v1 = v1;
10520                                                         shortest[0].v2 = v2;
10521                                                 }
10522                                                 else if (shortest[1].length2 > l || i == 1)
10523                                                 {
10524                                                         shortest[1].length2 = l;
10525                                                         shortest[1].v1 = v1;
10526                                                         shortest[1].v2 = v2;
10527                                                 }
10528                                         }
10529                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10530                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10531 #if 0
10532                                         Debug_PolygonBegin(NULL, 0);
10533                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10534                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
10535                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10536                                         Debug_PolygonEnd();
10537 #endif
10538                                         // this calculates the right vector from the shortest edge
10539                                         // and the up vector from the edge midpoints
10540                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10541                                         VectorNormalize(right);
10542                                         VectorSubtract(end, start, up);
10543                                         VectorNormalize(up);
10544                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10545                                         VectorSubtract(rsurface.localvieworigin, center, forward);
10546                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10547                                         VectorNegate(forward, forward);
10548                                         VectorReflect(forward, 0, up, forward);
10549                                         VectorNormalize(forward);
10550                                         CrossProduct(up, forward, newright);
10551                                         VectorNormalize(newright);
10552 #if 0
10553                                         Debug_PolygonBegin(NULL, 0);
10554                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
10555                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10556                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
10557                                         Debug_PolygonEnd();
10558 #endif
10559 #if 0
10560                                         Debug_PolygonBegin(NULL, 0);
10561                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10562                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10563                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
10564                                         Debug_PolygonEnd();
10565 #endif
10566                                         // rotate the quad around the up axis vector, this is made
10567                                         // especially easy by the fact we know the quad is flat,
10568                                         // so we only have to subtract the center position and
10569                                         // measure distance along the right vector, and then
10570                                         // multiply that by the newright vector and add back the
10571                                         // center position
10572                                         // we also need to subtract the old position to undo the
10573                                         // displacement from the center, which we do with a
10574                                         // DotProduct, the subtraction/addition of center is also
10575                                         // optimized into DotProducts here
10576                                         l = DotProduct(right, center);
10577                                         for (i = 0;i < 4;i++)
10578                                         {
10579                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10580                                                 f = DotProduct(right, v1) - l;
10581                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10582                                         }
10583                                 }
10584                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
10585                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10586                         }
10587                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10588                         rsurface.vertex3f_bufferobject = 0;
10589                         rsurface.vertex3f_bufferoffset = 0;
10590                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10591                         rsurface.svector3f_bufferobject = 0;
10592                         rsurface.svector3f_bufferoffset = 0;
10593                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10594                         rsurface.tvector3f_bufferobject = 0;
10595                         rsurface.tvector3f_bufferoffset = 0;
10596                         rsurface.normal3f = rsurface.array_deformednormal3f;
10597                         rsurface.normal3f_bufferobject = 0;
10598                         rsurface.normal3f_bufferoffset = 0;
10599                         break;
10600                 case Q3DEFORM_NORMAL:
10601                         // deform the normals to make reflections wavey
10602                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10603                         {
10604                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10605                                 for (j = 0;j < surface->num_vertices;j++)
10606                                 {
10607                                         float vertex[3];
10608                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
10609                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10610                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
10611                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10612                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10613                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10614                                         VectorNormalize(normal);
10615                                 }
10616                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10617                         }
10618                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10619                         rsurface.svector3f_bufferobject = 0;
10620                         rsurface.svector3f_bufferoffset = 0;
10621                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10622                         rsurface.tvector3f_bufferobject = 0;
10623                         rsurface.tvector3f_bufferoffset = 0;
10624                         rsurface.normal3f = rsurface.array_deformednormal3f;
10625                         rsurface.normal3f_bufferobject = 0;
10626                         rsurface.normal3f_bufferoffset = 0;
10627                         break;
10628                 case Q3DEFORM_WAVE:
10629                         // deform vertex array to make wavey water and flags and such
10630                         waveparms[0] = deform->waveparms[0];
10631                         waveparms[1] = deform->waveparms[1];
10632                         waveparms[2] = deform->waveparms[2];
10633                         waveparms[3] = deform->waveparms[3];
10634                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10635                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10636                         // this is how a divisor of vertex influence on deformation
10637                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10638                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10639                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10640                         {
10641                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10642                                 for (j = 0;j < surface->num_vertices;j++)
10643                                 {
10644                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
10645                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
10646                                         // if the wavefunc depends on time, evaluate it per-vertex
10647                                         if (waveparms[3])
10648                                         {
10649                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10650                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10651                                         }
10652                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
10653                                 }
10654                         }
10655                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10656                         rsurface.vertex3f_bufferobject = 0;
10657                         rsurface.vertex3f_bufferoffset = 0;
10658                         break;
10659                 case Q3DEFORM_BULGE:
10660                         // deform vertex array to make the surface have moving bulges
10661                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10662                         {
10663                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10664                                 for (j = 0;j < surface->num_vertices;j++)
10665                                 {
10666                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10667                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10668                                 }
10669                         }
10670                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10671                         rsurface.vertex3f_bufferobject = 0;
10672                         rsurface.vertex3f_bufferoffset = 0;
10673                         break;
10674                 case Q3DEFORM_MOVE:
10675                         // deform vertex array
10676                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10677                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10678                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10679                         VectorScale(deform->parms, scale, waveparms);
10680                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10681                         {
10682                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10683                                 for (j = 0;j < surface->num_vertices;j++)
10684                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10685                         }
10686                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10687                         rsurface.vertex3f_bufferobject = 0;
10688                         rsurface.vertex3f_bufferoffset = 0;
10689                         break;
10690                 }
10691         }
10692         // generate texcoords based on the chosen texcoord source
10693         switch(rsurface.texture->tcgen.tcgen)
10694         {
10695         default:
10696         case Q3TCGEN_TEXTURE:
10697                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
10698                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
10699                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
10700                 break;
10701         case Q3TCGEN_LIGHTMAP:
10702                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
10703                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
10704                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
10705                 break;
10706         case Q3TCGEN_VECTOR:
10707                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10708                 {
10709                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10710                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
10711                         {
10712                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10713                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10714                         }
10715                 }
10716                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10717                 rsurface.texcoordtexture2f_bufferobject  = 0;
10718                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10719                 break;
10720         case Q3TCGEN_ENVIRONMENT:
10721                 // make environment reflections using a spheremap
10722                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10723                 {
10724                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10725                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10726                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10727                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10728                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10729                         {
10730                                 // identical to Q3A's method, but executed in worldspace so
10731                                 // carried models can be shiny too
10732
10733                                 float viewer[3], d, reflected[3], worldreflected[3];
10734
10735                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10736                                 // VectorNormalize(viewer);
10737
10738                                 d = DotProduct(normal, viewer);
10739
10740                                 reflected[0] = normal[0]*2*d - viewer[0];
10741                                 reflected[1] = normal[1]*2*d - viewer[1];
10742                                 reflected[2] = normal[2]*2*d - viewer[2];
10743                                 // note: this is proportinal to viewer, so we can normalize later
10744
10745                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10746                                 VectorNormalize(worldreflected);
10747
10748                                 // note: this sphere map only uses world x and z!
10749                                 // so positive and negative y will LOOK THE SAME.
10750                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10751                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10752                         }
10753                 }
10754                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10755                 rsurface.texcoordtexture2f_bufferobject  = 0;
10756                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10757                 break;
10758         }
10759         // the only tcmod that needs software vertex processing is turbulent, so
10760         // check for it here and apply the changes if needed
10761         // and we only support that as the first one
10762         // (handling a mixture of turbulent and other tcmods would be problematic
10763         //  without punting it entirely to a software path)
10764         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10765         {
10766                 amplitude = rsurface.texture->tcmods[0].parms[1];
10767                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10768                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10769                 {
10770                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10771                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
10772                         {
10773                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10774                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10775                         }
10776                 }
10777                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10778                 rsurface.texcoordtexture2f_bufferobject  = 0;
10779                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10780         }
10781         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
10782         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10783         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10784         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10785 }
10786
10787 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10788 {
10789         int i, j;
10790         const msurface_t *surface = texturesurfacelist[0];
10791         const msurface_t *surface2;
10792         int firstvertex;
10793         int endvertex;
10794         int numvertices;
10795         int numtriangles;
10796         // TODO: lock all array ranges before render, rather than on each surface
10797         if (texturenumsurfaces == 1)
10798                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10799         else if (r_batchmode.integer == 2)
10800         {
10801                 #define MAXBATCHTRIANGLES 65536
10802                 int batchtriangles = 0;
10803                 static int batchelements[MAXBATCHTRIANGLES*3];
10804                 for (i = 0;i < texturenumsurfaces;i = j)
10805                 {
10806                         surface = texturesurfacelist[i];
10807                         j = i + 1;
10808                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10809                         {
10810                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10811                                 continue;
10812                         }
10813                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10814                         batchtriangles = surface->num_triangles;
10815                         firstvertex = surface->num_firstvertex;
10816                         endvertex = surface->num_firstvertex + surface->num_vertices;
10817                         for (;j < texturenumsurfaces;j++)
10818                         {
10819                                 surface2 = texturesurfacelist[j];
10820                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10821                                         break;
10822                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10823                                 batchtriangles += surface2->num_triangles;
10824                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10825                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10826                         }
10827                         surface2 = texturesurfacelist[j-1];
10828                         numvertices = endvertex - firstvertex;
10829                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10830                 }
10831         }
10832         else if (r_batchmode.integer == 1)
10833         {
10834                 for (i = 0;i < texturenumsurfaces;i = j)
10835                 {
10836                         surface = texturesurfacelist[i];
10837                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10838                                 if (texturesurfacelist[j] != surface2)
10839                                         break;
10840                         surface2 = texturesurfacelist[j-1];
10841                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10842                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10843                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10844                 }
10845         }
10846         else
10847         {
10848                 for (i = 0;i < texturenumsurfaces;i++)
10849                 {
10850                         surface = texturesurfacelist[i];
10851                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10852                 }
10853         }
10854 }
10855
10856 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10857 {
10858         switch(vid.renderpath)
10859         {
10860         case RENDERPATH_CGGL:
10861 #ifdef SUPPORTCG
10862                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10863                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10864 #endif
10865                 break;
10866         case RENDERPATH_GL20:
10867                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10868                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10869                 break;
10870         case RENDERPATH_GL13:
10871         case RENDERPATH_GL11:
10872                 R_Mesh_TexBind(0, surface->lightmaptexture);
10873                 break;
10874         }
10875 }
10876
10877 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10878 {
10879         // pick the closest matching water plane and bind textures
10880         int planeindex, vertexindex;
10881         float d, bestd;
10882         vec3_t vert;
10883         const float *v;
10884         r_waterstate_waterplane_t *p, *bestp;
10885         bestd = 0;
10886         bestp = NULL;
10887         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10888         {
10889                 if(p->camera_entity != rsurface.texture->camera_entity)
10890                         continue;
10891                 d = 0;
10892                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10893                 {
10894                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10895                         d += fabs(PlaneDiff(vert, &p->plane));
10896                 }
10897                 if (bestd > d || !bestp)
10898                 {
10899                         bestd = d;
10900                         bestp = p;
10901                 }
10902         }
10903         switch(vid.renderpath)
10904         {
10905         case RENDERPATH_CGGL:
10906 #ifdef SUPPORTCG
10907                 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10908                 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10909                 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10910 #endif
10911                 break;
10912         case RENDERPATH_GL20:
10913                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10914                 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10915                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10916                 break;
10917         case RENDERPATH_GL13:
10918         case RENDERPATH_GL11:
10919                 break;
10920         }
10921 }
10922
10923 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10924 {
10925         int i;
10926         const msurface_t *surface;
10927         if (r_waterstate.renderingscene)
10928                 return;
10929         for (i = 0;i < texturenumsurfaces;i++)
10930         {
10931                 surface = texturesurfacelist[i];
10932                 RSurf_BindLightmapForSurface(surface);
10933                 RSurf_BindReflectionForSurface(surface);
10934                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10935         }
10936 }
10937
10938 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10939 {
10940         int i;
10941         int j;
10942         const msurface_t *surface = texturesurfacelist[0];
10943         const msurface_t *surface2;
10944         int firstvertex;
10945         int endvertex;
10946         int numvertices;
10947         int numtriangles;
10948         if (texturenumsurfaces == 1)
10949         {
10950                 RSurf_BindLightmapForSurface(surface);
10951                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10952         }
10953         else if (r_batchmode.integer == 2)
10954         {
10955                 int batchtriangles = 0;
10956                 static int batchelements[MAXBATCHTRIANGLES*3];
10957                 for (i = 0;i < texturenumsurfaces;i = j)
10958                 {
10959                         surface = texturesurfacelist[i];
10960                         RSurf_BindLightmapForSurface(surface);
10961                         j = i + 1;
10962                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10963                         {
10964                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10965                                 continue;
10966                         }
10967                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10968                         batchtriangles = surface->num_triangles;
10969                         firstvertex = surface->num_firstvertex;
10970                         endvertex = surface->num_firstvertex + surface->num_vertices;
10971                         for (;j < texturenumsurfaces;j++)
10972                         {
10973                                 surface2 = texturesurfacelist[j];
10974                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10975                                         break;
10976                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10977                                 batchtriangles += surface2->num_triangles;
10978                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10979                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10980                         }
10981                         surface2 = texturesurfacelist[j-1];
10982                         numvertices = endvertex - firstvertex;
10983                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10984                 }
10985         }
10986         else if (r_batchmode.integer == 1)
10987         {
10988 #if 0
10989                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10990                 for (i = 0;i < texturenumsurfaces;i = j)
10991                 {
10992                         surface = texturesurfacelist[i];
10993                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10994                                 if (texturesurfacelist[j] != surface2)
10995                                         break;
10996                         Con_Printf(" %i", j - i);
10997                 }
10998                 Con_Printf("\n");
10999                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
11000 #endif
11001                 for (i = 0;i < texturenumsurfaces;i = j)
11002                 {
11003                         surface = texturesurfacelist[i];
11004                         RSurf_BindLightmapForSurface(surface);
11005                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
11006                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
11007                                         break;
11008 #if 0
11009                         Con_Printf(" %i", j - i);
11010 #endif
11011                         surface2 = texturesurfacelist[j-1];
11012                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
11013                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
11014                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
11015                 }
11016 #if 0
11017                 Con_Printf("\n");
11018 #endif
11019         }
11020         else
11021         {
11022                 for (i = 0;i < texturenumsurfaces;i++)
11023                 {
11024                         surface = texturesurfacelist[i];
11025                         RSurf_BindLightmapForSurface(surface);
11026                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
11027                 }
11028         }
11029 }
11030
11031 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11032 {
11033         int j;
11034         int texturesurfaceindex;
11035         if (r_showsurfaces.integer == 2)
11036         {
11037                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11038                 {
11039                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11040                         for (j = 0;j < surface->num_triangles;j++)
11041                         {
11042                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
11043                                 GL_Color(f, f, f, 1);
11044                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
11045                         }
11046                 }
11047         }
11048         else
11049         {
11050                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11051                 {
11052                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11053                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
11054                         GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
11055                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
11056                 }
11057         }
11058 }
11059
11060 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11061 {
11062         int texturesurfaceindex;
11063         int i;
11064         const float *v;
11065         float *c2;
11066         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11067         {
11068                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11069                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
11070                 {
11071                         c2[0] = 0.5;
11072                         c2[1] = 0.5;
11073                         c2[2] = 0.5;
11074                         c2[3] = 1;
11075                 }
11076         }
11077         rsurface.lightmapcolor4f = rsurface.array_color4f;
11078         rsurface.lightmapcolor4f_bufferobject = 0;
11079         rsurface.lightmapcolor4f_bufferoffset = 0;
11080 }
11081
11082 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11083 {
11084         int texturesurfaceindex;
11085         int i;
11086         float f;
11087         const float *v;
11088         const float *c;
11089         float *c2;
11090         if (rsurface.lightmapcolor4f)
11091         {
11092                 // generate color arrays for the surfaces in this list
11093                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11094                 {
11095                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11096                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
11097                         {
11098                                 f = RSurf_FogVertex(v);
11099                                 c2[0] = c[0] * f;
11100                                 c2[1] = c[1] * f;
11101                                 c2[2] = c[2] * f;
11102                                 c2[3] = c[3];
11103                         }
11104                 }
11105         }
11106         else
11107         {
11108                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11109                 {
11110                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11111                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
11112                         {
11113                                 f = RSurf_FogVertex(v);
11114                                 c2[0] = f;
11115                                 c2[1] = f;
11116                                 c2[2] = f;
11117                                 c2[3] = 1;
11118                         }
11119                 }
11120         }
11121         rsurface.lightmapcolor4f = rsurface.array_color4f;
11122         rsurface.lightmapcolor4f_bufferobject = 0;
11123         rsurface.lightmapcolor4f_bufferoffset = 0;
11124 }
11125
11126 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11127 {
11128         int texturesurfaceindex;
11129         int i;
11130         float f;
11131         const float *v;
11132         const float *c;
11133         float *c2;
11134         if (!rsurface.lightmapcolor4f)
11135                 return;
11136         // generate color arrays for the surfaces in this list
11137         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11138         {
11139                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11140                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
11141                 {
11142                         f = RSurf_FogVertex(v);
11143                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11144                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11145                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11146                         c2[3] = c[3];
11147                 }
11148         }
11149         rsurface.lightmapcolor4f = rsurface.array_color4f;
11150         rsurface.lightmapcolor4f_bufferobject = 0;
11151         rsurface.lightmapcolor4f_bufferoffset = 0;
11152 }
11153
11154 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
11155 {
11156         int texturesurfaceindex;
11157         int i;
11158         const float *c;
11159         float *c2;
11160         if (!rsurface.lightmapcolor4f)
11161                 return;
11162         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11163         {
11164                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11165                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
11166                 {
11167                         c2[0] = c[0] * r;
11168                         c2[1] = c[1] * g;
11169                         c2[2] = c[2] * b;
11170                         c2[3] = c[3] * a;
11171                 }
11172         }
11173         rsurface.lightmapcolor4f = rsurface.array_color4f;
11174         rsurface.lightmapcolor4f_bufferobject = 0;
11175         rsurface.lightmapcolor4f_bufferoffset = 0;
11176 }
11177
11178 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11179 {
11180         int texturesurfaceindex;
11181         int i;
11182         const float *c;
11183         float *c2;
11184         if (!rsurface.lightmapcolor4f)
11185                 return;
11186         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11187         {
11188                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11189                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
11190                 {
11191                         c2[0] = c[0] + r_refdef.scene.ambient;
11192                         c2[1] = c[1] + r_refdef.scene.ambient;
11193                         c2[2] = c[2] + r_refdef.scene.ambient;
11194                         c2[3] = c[3];
11195                 }
11196         }
11197         rsurface.lightmapcolor4f = rsurface.array_color4f;
11198         rsurface.lightmapcolor4f_bufferobject = 0;
11199         rsurface.lightmapcolor4f_bufferoffset = 0;
11200 }
11201
11202 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11203 {
11204         // TODO: optimize
11205         rsurface.lightmapcolor4f = NULL;
11206         rsurface.lightmapcolor4f_bufferobject = 0;
11207         rsurface.lightmapcolor4f_bufferoffset = 0;
11208         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11209         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11210         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11211         GL_Color(r, g, b, a);
11212         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11213 }
11214
11215 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11216 {
11217         // TODO: optimize applyfog && applycolor case
11218         // just apply fog if necessary, and tint the fog color array if necessary
11219         rsurface.lightmapcolor4f = NULL;
11220         rsurface.lightmapcolor4f_bufferobject = 0;
11221         rsurface.lightmapcolor4f_bufferoffset = 0;
11222         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11223         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11224         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11225         GL_Color(r, g, b, a);
11226         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11227 }
11228
11229 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11230 {
11231         int texturesurfaceindex;
11232         int i;
11233         float *c;
11234         // TODO: optimize
11235         if (texturesurfacelist[0]->lightmapinfo)
11236         {
11237                 // generate color arrays for the surfaces in this list
11238                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11239                 {
11240                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11241                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
11242                         {
11243                                 if (surface->lightmapinfo->samples)
11244                                 {
11245                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
11246                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
11247                                         VectorScale(lm, scale, c);
11248                                         if (surface->lightmapinfo->styles[1] != 255)
11249                                         {
11250                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11251                                                 lm += size3;
11252                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
11253                                                 VectorMA(c, scale, lm, c);
11254                                                 if (surface->lightmapinfo->styles[2] != 255)
11255                                                 {
11256                                                         lm += size3;
11257                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
11258                                                         VectorMA(c, scale, lm, c);
11259                                                         if (surface->lightmapinfo->styles[3] != 255)
11260                                                         {
11261                                                                 lm += size3;
11262                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
11263                                                                 VectorMA(c, scale, lm, c);
11264                                                         }
11265                                                 }
11266                                         }
11267                                 }
11268                                 else
11269                                         VectorClear(c);
11270                                 c[3] = 1;
11271                         }
11272                 }
11273                 rsurface.lightmapcolor4f = rsurface.array_color4f;
11274                 rsurface.lightmapcolor4f_bufferobject = 0;
11275                 rsurface.lightmapcolor4f_bufferoffset = 0;
11276         }
11277         else
11278         {
11279                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11280                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11281                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11282         }
11283         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11284         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11285         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11286         GL_Color(r, g, b, a);
11287         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11288 }
11289
11290 static void RSurf_DrawBatch_GL11_ApplyFakeLight(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11291 {
11292         int texturesurfaceindex;
11293         int i;
11294         float f;
11295         const float *v;
11296         const float *n;
11297         float *c;
11298         //vec3_t eyedir;
11299
11300         // fake shading
11301         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11302         {
11303                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11304                 int numverts = surface->num_vertices;
11305                 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
11306                 n = rsurface.normal3f + 3 * surface->num_firstvertex;
11307                 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
11308                 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
11309                 {
11310                         f = -DotProduct(r_refdef.view.forward, n);
11311                         f = max(0, f);
11312                         f = f * 0.85 + 0.15; // work around so stuff won't get black
11313                         f *= r_refdef.lightmapintensity;
11314                         Vector4Set(c, f, f, f, 1);
11315                 }
11316         }
11317
11318         rsurface.lightmapcolor4f = rsurface.array_color4f;
11319         rsurface.lightmapcolor4f_bufferobject = 0;
11320         rsurface.lightmapcolor4f_bufferoffset = 0;
11321 }
11322
11323 static void RSurf_DrawBatch_GL11_FakeLight(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11324 {
11325         RSurf_DrawBatch_GL11_ApplyFakeLight(texturenumsurfaces, texturesurfacelist);
11326         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11327         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11328         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11329         GL_Color(r, g, b, a);
11330         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11331 }
11332
11333 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
11334 {
11335         int texturesurfaceindex;
11336         int i;
11337         float f;
11338         float alpha;
11339         const float *v;
11340         const float *n;
11341         float *c;
11342         vec3_t ambientcolor;
11343         vec3_t diffusecolor;
11344         vec3_t lightdir;
11345         // TODO: optimize
11346         // model lighting
11347         VectorCopy(rsurface.modellight_lightdir, lightdir);
11348         f = 0.5f * r_refdef.lightmapintensity;
11349         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11350         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11351         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11352         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11353         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11354         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11355         alpha = *a;
11356         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
11357         {
11358                 // generate color arrays for the surfaces in this list
11359                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11360                 {
11361                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11362                         int numverts = surface->num_vertices;
11363                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
11364                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
11365                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
11366                         // q3-style directional shading
11367                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
11368                         {
11369                                 if ((f = DotProduct(n, lightdir)) > 0)
11370                                         VectorMA(ambientcolor, f, diffusecolor, c);
11371                                 else
11372                                         VectorCopy(ambientcolor, c);
11373                                 c[3] = alpha;
11374                         }
11375                 }
11376                 *r = 1;
11377                 *g = 1;
11378                 *b = 1;
11379                 *a = 1;
11380                 rsurface.lightmapcolor4f = rsurface.array_color4f;
11381                 rsurface.lightmapcolor4f_bufferobject = 0;
11382                 rsurface.lightmapcolor4f_bufferoffset = 0;
11383                 *applycolor = false;
11384         }
11385         else
11386         {
11387                 *r = ambientcolor[0];
11388                 *g = ambientcolor[1];
11389                 *b = ambientcolor[2];
11390                 rsurface.lightmapcolor4f = NULL;
11391                 rsurface.lightmapcolor4f_bufferobject = 0;
11392                 rsurface.lightmapcolor4f_bufferoffset = 0;
11393         }
11394 }
11395
11396 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11397 {
11398         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
11399         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11400         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11401         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11402         GL_Color(r, g, b, a);
11403         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11404 }
11405
11406 void RSurf_SetupDepthAndCulling(void)
11407 {
11408         // submodels are biased to avoid z-fighting with world surfaces that they
11409         // may be exactly overlapping (avoids z-fighting artifacts on certain
11410         // doors and things in Quake maps)
11411         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11412         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11413         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11414         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11415 }
11416
11417 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11418 {
11419         // transparent sky would be ridiculous
11420         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11421                 return;
11422         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11423         skyrenderlater = true;
11424         RSurf_SetupDepthAndCulling();
11425         GL_DepthMask(true);
11426         // LordHavoc: HalfLife maps have freaky skypolys so don't use
11427         // skymasking on them, and Quake3 never did sky masking (unlike
11428         // software Quake and software Quake2), so disable the sky masking
11429         // in Quake3 maps as it causes problems with q3map2 sky tricks,
11430         // and skymasking also looks very bad when noclipping outside the
11431         // level, so don't use it then either.
11432         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11433         {
11434                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11435                 R_Mesh_ColorPointer(NULL, 0, 0);
11436                 R_Mesh_ResetTextureState();
11437                 if (skyrendermasked)
11438                 {
11439                         R_SetupShader_DepthOrShadow();
11440                         // depth-only (masking)
11441                         GL_ColorMask(0,0,0,0);
11442                         // just to make sure that braindead drivers don't draw
11443                         // anything despite that colormask...
11444                         GL_BlendFunc(GL_ZERO, GL_ONE);
11445                 }
11446                 else
11447                 {
11448                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11449                         // fog sky
11450                         GL_BlendFunc(GL_ONE, GL_ZERO);
11451                 }
11452                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11453                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11454                 if (skyrendermasked)
11455                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11456         }
11457         R_Mesh_ResetTextureState();
11458         GL_Color(1, 1, 1, 1);
11459 }
11460
11461 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11462 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11463 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11464 {
11465         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11466                 return;
11467         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
11468         if (prepass)
11469         {
11470                 // render screenspace normalmap to texture
11471                 GL_DepthMask(true);
11472                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
11473                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11474         }
11475         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11476         {
11477                 // render water or distortion background, then blend surface on top
11478                 GL_DepthMask(true);
11479                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11480                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11481                 GL_DepthMask(false);
11482                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11483                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11484                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11485                 else
11486                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11487         }
11488         else
11489         {
11490                 // render surface normally
11491                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11492                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11493                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11494                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11495                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11496                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11497                 else
11498                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11499         }
11500 }
11501
11502 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11503 {
11504         // OpenGL 1.3 path - anything not completely ancient
11505         int texturesurfaceindex;
11506         qboolean applycolor;
11507         qboolean applyfog;
11508         int layerindex;
11509         const texturelayer_t *layer;
11510         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11511
11512         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11513         {
11514                 vec4_t layercolor;
11515                 int layertexrgbscale;
11516                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11517                 {
11518                         if (layerindex == 0)
11519                                 GL_AlphaTest(true);
11520                         else
11521                         {
11522                                 GL_AlphaTest(false);
11523                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11524                         }
11525                 }
11526                 GL_DepthMask(layer->depthmask && writedepth);
11527                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11528                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11529                 {
11530                         layertexrgbscale = 4;
11531                         VectorScale(layer->color, 0.25f, layercolor);
11532                 }
11533                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11534                 {
11535                         layertexrgbscale = 2;
11536                         VectorScale(layer->color, 0.5f, layercolor);
11537                 }
11538                 else
11539                 {
11540                         layertexrgbscale = 1;
11541                         VectorScale(layer->color, 1.0f, layercolor);
11542                 }
11543                 layercolor[3] = layer->color[3];
11544                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11545                 R_Mesh_ColorPointer(NULL, 0, 0);
11546                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11547                 switch (layer->type)
11548                 {
11549                 case TEXTURELAYERTYPE_LITTEXTURE:
11550                         // single-pass lightmapped texture with 2x rgbscale
11551                         R_Mesh_TexBind(0, r_texture_white);
11552                         R_Mesh_TexMatrix(0, NULL);
11553                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11554                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11555                         R_Mesh_TexBind(1, layer->texture);
11556                         R_Mesh_TexMatrix(1, &layer->texmatrix);
11557                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11558                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11559                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11560                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11561                         else if (FAKELIGHT_ENABLED)
11562                                 RSurf_DrawBatch_GL11_FakeLight(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11563                         else if (rsurface.uselightmaptexture)
11564                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11565                         else
11566                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11567                         break;
11568                 case TEXTURELAYERTYPE_TEXTURE:
11569                         // singletexture unlit texture with transparency support
11570                         R_Mesh_TexBind(0, layer->texture);
11571                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11572                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11573                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11574                         R_Mesh_TexBind(1, 0);
11575                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11576                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11577                         break;
11578                 case TEXTURELAYERTYPE_FOG:
11579                         // singletexture fogging
11580                         if (layer->texture)
11581                         {
11582                                 R_Mesh_TexBind(0, layer->texture);
11583                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11584                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11585                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11586                         }
11587                         else
11588                         {
11589                                 R_Mesh_TexBind(0, 0);
11590                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11591                         }
11592                         R_Mesh_TexBind(1, 0);
11593                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11594                         // generate a color array for the fog pass
11595                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11596                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11597                         {
11598                                 int i;
11599                                 float f;
11600                                 const float *v;
11601                                 float *c;
11602                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11603                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
11604                                 {
11605                                         f = 1 - RSurf_FogVertex(v);
11606                                         c[0] = layercolor[0];
11607                                         c[1] = layercolor[1];
11608                                         c[2] = layercolor[2];
11609                                         c[3] = f * layercolor[3];
11610                                 }
11611                         }
11612                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11613                         break;
11614                 default:
11615                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11616                 }
11617         }
11618         CHECKGLERROR
11619         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11620         {
11621                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11622                 GL_AlphaTest(false);
11623         }
11624 }
11625
11626 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11627 {
11628         // OpenGL 1.1 - crusty old voodoo path
11629         int texturesurfaceindex;
11630         qboolean applyfog;
11631         int layerindex;
11632         const texturelayer_t *layer;
11633         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11634
11635         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11636         {
11637                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11638                 {
11639                         if (layerindex == 0)
11640                                 GL_AlphaTest(true);
11641                         else
11642                         {
11643                                 GL_AlphaTest(false);
11644                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11645                         }
11646                 }
11647                 GL_DepthMask(layer->depthmask && writedepth);
11648                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11649                 R_Mesh_ColorPointer(NULL, 0, 0);
11650                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11651                 switch (layer->type)
11652                 {
11653                 case TEXTURELAYERTYPE_LITTEXTURE:
11654                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11655                         {
11656                                 // two-pass lit texture with 2x rgbscale
11657                                 // first the lightmap pass
11658                                 R_Mesh_TexBind(0, r_texture_white);
11659                                 R_Mesh_TexMatrix(0, NULL);
11660                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11661                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11662                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11663                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11664                                 else if (FAKELIGHT_ENABLED)
11665                                         RSurf_DrawBatch_GL11_FakeLight(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11666                                 else if (rsurface.uselightmaptexture)
11667                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11668                                 else
11669                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11670                                 // then apply the texture to it
11671                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11672                                 R_Mesh_TexBind(0, layer->texture);
11673                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11674                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11675                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11676                                 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
11677                         }
11678                         else
11679                         {
11680                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11681                                 R_Mesh_TexBind(0, layer->texture);
11682                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11683                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11684                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11685                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11686                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11687                                 else
11688                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11689                         }
11690                         break;
11691                 case TEXTURELAYERTYPE_TEXTURE:
11692                         // singletexture unlit texture with transparency support
11693                         R_Mesh_TexBind(0, layer->texture);
11694                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11695                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11696                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11697                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11698                         break;
11699                 case TEXTURELAYERTYPE_FOG:
11700                         // singletexture fogging
11701                         if (layer->texture)
11702                         {
11703                                 R_Mesh_TexBind(0, layer->texture);
11704                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11705                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11706                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11707                         }
11708                         else
11709                         {
11710                                 R_Mesh_TexBind(0, 0);
11711                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11712                         }
11713                         // generate a color array for the fog pass
11714                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11715                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11716                         {
11717                                 int i;
11718                                 float f;
11719                                 const float *v;
11720                                 float *c;
11721                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11722                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
11723                                 {
11724                                         f = 1 - RSurf_FogVertex(v);
11725                                         c[0] = layer->color[0];
11726                                         c[1] = layer->color[1];
11727                                         c[2] = layer->color[2];
11728                                         c[3] = f * layer->color[3];
11729                                 }
11730                         }
11731                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11732                         break;
11733                 default:
11734                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11735                 }
11736         }
11737         CHECKGLERROR
11738         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11739         {
11740                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11741                 GL_AlphaTest(false);
11742         }
11743 }
11744
11745 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11746 {
11747         float c[4];
11748
11749         GL_AlphaTest(false);
11750         R_Mesh_ColorPointer(NULL, 0, 0);
11751         R_Mesh_ResetTextureState();
11752         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11753
11754         if(rsurface.texture && rsurface.texture->currentskinframe)
11755         {
11756                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11757                 c[3] *= rsurface.texture->currentalpha;
11758         }
11759         else
11760         {
11761                 c[0] = 1;
11762                 c[1] = 0;
11763                 c[2] = 1;
11764                 c[3] = 1;
11765         }
11766
11767         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11768         {
11769                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11770                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11771                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11772         }
11773
11774         // brighten it up (as texture value 127 means "unlit")
11775         c[0] *= 2 * r_refdef.view.colorscale;
11776         c[1] *= 2 * r_refdef.view.colorscale;
11777         c[2] *= 2 * r_refdef.view.colorscale;
11778
11779         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11780                 c[3] *= r_wateralpha.value;
11781
11782         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11783         {
11784                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11785                 GL_DepthMask(false);
11786         }
11787         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11788         {
11789                 GL_BlendFunc(GL_ONE, GL_ONE);
11790                 GL_DepthMask(false);
11791         }
11792         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11793         {
11794                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11795                 GL_DepthMask(false);
11796         }
11797         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11798         {
11799                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11800                 GL_DepthMask(false);
11801         }
11802         else
11803         {
11804                 GL_BlendFunc(GL_ONE, GL_ZERO);
11805                 GL_DepthMask(writedepth);
11806         }
11807
11808         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11809         {
11810                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11811
11812                 rsurface.lightmapcolor4f = NULL;
11813                 rsurface.lightmapcolor4f_bufferobject = 0;
11814                 rsurface.lightmapcolor4f_bufferoffset = 0;
11815         }
11816         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11817         {
11818                 qboolean applycolor = true;
11819                 float one = 1.0;
11820
11821                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11822
11823                 r_refdef.lightmapintensity = 1;
11824                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11825                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11826         }
11827         else if (FAKELIGHT_ENABLED)
11828         {
11829                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11830
11831                 r_refdef.lightmapintensity = r_fakelight_intensity.value;
11832                 RSurf_DrawBatch_GL11_ApplyFakeLight(texturenumsurfaces, texturesurfacelist);
11833                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11834         }
11835         else
11836         {
11837                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11838
11839                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11840                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11841                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11842         }
11843
11844         if(!rsurface.lightmapcolor4f)
11845                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11846
11847         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11848         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11849         if(r_refdef.fogenabled)
11850                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11851
11852         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11853         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11854 }
11855
11856 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11857 {
11858         CHECKGLERROR
11859         RSurf_SetupDepthAndCulling();
11860         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11861         {
11862                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11863                 return;
11864         }
11865         switch (vid.renderpath)
11866         {
11867         case RENDERPATH_GL20:
11868         case RENDERPATH_CGGL:
11869                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11870                 break;
11871         case RENDERPATH_GL13:
11872                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11873                 break;
11874         case RENDERPATH_GL11:
11875                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11876                 break;
11877         }
11878         CHECKGLERROR
11879 }
11880
11881 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11882 {
11883         CHECKGLERROR
11884         RSurf_SetupDepthAndCulling();
11885         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11886         {
11887                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11888                 return;
11889         }
11890         switch (vid.renderpath)
11891         {
11892         case RENDERPATH_GL20:
11893         case RENDERPATH_CGGL:
11894                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11895                 break;
11896         case RENDERPATH_GL13:
11897                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11898                 break;
11899         case RENDERPATH_GL11:
11900                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11901                 break;
11902         }
11903         CHECKGLERROR
11904 }
11905
11906 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11907 {
11908         int i, j;
11909         int texturenumsurfaces, endsurface;
11910         texture_t *texture;
11911         const msurface_t *surface;
11912 #define MAXBATCH_TRANSPARENTSURFACES 256
11913         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11914
11915         // if the model is static it doesn't matter what value we give for
11916         // wantnormals and wanttangents, so this logic uses only rules applicable
11917         // to a model, knowing that they are meaningless otherwise
11918         if (ent == r_refdef.scene.worldentity)
11919                 RSurf_ActiveWorldEntity();
11920         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11921                 RSurf_ActiveModelEntity(ent, false, false, false);
11922         else
11923         {
11924                 switch (vid.renderpath)
11925                 {
11926                 case RENDERPATH_GL20:
11927                 case RENDERPATH_CGGL:
11928                         RSurf_ActiveModelEntity(ent, true, true, false);
11929                         break;
11930                 case RENDERPATH_GL13:
11931                 case RENDERPATH_GL11:
11932                         RSurf_ActiveModelEntity(ent, true, false, false);
11933                         break;
11934                 }
11935         }
11936
11937         if (r_transparentdepthmasking.integer)
11938         {
11939                 qboolean setup = false;
11940                 for (i = 0;i < numsurfaces;i = j)
11941                 {
11942                         j = i + 1;
11943                         surface = rsurface.modelsurfaces + surfacelist[i];
11944                         texture = surface->texture;
11945                         rsurface.texture = R_GetCurrentTexture(texture);
11946                         // scan ahead until we find a different texture
11947                         endsurface = min(i + 1024, numsurfaces);
11948                         texturenumsurfaces = 0;
11949                         texturesurfacelist[texturenumsurfaces++] = surface;
11950                         if(FAKELIGHT_ENABLED)
11951                         {
11952                                 rsurface.uselightmaptexture = false;
11953                                 for (;j < endsurface;j++)
11954                                 {
11955                                         surface = rsurface.modelsurfaces + surfacelist[j];
11956                                         if (texture != surface->texture)
11957                                                 break;
11958                                         texturesurfacelist[texturenumsurfaces++] = surface;
11959                                 }
11960                         }
11961                         else
11962                         {
11963                                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11964                                 for (;j < endsurface;j++)
11965                                 {
11966                                         surface = rsurface.modelsurfaces + surfacelist[j];
11967                                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11968                                                 break;
11969                                         texturesurfacelist[texturenumsurfaces++] = surface;
11970                                 }
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_ColorPointer(NULL, 0, 0);
11985                                 R_Mesh_ResetTextureState();
11986                                 R_SetupShader_DepthOrShadow();
11987                         }
11988                         RSurf_SetupDepthAndCulling();
11989                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11990                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
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                 // scan ahead until we find a different texture
12003                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
12004                 texturenumsurfaces = 0;
12005                 texturesurfacelist[texturenumsurfaces++] = surface;
12006                 if(FAKELIGHT_ENABLED)
12007                 {
12008                         rsurface.uselightmaptexture = false;
12009                         for (;j < endsurface;j++)
12010                         {
12011                                 surface = rsurface.modelsurfaces + surfacelist[j];
12012                                 if (texture != surface->texture)
12013                                         break;
12014                                 texturesurfacelist[texturenumsurfaces++] = surface;
12015                         }
12016                 }
12017                 else
12018                 {
12019                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
12020                         for (;j < endsurface;j++)
12021                         {
12022                                 surface = rsurface.modelsurfaces + surfacelist[j];
12023                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
12024                                         break;
12025                                 texturesurfacelist[texturenumsurfaces++] = surface;
12026                         }
12027                 }
12028                 // render the range of surfaces
12029                 if (ent == r_refdef.scene.worldentity)
12030                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12031                 else
12032                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12033         }
12034         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12035         GL_AlphaTest(false);
12036 }
12037
12038 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
12039 {
12040         // transparent surfaces get pushed off into the transparent queue
12041         int surfacelistindex;
12042         const msurface_t *surface;
12043         vec3_t tempcenter, center;
12044         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
12045         {
12046                 surface = texturesurfacelist[surfacelistindex];
12047                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
12048                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
12049                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
12050                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
12051                 if (queueentity->transparent_offset) // transparent offset
12052                 {
12053                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
12054                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
12055                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
12056                 }
12057                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
12058         }
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         {
12067                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
12068                         return;
12069                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
12070                         return;
12071                 RSurf_SetupDepthAndCulling();
12072                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12073                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
12074         }
12075         else if (prepass)
12076         {
12077                 if (!rsurface.texture->currentnumlayers)
12078                         return;
12079                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12080                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12081                 else
12082                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12083         }
12084         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
12085         {
12086                 RSurf_SetupDepthAndCulling();
12087                 GL_AlphaTest(false);
12088                 R_Mesh_ColorPointer(NULL, 0, 0);
12089                 R_Mesh_ResetTextureState();
12090                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12091                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12092                 GL_DepthMask(true);
12093                 GL_BlendFunc(GL_ONE, GL_ZERO);
12094                 GL_Color(0, 0, 0, 1);
12095                 GL_DepthTest(writedepth);
12096                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
12097         }
12098         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
12099         {
12100                 RSurf_SetupDepthAndCulling();
12101                 GL_AlphaTest(false);
12102                 R_Mesh_ColorPointer(NULL, 0, 0);
12103                 R_Mesh_ResetTextureState();
12104                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12105                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12106                 GL_DepthMask(true);
12107                 GL_BlendFunc(GL_ONE, GL_ZERO);
12108                 GL_DepthTest(true);
12109                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
12110         }
12111         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
12112                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12113         else if (!rsurface.texture->currentnumlayers)
12114                 return;
12115         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12116         {
12117                 // in the deferred case, transparent surfaces were queued during prepass
12118                 if (!r_shadow_usingdeferredprepass)
12119                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12120         }
12121         else
12122         {
12123                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12124                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12125         }
12126         CHECKGLERROR
12127 }
12128
12129 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12130 {
12131         int i, j;
12132         texture_t *texture;
12133         // break the surface list down into batches by texture and use of lightmapping
12134         for (i = 0;i < numsurfaces;i = j)
12135         {
12136                 j = i + 1;
12137                 // texture is the base texture pointer, rsurface.texture is the
12138                 // current frame/skin the texture is directing us to use (for example
12139                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12140                 // use skin 1 instead)
12141                 texture = surfacelist[i]->texture;
12142                 rsurface.texture = R_GetCurrentTexture(texture);
12143                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12144                 {
12145                         // if this texture is not the kind we want, skip ahead to the next one
12146                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12147                                 ;
12148                         continue;
12149                 }
12150                 if(FAKELIGHT_ENABLED || depthonly || prepass)
12151                 {
12152                         rsurface.uselightmaptexture = false;
12153                         // simply scan ahead until we find a different texture or lightmap state
12154                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12155                                 ;
12156                 }
12157                 else
12158                 {
12159                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
12160                         // simply scan ahead until we find a different texture or lightmap state
12161                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
12162                                 ;
12163                 }
12164                 // render the range of surfaces
12165                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
12166         }
12167 }
12168
12169 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
12170 {
12171         CHECKGLERROR
12172         if (depthonly)
12173         {
12174                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
12175                         return;
12176                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
12177                         return;
12178                 RSurf_SetupDepthAndCulling();
12179                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12180                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
12181         }
12182         else if (prepass)
12183         {
12184                 if (!rsurface.texture->currentnumlayers)
12185                         return;
12186                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12187                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12188                 else
12189                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12190         }
12191         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
12192         {
12193                 RSurf_SetupDepthAndCulling();
12194                 GL_AlphaTest(false);
12195                 R_Mesh_ColorPointer(NULL, 0, 0);
12196                 R_Mesh_ResetTextureState();
12197                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12198                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12199                 GL_DepthMask(true);
12200                 GL_BlendFunc(GL_ONE, GL_ZERO);
12201                 GL_Color(0, 0, 0, 1);
12202                 GL_DepthTest(writedepth);
12203                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
12204         }
12205         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12206         {
12207                 RSurf_SetupDepthAndCulling();
12208                 GL_AlphaTest(false);
12209                 R_Mesh_ColorPointer(NULL, 0, 0);
12210                 R_Mesh_ResetTextureState();
12211                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12212                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12213                 GL_DepthMask(true);
12214                 GL_BlendFunc(GL_ONE, GL_ZERO);
12215                 GL_DepthTest(true);
12216                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
12217         }
12218         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
12219                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12220         else if (!rsurface.texture->currentnumlayers)
12221                 return;
12222         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12223         {
12224                 // in the deferred case, transparent surfaces were queued during prepass
12225                 if (!r_shadow_usingdeferredprepass)
12226                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12227         }
12228         else
12229         {
12230                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12231                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12232         }
12233         CHECKGLERROR
12234 }
12235
12236 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12237 {
12238         int i, j;
12239         texture_t *texture;
12240         // break the surface list down into batches by texture and use of lightmapping
12241         for (i = 0;i < numsurfaces;i = j)
12242         {
12243                 j = i + 1;
12244                 // texture is the base texture pointer, rsurface.texture is the
12245                 // current frame/skin the texture is directing us to use (for example
12246                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12247                 // use skin 1 instead)
12248                 texture = surfacelist[i]->texture;
12249                 rsurface.texture = R_GetCurrentTexture(texture);
12250                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12251                 {
12252                         // if this texture is not the kind we want, skip ahead to the next one
12253                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12254                                 ;
12255                         continue;
12256                 }
12257                 if(FAKELIGHT_ENABLED || depthonly || prepass)
12258                 {
12259                         rsurface.uselightmaptexture = false;
12260                         // simply scan ahead until we find a different texture or lightmap state
12261                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12262                                 ;
12263                 }
12264                 else
12265                 {
12266                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
12267                         // simply scan ahead until we find a different texture or lightmap state
12268                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
12269                                 ;
12270                 }
12271                 // render the range of surfaces
12272                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12273         }
12274 }
12275
12276 float locboxvertex3f[6*4*3] =
12277 {
12278         1,0,1, 1,0,0, 1,1,0, 1,1,1,
12279         0,1,1, 0,1,0, 0,0,0, 0,0,1,
12280         1,1,1, 1,1,0, 0,1,0, 0,1,1,
12281         0,0,1, 0,0,0, 1,0,0, 1,0,1,
12282         0,0,1, 1,0,1, 1,1,1, 0,1,1,
12283         1,0,0, 0,0,0, 0,1,0, 1,1,0
12284 };
12285
12286 unsigned short locboxelements[6*2*3] =
12287 {
12288          0, 1, 2, 0, 2, 3,
12289          4, 5, 6, 4, 6, 7,
12290          8, 9,10, 8,10,11,
12291         12,13,14, 12,14,15,
12292         16,17,18, 16,18,19,
12293         20,21,22, 20,22,23
12294 };
12295
12296 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12297 {
12298         int i, j;
12299         cl_locnode_t *loc = (cl_locnode_t *)ent;
12300         vec3_t mins, size;
12301         float vertex3f[6*4*3];
12302         CHECKGLERROR
12303         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12304         GL_DepthMask(false);
12305         GL_DepthRange(0, 1);
12306         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12307         GL_DepthTest(true);
12308         GL_CullFace(GL_NONE);
12309         R_EntityMatrix(&identitymatrix);
12310
12311         R_Mesh_VertexPointer(vertex3f, 0, 0);
12312         R_Mesh_ColorPointer(NULL, 0, 0);
12313         R_Mesh_ResetTextureState();
12314         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12315
12316         i = surfacelist[0];
12317         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12318                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12319                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12320                         surfacelist[0] < 0 ? 0.5f : 0.125f);
12321
12322         if (VectorCompare(loc->mins, loc->maxs))
12323         {
12324                 VectorSet(size, 2, 2, 2);
12325                 VectorMA(loc->mins, -0.5f, size, mins);
12326         }
12327         else
12328         {
12329                 VectorCopy(loc->mins, mins);
12330                 VectorSubtract(loc->maxs, loc->mins, size);
12331         }
12332
12333         for (i = 0;i < 6*4*3;)
12334                 for (j = 0;j < 3;j++, i++)
12335                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12336
12337         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
12338 }
12339
12340 void R_DrawLocs(void)
12341 {
12342         int index;
12343         cl_locnode_t *loc, *nearestloc;
12344         vec3_t center;
12345         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12346         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12347         {
12348                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12349                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12350         }
12351 }
12352
12353 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12354 {
12355         if (decalsystem->decals)
12356                 Mem_Free(decalsystem->decals);
12357         memset(decalsystem, 0, sizeof(*decalsystem));
12358 }
12359
12360 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)
12361 {
12362         tridecal_t *decal;
12363         tridecal_t *decals;
12364         int i;
12365
12366         // expand or initialize the system
12367         if (decalsystem->maxdecals <= decalsystem->numdecals)
12368         {
12369                 decalsystem_t old = *decalsystem;
12370                 qboolean useshortelements;
12371                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12372                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12373                 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
12374                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12375                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12376                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12377                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12378                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12379                 if (decalsystem->numdecals)
12380                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12381                 if (old.decals)
12382                         Mem_Free(old.decals);
12383                 for (i = 0;i < decalsystem->maxdecals*3;i++)
12384                         decalsystem->element3i[i] = i;
12385                 if (useshortelements)
12386                         for (i = 0;i < decalsystem->maxdecals*3;i++)
12387                                 decalsystem->element3s[i] = i;
12388         }
12389
12390         // grab a decal and search for another free slot for the next one
12391         decals = decalsystem->decals;
12392         decal = decalsystem->decals + (i = decalsystem->freedecal++);
12393         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12394                 ;
12395         decalsystem->freedecal = i;
12396         if (decalsystem->numdecals <= i)
12397                 decalsystem->numdecals = i + 1;
12398
12399         // initialize the decal
12400         decal->lived = 0;
12401         decal->triangleindex = triangleindex;
12402         decal->surfaceindex = surfaceindex;
12403         decal->decalsequence = decalsequence;
12404         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12405         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12406         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12407         decal->color4ub[0][3] = 255;
12408         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12409         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12410         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12411         decal->color4ub[1][3] = 255;
12412         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12413         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12414         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12415         decal->color4ub[2][3] = 255;
12416         decal->vertex3f[0][0] = v0[0];
12417         decal->vertex3f[0][1] = v0[1];
12418         decal->vertex3f[0][2] = v0[2];
12419         decal->vertex3f[1][0] = v1[0];
12420         decal->vertex3f[1][1] = v1[1];
12421         decal->vertex3f[1][2] = v1[2];
12422         decal->vertex3f[2][0] = v2[0];
12423         decal->vertex3f[2][1] = v2[1];
12424         decal->vertex3f[2][2] = v2[2];
12425         decal->texcoord2f[0][0] = t0[0];
12426         decal->texcoord2f[0][1] = t0[1];
12427         decal->texcoord2f[1][0] = t1[0];
12428         decal->texcoord2f[1][1] = t1[1];
12429         decal->texcoord2f[2][0] = t2[0];
12430         decal->texcoord2f[2][1] = t2[1];
12431 }
12432
12433 extern cvar_t cl_decals_bias;
12434 extern cvar_t cl_decals_models;
12435 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12436 // baseparms, parms, temps
12437 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)
12438 {
12439         int cornerindex;
12440         int index;
12441         float v[9][3];
12442         const float *vertex3f;
12443         int numpoints;
12444         float points[2][9][3];
12445         float temp[3];
12446         float tc[9][2];
12447         float f;
12448         float c[9][4];
12449         const int *e;
12450
12451         e = rsurface.modelelement3i + 3*triangleindex;
12452
12453         vertex3f = rsurface.modelvertex3f;
12454
12455         for (cornerindex = 0;cornerindex < 3;cornerindex++)
12456         {
12457                 index = 3*e[cornerindex];
12458                 VectorCopy(vertex3f + index, v[cornerindex]);
12459         }
12460         // cull backfaces
12461         //TriangleNormal(v[0], v[1], v[2], normal);
12462         //if (DotProduct(normal, localnormal) < 0.0f)
12463         //      continue;
12464         // clip by each of the box planes formed from the projection matrix
12465         // if anything survives, we emit the decal
12466         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]);
12467         if (numpoints < 3)
12468                 return;
12469         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]);
12470         if (numpoints < 3)
12471                 return;
12472         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]);
12473         if (numpoints < 3)
12474                 return;
12475         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]);
12476         if (numpoints < 3)
12477                 return;
12478         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]);
12479         if (numpoints < 3)
12480                 return;
12481         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]);
12482         if (numpoints < 3)
12483                 return;
12484         // some part of the triangle survived, so we have to accept it...
12485         if (dynamic)
12486         {
12487                 // dynamic always uses the original triangle
12488                 numpoints = 3;
12489                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12490                 {
12491                         index = 3*e[cornerindex];
12492                         VectorCopy(vertex3f + index, v[cornerindex]);
12493                 }
12494         }
12495         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12496         {
12497                 // convert vertex positions to texcoords
12498                 Matrix4x4_Transform(projection, v[cornerindex], temp);
12499                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12500                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12501                 // calculate distance fade from the projection origin
12502                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12503                 f = bound(0.0f, f, 1.0f);
12504                 c[cornerindex][0] = r * f;
12505                 c[cornerindex][1] = g * f;
12506                 c[cornerindex][2] = b * f;
12507                 c[cornerindex][3] = 1.0f;
12508                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12509         }
12510         if (dynamic)
12511                 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);
12512         else
12513                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12514                         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);
12515 }
12516 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)
12517 {
12518         matrix4x4_t projection;
12519         decalsystem_t *decalsystem;
12520         qboolean dynamic;
12521         dp_model_t *model;
12522         const msurface_t *surface;
12523         const msurface_t *surfaces;
12524         const int *surfacelist;
12525         const texture_t *texture;
12526         int numtriangles;
12527         int numsurfacelist;
12528         int surfacelistindex;
12529         int surfaceindex;
12530         int triangleindex;
12531         float localorigin[3];
12532         float localnormal[3];
12533         float localmins[3];
12534         float localmaxs[3];
12535         float localsize;
12536         //float normal[3];
12537         float planes[6][4];
12538         float angles[3];
12539         bih_t *bih;
12540         int bih_triangles_count;
12541         int bih_triangles[256];
12542         int bih_surfaces[256];
12543
12544         decalsystem = &ent->decalsystem;
12545         model = ent->model;
12546         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12547         {
12548                 R_DecalSystem_Reset(&ent->decalsystem);
12549                 return;
12550         }
12551
12552         if (!model->brush.data_nodes && !cl_decals_models.integer)
12553         {
12554                 if (decalsystem->model)
12555                         R_DecalSystem_Reset(decalsystem);
12556                 return;
12557         }
12558
12559         if (decalsystem->model != model)
12560                 R_DecalSystem_Reset(decalsystem);
12561         decalsystem->model = model;
12562
12563         RSurf_ActiveModelEntity(ent, false, false, false);
12564
12565         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12566         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12567         VectorNormalize(localnormal);
12568         localsize = worldsize*rsurface.inversematrixscale;
12569         localmins[0] = localorigin[0] - localsize;
12570         localmins[1] = localorigin[1] - localsize;
12571         localmins[2] = localorigin[2] - localsize;
12572         localmaxs[0] = localorigin[0] + localsize;
12573         localmaxs[1] = localorigin[1] + localsize;
12574         localmaxs[2] = localorigin[2] + localsize;
12575
12576         //VectorCopy(localnormal, planes[4]);
12577         //VectorVectors(planes[4], planes[2], planes[0]);
12578         AnglesFromVectors(angles, localnormal, NULL, false);
12579         AngleVectors(angles, planes[0], planes[2], planes[4]);
12580         VectorNegate(planes[0], planes[1]);
12581         VectorNegate(planes[2], planes[3]);
12582         VectorNegate(planes[4], planes[5]);
12583         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12584         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12585         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12586         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12587         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12588         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12589
12590 #if 1
12591 // works
12592 {
12593         matrix4x4_t forwardprojection;
12594         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12595         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12596 }
12597 #else
12598 // broken
12599 {
12600         float projectionvector[4][3];
12601         VectorScale(planes[0], ilocalsize, projectionvector[0]);
12602         VectorScale(planes[2], ilocalsize, projectionvector[1]);
12603         VectorScale(planes[4], ilocalsize, projectionvector[2]);
12604         projectionvector[0][0] = planes[0][0] * ilocalsize;
12605         projectionvector[0][1] = planes[1][0] * ilocalsize;
12606         projectionvector[0][2] = planes[2][0] * ilocalsize;
12607         projectionvector[1][0] = planes[0][1] * ilocalsize;
12608         projectionvector[1][1] = planes[1][1] * ilocalsize;
12609         projectionvector[1][2] = planes[2][1] * ilocalsize;
12610         projectionvector[2][0] = planes[0][2] * ilocalsize;
12611         projectionvector[2][1] = planes[1][2] * ilocalsize;
12612         projectionvector[2][2] = planes[2][2] * ilocalsize;
12613         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12614         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12615         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12616         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12617 }
12618 #endif
12619
12620         dynamic = model->surfmesh.isanimated;
12621         numsurfacelist = model->nummodelsurfaces;
12622         surfacelist = model->sortedmodelsurfaces;
12623         surfaces = model->data_surfaces;
12624
12625         bih = NULL;
12626         bih_triangles_count = -1;
12627         if(!dynamic)
12628         {
12629                 if(model->render_bih.numleafs)
12630                         bih = &model->render_bih;
12631                 else if(model->collision_bih.numleafs)
12632                         bih = &model->collision_bih;
12633         }
12634         if(bih)
12635                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
12636         if(bih_triangles_count == 0)
12637                 return;
12638         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
12639                 return;
12640         if(bih_triangles_count > 0)
12641         {
12642                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
12643                 {
12644                         surfaceindex = bih_surfaces[triangleindex];
12645                         surface = surfaces + surfaceindex;
12646                         texture = surface->texture;
12647                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12648                                 continue;
12649                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12650                                 continue;
12651                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
12652                 }
12653         }
12654         else
12655         {
12656                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12657                 {
12658                         surfaceindex = surfacelist[surfacelistindex];
12659                         surface = surfaces + surfaceindex;
12660                         // check cull box first because it rejects more than any other check
12661                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12662                                 continue;
12663                         // skip transparent surfaces
12664                         texture = surface->texture;
12665                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12666                                 continue;
12667                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12668                                 continue;
12669                         numtriangles = surface->num_triangles;
12670                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
12671                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
12672                 }
12673         }
12674 }
12675
12676 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12677 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)
12678 {
12679         int renderentityindex;
12680         float worldmins[3];
12681         float worldmaxs[3];
12682         entity_render_t *ent;
12683
12684         if (!cl_decals_newsystem.integer)
12685                 return;
12686
12687         worldmins[0] = worldorigin[0] - worldsize;
12688         worldmins[1] = worldorigin[1] - worldsize;
12689         worldmins[2] = worldorigin[2] - worldsize;
12690         worldmaxs[0] = worldorigin[0] + worldsize;
12691         worldmaxs[1] = worldorigin[1] + worldsize;
12692         worldmaxs[2] = worldorigin[2] + worldsize;
12693
12694         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12695
12696         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12697         {
12698                 ent = r_refdef.scene.entities[renderentityindex];
12699                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12700                         continue;
12701
12702                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12703         }
12704 }
12705
12706 typedef struct r_decalsystem_splatqueue_s
12707 {
12708         vec3_t worldorigin;
12709         vec3_t worldnormal;
12710         float color[4];
12711         float tcrange[4];
12712         float worldsize;
12713         int decalsequence;
12714 }
12715 r_decalsystem_splatqueue_t;
12716
12717 int r_decalsystem_numqueued = 0;
12718 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12719
12720 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)
12721 {
12722         r_decalsystem_splatqueue_t *queue;
12723
12724         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12725                 return;
12726
12727         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12728         VectorCopy(worldorigin, queue->worldorigin);
12729         VectorCopy(worldnormal, queue->worldnormal);
12730         Vector4Set(queue->color, r, g, b, a);
12731         Vector4Set(queue->tcrange, s1, t1, s2, t2);
12732         queue->worldsize = worldsize;
12733         queue->decalsequence = cl.decalsequence++;
12734 }
12735
12736 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12737 {
12738         int i;
12739         r_decalsystem_splatqueue_t *queue;
12740
12741         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12742                 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);
12743         r_decalsystem_numqueued = 0;
12744 }
12745
12746 extern cvar_t cl_decals_max;
12747 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12748 {
12749         int i;
12750         decalsystem_t *decalsystem = &ent->decalsystem;
12751         int numdecals;
12752         int killsequence;
12753         tridecal_t *decal;
12754         float frametime;
12755         float lifetime;
12756
12757         if (!decalsystem->numdecals)
12758                 return;
12759
12760         if (r_showsurfaces.integer)
12761                 return;
12762
12763         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12764         {
12765                 R_DecalSystem_Reset(decalsystem);
12766                 return;
12767         }
12768
12769         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12770         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12771
12772         if (decalsystem->lastupdatetime)
12773                 frametime = (cl.time - decalsystem->lastupdatetime);
12774         else
12775                 frametime = 0;
12776         decalsystem->lastupdatetime = cl.time;
12777         decal = decalsystem->decals;
12778         numdecals = decalsystem->numdecals;
12779
12780         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12781         {
12782                 if (decal->color4ub[0][3])
12783                 {
12784                         decal->lived += frametime;
12785                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12786                         {
12787                                 memset(decal, 0, sizeof(*decal));
12788                                 if (decalsystem->freedecal > i)
12789                                         decalsystem->freedecal = i;
12790                         }
12791                 }
12792         }
12793         decal = decalsystem->decals;
12794         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12795                 numdecals--;
12796
12797         // collapse the array by shuffling the tail decals into the gaps
12798         for (;;)
12799         {
12800                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12801                         decalsystem->freedecal++;
12802                 if (decalsystem->freedecal == numdecals)
12803                         break;
12804                 decal[decalsystem->freedecal] = decal[--numdecals];
12805         }
12806
12807         decalsystem->numdecals = numdecals;
12808
12809         if (numdecals <= 0)
12810         {
12811                 // if there are no decals left, reset decalsystem
12812                 R_DecalSystem_Reset(decalsystem);
12813         }
12814 }
12815
12816 extern skinframe_t *decalskinframe;
12817 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12818 {
12819         int i;
12820         decalsystem_t *decalsystem = &ent->decalsystem;
12821         int numdecals;
12822         tridecal_t *decal;
12823         float faderate;
12824         float alpha;
12825         float *v3f;
12826         float *c4f;
12827         float *t2f;
12828         const int *e;
12829         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12830         int numtris = 0;
12831
12832         numdecals = decalsystem->numdecals;
12833         if (!numdecals)
12834                 return;
12835
12836         if (r_showsurfaces.integer)
12837                 return;
12838
12839         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12840         {
12841                 R_DecalSystem_Reset(decalsystem);
12842                 return;
12843         }
12844
12845         // if the model is static it doesn't matter what value we give for
12846         // wantnormals and wanttangents, so this logic uses only rules applicable
12847         // to a model, knowing that they are meaningless otherwise
12848         if (ent == r_refdef.scene.worldentity)
12849                 RSurf_ActiveWorldEntity();
12850         else
12851                 RSurf_ActiveModelEntity(ent, false, false, false);
12852
12853         decalsystem->lastupdatetime = cl.time;
12854         decal = decalsystem->decals;
12855
12856         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12857
12858         // update vertex positions for animated models
12859         v3f = decalsystem->vertex3f;
12860         c4f = decalsystem->color4f;
12861         t2f = decalsystem->texcoord2f;
12862         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12863         {
12864                 if (!decal->color4ub[0][3])
12865                         continue;
12866
12867                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12868                         continue;
12869
12870                 // update color values for fading decals
12871                 if (decal->lived >= cl_decals_time.value)
12872                 {
12873                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12874                         alpha *= (1.0f/255.0f);
12875                 }
12876                 else
12877                         alpha = 1.0f/255.0f;
12878
12879                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12880                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12881                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12882                 c4f[ 3] = 1;
12883                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12884                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12885                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12886                 c4f[ 7] = 1;
12887                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12888                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12889                 c4f[10] = decal->color4ub[2][2] * alpha;
12890                 c4f[11] = 1;
12891
12892                 t2f[0] = decal->texcoord2f[0][0];
12893                 t2f[1] = decal->texcoord2f[0][1];
12894                 t2f[2] = decal->texcoord2f[1][0];
12895                 t2f[3] = decal->texcoord2f[1][1];
12896                 t2f[4] = decal->texcoord2f[2][0];
12897                 t2f[5] = decal->texcoord2f[2][1];
12898
12899                 // update vertex positions for animated models
12900                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12901                 {
12902                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12903                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12904                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12905                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12906                 }
12907                 else
12908                 {
12909                         VectorCopy(decal->vertex3f[0], v3f);
12910                         VectorCopy(decal->vertex3f[1], v3f + 3);
12911                         VectorCopy(decal->vertex3f[2], v3f + 6);
12912                 }
12913
12914                 if (r_refdef.fogenabled)
12915                 {
12916                         alpha = RSurf_FogVertex(v3f);
12917                         VectorScale(c4f, alpha, c4f);
12918                         alpha = RSurf_FogVertex(v3f + 3);
12919                         VectorScale(c4f + 4, alpha, c4f + 4);
12920                         alpha = RSurf_FogVertex(v3f + 6);
12921                         VectorScale(c4f + 8, alpha, c4f + 8);
12922                 }
12923
12924                 v3f += 9;
12925                 c4f += 12;
12926                 t2f += 6;
12927                 numtris++;
12928         }
12929
12930         if (numtris > 0)
12931         {
12932                 r_refdef.stats.drawndecals += numtris;
12933
12934                 // now render the decals all at once
12935                 // (this assumes they all use one particle font texture!)
12936                 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);
12937                 R_Mesh_ResetTextureState();
12938                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12939                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12940                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12941                 GL_DepthMask(false);
12942                 GL_DepthRange(0, 1);
12943                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12944                 GL_DepthTest(true);
12945                 GL_CullFace(GL_NONE);
12946                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12947                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12948                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12949         }
12950 }
12951
12952 static void R_DrawModelDecals(void)
12953 {
12954         int i, numdecals;
12955
12956         // fade faster when there are too many decals
12957         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12958         for (i = 0;i < r_refdef.scene.numentities;i++)
12959                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12960
12961         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12962         for (i = 0;i < r_refdef.scene.numentities;i++)
12963                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12964                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12965
12966         R_DecalSystem_ApplySplatEntitiesQueue();
12967
12968         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12969         for (i = 0;i < r_refdef.scene.numentities;i++)
12970                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12971
12972         r_refdef.stats.totaldecals += numdecals;
12973
12974         if (r_showsurfaces.integer)
12975                 return;
12976
12977         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12978
12979         for (i = 0;i < r_refdef.scene.numentities;i++)
12980         {
12981                 if (!r_refdef.viewcache.entityvisible[i])
12982                         continue;
12983                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12984                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12985         }
12986 }
12987
12988 extern cvar_t mod_collision_bih;
12989 void R_DrawDebugModel(void)
12990 {
12991         entity_render_t *ent = rsurface.entity;
12992         int i, j, k, l, flagsmask;
12993         const msurface_t *surface;
12994         dp_model_t *model = ent->model;
12995         vec3_t v;
12996
12997         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12998
12999         R_Mesh_ColorPointer(NULL, 0, 0);
13000         R_Mesh_ResetTextureState();
13001         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13002         GL_DepthRange(0, 1);
13003         GL_DepthTest(!r_showdisabledepthtest.integer);
13004         GL_DepthMask(false);
13005         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13006
13007         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
13008         {
13009                 int triangleindex;
13010                 int bihleafindex;
13011                 qboolean cullbox = ent == r_refdef.scene.worldentity;
13012                 const q3mbrush_t *brush;
13013                 const bih_t *bih = &model->collision_bih;
13014                 const bih_leaf_t *bihleaf;
13015                 float vertex3f[3][3];
13016                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
13017                 cullbox = false;
13018                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
13019                 {
13020                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
13021                                 continue;
13022                         switch (bihleaf->type)
13023                         {
13024                         case BIH_BRUSH:
13025                                 brush = model->brush.data_brushes + bihleaf->itemindex;
13026                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
13027                                 {
13028                                         R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
13029                                         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);
13030                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
13031                                 }
13032                                 break;
13033                         case BIH_COLLISIONTRIANGLE:
13034                                 triangleindex = bihleaf->itemindex;
13035                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
13036                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
13037                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
13038                                 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
13039                                 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);
13040                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
13041                                 break;
13042                         case BIH_RENDERTRIANGLE:
13043                                 triangleindex = bihleaf->itemindex;
13044                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
13045                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
13046                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
13047                                 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
13048                                 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);
13049                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
13050                                 break;
13051                         }
13052                 }
13053         }
13054
13055         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13056
13057         if (r_showtris.integer || r_shownormals.integer)
13058         {
13059                 if (r_showdisabledepthtest.integer)
13060                 {
13061                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13062                         GL_DepthMask(false);
13063                 }
13064                 else
13065                 {
13066                         GL_BlendFunc(GL_ONE, GL_ZERO);
13067                         GL_DepthMask(true);
13068                 }
13069                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
13070                 {
13071                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
13072                                 continue;
13073                         rsurface.texture = R_GetCurrentTexture(surface->texture);
13074                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
13075                         {
13076                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
13077                                 if (r_showtris.value > 0)
13078                                 {
13079                                         if (!rsurface.texture->currentlayers->depthmask)
13080                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
13081                                         else if (ent == r_refdef.scene.worldentity)
13082                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
13083                                         else
13084                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
13085                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
13086                                         R_Mesh_ColorPointer(NULL, 0, 0);
13087                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
13088                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
13089                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
13090                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
13091                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
13092                                         CHECKGLERROR
13093                                 }
13094                                 if (r_shownormals.value < 0)
13095                                 {
13096                                         qglBegin(GL_LINES);
13097                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13098                                         {
13099                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
13100                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13101                                                 qglVertex3f(v[0], v[1], v[2]);
13102                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
13103                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13104                                                 qglVertex3f(v[0], v[1], v[2]);
13105                                         }
13106                                         qglEnd();
13107                                         CHECKGLERROR
13108                                 }
13109                                 if (r_shownormals.value > 0)
13110                                 {
13111                                         qglBegin(GL_LINES);
13112                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13113                                         {
13114                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
13115                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13116                                                 qglVertex3f(v[0], v[1], v[2]);
13117                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
13118                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13119                                                 qglVertex3f(v[0], v[1], v[2]);
13120                                         }
13121                                         qglEnd();
13122                                         CHECKGLERROR
13123                                         qglBegin(GL_LINES);
13124                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13125                                         {
13126                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
13127                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
13128                                                 qglVertex3f(v[0], v[1], v[2]);
13129                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
13130                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13131                                                 qglVertex3f(v[0], v[1], v[2]);
13132                                         }
13133                                         qglEnd();
13134                                         CHECKGLERROR
13135                                         qglBegin(GL_LINES);
13136                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13137                                         {
13138                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
13139                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
13140                                                 qglVertex3f(v[0], v[1], v[2]);
13141                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
13142                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13143                                                 qglVertex3f(v[0], v[1], v[2]);
13144                                         }
13145                                         qglEnd();
13146                                         CHECKGLERROR
13147                                 }
13148                         }
13149                 }
13150                 rsurface.texture = NULL;
13151         }
13152 }
13153
13154 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
13155 int r_maxsurfacelist = 0;
13156 const msurface_t **r_surfacelist = NULL;
13157 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13158 {
13159         int i, j, endj, flagsmask;
13160         dp_model_t *model = r_refdef.scene.worldmodel;
13161         msurface_t *surfaces;
13162         unsigned char *update;
13163         int numsurfacelist = 0;
13164         if (model == NULL)
13165                 return;
13166
13167         if (r_maxsurfacelist < model->num_surfaces)
13168         {
13169                 r_maxsurfacelist = model->num_surfaces;
13170                 if (r_surfacelist)
13171                         Mem_Free((msurface_t**)r_surfacelist);
13172                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13173         }
13174
13175         RSurf_ActiveWorldEntity();
13176
13177         surfaces = model->data_surfaces;
13178         update = model->brushq1.lightmapupdateflags;
13179
13180         // update light styles on this submodel
13181         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13182         {
13183                 model_brush_lightstyleinfo_t *style;
13184                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13185                 {
13186                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
13187                         {
13188                                 int *list = style->surfacelist;
13189                                 style->value = r_refdef.scene.lightstylevalue[style->style];
13190                                 for (j = 0;j < style->numsurfaces;j++)
13191                                         update[list[j]] = true;
13192                         }
13193                 }
13194         }
13195
13196         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13197
13198         if (debug)
13199         {
13200                 R_DrawDebugModel();
13201                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13202                 return;
13203         }
13204
13205         rsurface.uselightmaptexture = false;
13206         rsurface.texture = NULL;
13207         rsurface.rtlight = NULL;
13208         numsurfacelist = 0;
13209         // add visible surfaces to draw list
13210         for (i = 0;i < model->nummodelsurfaces;i++)
13211         {
13212                 j = model->sortedmodelsurfaces[i];
13213                 if (r_refdef.viewcache.world_surfacevisible[j])
13214                         r_surfacelist[numsurfacelist++] = surfaces + j;
13215         }
13216         // update lightmaps if needed
13217         if (model->brushq1.firstrender)
13218         {
13219                 model->brushq1.firstrender = false;
13220                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13221                         if (update[j])
13222                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13223         }
13224         else if (update)
13225         {
13226                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13227                         if (r_refdef.viewcache.world_surfacevisible[j])
13228                                 if (update[j])
13229                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13230         }
13231         // don't do anything if there were no surfaces
13232         if (!numsurfacelist)
13233         {
13234                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13235                 return;
13236         }
13237         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13238         GL_AlphaTest(false);
13239
13240         // add to stats if desired
13241         if (r_speeds.integer && !skysurfaces && !depthonly)
13242         {
13243                 r_refdef.stats.world_surfaces += numsurfacelist;
13244                 for (j = 0;j < numsurfacelist;j++)
13245                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
13246         }
13247
13248         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13249 }
13250
13251 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13252 {
13253         int i, j, endj, flagsmask;
13254         dp_model_t *model = ent->model;
13255         msurface_t *surfaces;
13256         unsigned char *update;
13257         int numsurfacelist = 0;
13258         if (model == NULL)
13259                 return;
13260
13261         if (r_maxsurfacelist < model->num_surfaces)
13262         {
13263                 r_maxsurfacelist = model->num_surfaces;
13264                 if (r_surfacelist)
13265                         Mem_Free((msurface_t **)r_surfacelist);
13266                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13267         }
13268
13269         // if the model is static it doesn't matter what value we give for
13270         // wantnormals and wanttangents, so this logic uses only rules applicable
13271         // to a model, knowing that they are meaningless otherwise
13272         if (ent == r_refdef.scene.worldentity)
13273                 RSurf_ActiveWorldEntity();
13274         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13275                 RSurf_ActiveModelEntity(ent, false, false, false);
13276         else if (prepass)
13277                 RSurf_ActiveModelEntity(ent, true, true, true);
13278         else if (depthonly)
13279         {
13280                 switch (vid.renderpath)
13281                 {
13282                 case RENDERPATH_GL20:
13283                 case RENDERPATH_CGGL:
13284                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
13285                         break;
13286                 case RENDERPATH_GL13:
13287                 case RENDERPATH_GL11:
13288                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
13289                         break;
13290                 }
13291         }
13292         else
13293         {
13294                 switch (vid.renderpath)
13295                 {
13296                 case RENDERPATH_GL20:
13297                 case RENDERPATH_CGGL:
13298                         RSurf_ActiveModelEntity(ent, true, true, false);
13299                         break;
13300                 case RENDERPATH_GL13:
13301                 case RENDERPATH_GL11:
13302                         RSurf_ActiveModelEntity(ent, true, false, false);
13303                         break;
13304                 }
13305         }
13306
13307         surfaces = model->data_surfaces;
13308         update = model->brushq1.lightmapupdateflags;
13309
13310         // update light styles
13311         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13312         {
13313                 model_brush_lightstyleinfo_t *style;
13314                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13315                 {
13316                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
13317                         {
13318                                 int *list = style->surfacelist;
13319                                 style->value = r_refdef.scene.lightstylevalue[style->style];
13320                                 for (j = 0;j < style->numsurfaces;j++)
13321                                         update[list[j]] = true;
13322                         }
13323                 }
13324         }
13325
13326         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13327
13328         if (debug)
13329         {
13330                 R_DrawDebugModel();
13331                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13332                 return;
13333         }
13334
13335         rsurface.uselightmaptexture = false;
13336         rsurface.texture = NULL;
13337         rsurface.rtlight = NULL;
13338         numsurfacelist = 0;
13339         // add visible surfaces to draw list
13340         for (i = 0;i < model->nummodelsurfaces;i++)
13341                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
13342         // don't do anything if there were no surfaces
13343         if (!numsurfacelist)
13344         {
13345                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13346                 return;
13347         }
13348         // update lightmaps if needed
13349         if (update)
13350         {
13351                 int updated = 0;
13352                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13353                 {
13354                         if (update[j])
13355                         {
13356                                 updated++;
13357                                 R_BuildLightMap(ent, surfaces + j);
13358                         }
13359                 }
13360         }
13361         if (update)
13362                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13363                         if (update[j])
13364                                 R_BuildLightMap(ent, surfaces + j);
13365         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13366         GL_AlphaTest(false);
13367
13368         // add to stats if desired
13369         if (r_speeds.integer && !skysurfaces && !depthonly)
13370         {
13371                 r_refdef.stats.entities_surfaces += numsurfacelist;
13372                 for (j = 0;j < numsurfacelist;j++)
13373                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13374         }
13375
13376         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13377 }
13378
13379 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13380 {
13381         static texture_t texture;
13382         static msurface_t surface;
13383         const msurface_t *surfacelist = &surface;
13384
13385         // fake enough texture and surface state to render this geometry
13386
13387         texture.update_lastrenderframe = -1; // regenerate this texture
13388         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13389         texture.currentskinframe = skinframe;
13390         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13391         texture.offsetmapping = OFFSETMAPPING_OFF;
13392         texture.offsetscale = 1;
13393         texture.specularscalemod = 1;
13394         texture.specularpowermod = 1;
13395
13396         surface.texture = &texture;
13397         surface.num_triangles = numtriangles;
13398         surface.num_firsttriangle = firsttriangle;
13399         surface.num_vertices = numvertices;
13400         surface.num_firstvertex = firstvertex;
13401
13402         // now render it
13403         rsurface.texture = R_GetCurrentTexture(surface.texture);
13404         rsurface.uselightmaptexture = false;
13405         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13406 }
13407
13408 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)
13409 {
13410         static msurface_t surface;
13411         const msurface_t *surfacelist = &surface;
13412
13413         // fake enough texture and surface state to render this geometry
13414         surface.texture = texture;
13415         surface.num_triangles = numtriangles;
13416         surface.num_firsttriangle = firsttriangle;
13417         surface.num_vertices = numvertices;
13418         surface.num_firstvertex = firstvertex;
13419
13420         // now render it
13421         rsurface.texture = R_GetCurrentTexture(surface.texture);
13422         rsurface.uselightmaptexture = false;
13423         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13424 }