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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
33
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
35
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
38 qboolean r_loadfog;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
41
42 //
43 // screen size info
44 //
45 r_refdef_t r_refdef;
46
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
55
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
61
62 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
68 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
72 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
75 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
76 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
80 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
81 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
82 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
83 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
84 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
85 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
86 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
87 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
88 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
89 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
90
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
153 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
154 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
155 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
156 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
157
158 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
159 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
160 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
161 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
162 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
163 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
164 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
165
166 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
167 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
168 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
169 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)"};
170
171 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"};
172
173 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"};
174
175 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
176
177 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
178 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
179 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"};
180 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
181 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
182 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
183 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
184 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)"};
185
186 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
187
188 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)"};
189
190 extern cvar_t v_glslgamma;
191
192 extern qboolean v_flipped_state;
193
194 static struct r_bloomstate_s
195 {
196         qboolean enabled;
197         qboolean hdr;
198
199         int bloomwidth, bloomheight;
200
201         int screentexturewidth, screentextureheight;
202         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
203
204         int bloomtexturewidth, bloomtextureheight;
205         rtexture_t *texture_bloom;
206
207         // arrays for rendering the screen passes
208         float screentexcoord2f[8];
209         float bloomtexcoord2f[8];
210         float offsettexcoord2f[8];
211
212         r_viewport_t viewport;
213 }
214 r_bloomstate;
215
216 r_waterstate_t r_waterstate;
217
218 /// shadow volume bsp struct with automatically growing nodes buffer
219 svbsp_t r_svbsp;
220
221 rtexture_t *r_texture_blanknormalmap;
222 rtexture_t *r_texture_white;
223 rtexture_t *r_texture_grey128;
224 rtexture_t *r_texture_black;
225 rtexture_t *r_texture_notexture;
226 rtexture_t *r_texture_whitecube;
227 rtexture_t *r_texture_normalizationcube;
228 rtexture_t *r_texture_fogattenuation;
229 rtexture_t *r_texture_fogheighttexture;
230 rtexture_t *r_texture_gammaramps;
231 unsigned int r_texture_gammaramps_serial;
232 //rtexture_t *r_texture_fogintensity;
233 rtexture_t *r_texture_reflectcube;
234
235 // TODO: hash lookups?
236 typedef struct cubemapinfo_s
237 {
238         char basename[64];
239         rtexture_t *texture;
240 }
241 cubemapinfo_t;
242
243 int r_texture_numcubemaps;
244 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
245
246 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
247 unsigned int r_numqueries;
248 unsigned int r_maxqueries;
249
250 typedef struct r_qwskincache_s
251 {
252         char name[MAX_QPATH];
253         skinframe_t *skinframe;
254 }
255 r_qwskincache_t;
256
257 static r_qwskincache_t *r_qwskincache;
258 static int r_qwskincache_size;
259
260 /// vertex coordinates for a quad that covers the screen exactly
261 const float r_screenvertex3f[12] =
262 {
263         0, 0, 0,
264         1, 0, 0,
265         1, 1, 0,
266         0, 1, 0
267 };
268
269 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
270 {
271         int i;
272         for (i = 0;i < verts;i++)
273         {
274                 out[0] = in[0] * r;
275                 out[1] = in[1] * g;
276                 out[2] = in[2] * b;
277                 out[3] = in[3];
278                 in += 4;
279                 out += 4;
280         }
281 }
282
283 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
284 {
285         int i;
286         for (i = 0;i < verts;i++)
287         {
288                 out[0] = r;
289                 out[1] = g;
290                 out[2] = b;
291                 out[3] = a;
292                 out += 4;
293         }
294 }
295
296 // FIXME: move this to client?
297 void FOG_clear(void)
298 {
299         if (gamemode == GAME_NEHAHRA)
300         {
301                 Cvar_Set("gl_fogenable", "0");
302                 Cvar_Set("gl_fogdensity", "0.2");
303                 Cvar_Set("gl_fogred", "0.3");
304                 Cvar_Set("gl_foggreen", "0.3");
305                 Cvar_Set("gl_fogblue", "0.3");
306         }
307         r_refdef.fog_density = 0;
308         r_refdef.fog_red = 0;
309         r_refdef.fog_green = 0;
310         r_refdef.fog_blue = 0;
311         r_refdef.fog_alpha = 1;
312         r_refdef.fog_start = 0;
313         r_refdef.fog_end = 16384;
314         r_refdef.fog_height = 1<<30;
315         r_refdef.fog_fadedepth = 128;
316         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
317 }
318
319 static void R_BuildBlankTextures(void)
320 {
321         unsigned char data[4];
322         data[2] = 128; // normal X
323         data[1] = 128; // normal Y
324         data[0] = 255; // normal Z
325         data[3] = 128; // height
326         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
327         data[0] = 255;
328         data[1] = 255;
329         data[2] = 255;
330         data[3] = 255;
331         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
332         data[0] = 128;
333         data[1] = 128;
334         data[2] = 128;
335         data[3] = 255;
336         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
337         data[0] = 0;
338         data[1] = 0;
339         data[2] = 0;
340         data[3] = 255;
341         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
342 }
343
344 static void R_BuildNoTexture(void)
345 {
346         int x, y;
347         unsigned char pix[16][16][4];
348         // this makes a light grey/dark grey checkerboard texture
349         for (y = 0;y < 16;y++)
350         {
351                 for (x = 0;x < 16;x++)
352                 {
353                         if ((y < 8) ^ (x < 8))
354                         {
355                                 pix[y][x][0] = 128;
356                                 pix[y][x][1] = 128;
357                                 pix[y][x][2] = 128;
358                                 pix[y][x][3] = 255;
359                         }
360                         else
361                         {
362                                 pix[y][x][0] = 64;
363                                 pix[y][x][1] = 64;
364                                 pix[y][x][2] = 64;
365                                 pix[y][x][3] = 255;
366                         }
367                 }
368         }
369         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
370 }
371
372 static void R_BuildWhiteCube(void)
373 {
374         unsigned char data[6*1*1*4];
375         memset(data, 255, sizeof(data));
376         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
377 }
378
379 static void R_BuildNormalizationCube(void)
380 {
381         int x, y, side;
382         vec3_t v;
383         vec_t s, t, intensity;
384 #define NORMSIZE 64
385         unsigned char *data;
386         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
387         for (side = 0;side < 6;side++)
388         {
389                 for (y = 0;y < NORMSIZE;y++)
390                 {
391                         for (x = 0;x < NORMSIZE;x++)
392                         {
393                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
394                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
395                                 switch(side)
396                                 {
397                                 default:
398                                 case 0:
399                                         v[0] = 1;
400                                         v[1] = -t;
401                                         v[2] = -s;
402                                         break;
403                                 case 1:
404                                         v[0] = -1;
405                                         v[1] = -t;
406                                         v[2] = s;
407                                         break;
408                                 case 2:
409                                         v[0] = s;
410                                         v[1] = 1;
411                                         v[2] = t;
412                                         break;
413                                 case 3:
414                                         v[0] = s;
415                                         v[1] = -1;
416                                         v[2] = -t;
417                                         break;
418                                 case 4:
419                                         v[0] = s;
420                                         v[1] = -t;
421                                         v[2] = 1;
422                                         break;
423                                 case 5:
424                                         v[0] = -s;
425                                         v[1] = -t;
426                                         v[2] = -1;
427                                         break;
428                                 }
429                                 intensity = 127.0f / sqrt(DotProduct(v, v));
430                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
431                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
432                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
433                                 data[((side*64+y)*64+x)*4+3] = 255;
434                         }
435                 }
436         }
437         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
438         Mem_Free(data);
439 }
440
441 static void R_BuildFogTexture(void)
442 {
443         int x, b;
444 #define FOGWIDTH 256
445         unsigned char data1[FOGWIDTH][4];
446         //unsigned char data2[FOGWIDTH][4];
447         double d, r, alpha;
448
449         r_refdef.fogmasktable_start = r_refdef.fog_start;
450         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
451         r_refdef.fogmasktable_range = r_refdef.fogrange;
452         r_refdef.fogmasktable_density = r_refdef.fog_density;
453
454         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
455         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
456         {
457                 d = (x * r - r_refdef.fogmasktable_start);
458                 if(developer_extra.integer)
459                         Con_DPrintf("%f ", d);
460                 d = max(0, d);
461                 if (r_fog_exp2.integer)
462                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
463                 else
464                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
465                 if(developer_extra.integer)
466                         Con_DPrintf(" : %f ", alpha);
467                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
468                 if(developer_extra.integer)
469                         Con_DPrintf(" = %f\n", alpha);
470                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
471         }
472
473         for (x = 0;x < FOGWIDTH;x++)
474         {
475                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
476                 data1[x][0] = b;
477                 data1[x][1] = b;
478                 data1[x][2] = b;
479                 data1[x][3] = 255;
480                 //data2[x][0] = 255 - b;
481                 //data2[x][1] = 255 - b;
482                 //data2[x][2] = 255 - b;
483                 //data2[x][3] = 255;
484         }
485         if (r_texture_fogattenuation)
486         {
487                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
488                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
489         }
490         else
491         {
492                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
493                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
494         }
495 }
496
497 static void R_BuildFogHeightTexture(void)
498 {
499         unsigned char *inpixels;
500         int size;
501         int x;
502         int y;
503         int j;
504         float c[4];
505         float f;
506         inpixels = NULL;
507         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
508         if (r_refdef.fogheighttexturename[0])
509                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
510         if (!inpixels)
511         {
512                 r_refdef.fog_height_tablesize = 0;
513                 if (r_texture_fogheighttexture)
514                         R_FreeTexture(r_texture_fogheighttexture);
515                 r_texture_fogheighttexture = NULL;
516                 if (r_refdef.fog_height_table2d)
517                         Mem_Free(r_refdef.fog_height_table2d);
518                 r_refdef.fog_height_table2d = NULL;
519                 if (r_refdef.fog_height_table1d)
520                         Mem_Free(r_refdef.fog_height_table1d);
521                 r_refdef.fog_height_table1d = NULL;
522                 return;
523         }
524         size = image_width;
525         r_refdef.fog_height_tablesize = size;
526         r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
527         r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
528         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
529         Mem_Free(inpixels);
530         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
531         // average fog color table accounting for every fog layer between a point
532         // and the camera.  (Note: attenuation is handled separately!)
533         for (y = 0;y < size;y++)
534         {
535                 for (x = 0;x < size;x++)
536                 {
537                         Vector4Clear(c);
538                         f = 0;
539                         if (x < y)
540                         {
541                                 for (j = x;j <= y;j++)
542                                 {
543                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
544                                         f++;
545                                 }
546                         }
547                         else
548                         {
549                                 for (j = x;j >= y;j--)
550                                 {
551                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
552                                         f++;
553                                 }
554                         }
555                         f = 1.0f / f;
556                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
557                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
558                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
559                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
560                 }
561         }
562         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
563 }
564
565 //=======================================================================================================================================================
566
567 static const char *builtinshaderstring =
568 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
569 "// written by Forest 'LordHavoc' Hale\n"
570 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
571 "\n"
572 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
573 "# define USEFOG\n"
574 "#endif\n"
575 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
576 "#define USELIGHTMAP\n"
577 "#endif\n"
578 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
579 "#define USEEYEVECTOR\n"
580 "#endif\n"
581 "\n"
582 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
583 "# extension GL_ARB_texture_rectangle : enable\n"
584 "#endif\n"
585 "\n"
586 "#ifdef USESHADOWMAP2D\n"
587 "# ifdef GL_EXT_gpu_shader4\n"
588 "#   extension GL_EXT_gpu_shader4 : enable\n"
589 "# endif\n"
590 "# ifdef GL_ARB_texture_gather\n"
591 "#   extension GL_ARB_texture_gather : enable\n"
592 "# else\n"
593 "#   ifdef GL_AMD_texture_texture4\n"
594 "#     extension GL_AMD_texture_texture4 : enable\n"
595 "#   endif\n"
596 "# endif\n"
597 "#endif\n"
598 "\n"
599 "#ifdef USESHADOWMAPCUBE\n"
600 "# extension GL_EXT_gpu_shader4 : enable\n"
601 "#endif\n"
602 "\n"
603 "//#ifdef USESHADOWSAMPLER\n"
604 "//# extension GL_ARB_shadow : enable\n"
605 "//#endif\n"
606 "\n"
607 "//#ifdef __GLSL_CG_DATA_TYPES\n"
608 "//# define myhalf half\n"
609 "//# define myhalf2 half2\n"
610 "//# define myhalf3 half3\n"
611 "//# define myhalf4 half4\n"
612 "//#else\n"
613 "# define myhalf float\n"
614 "# define myhalf2 vec2\n"
615 "# define myhalf3 vec3\n"
616 "# define myhalf4 vec4\n"
617 "//#endif\n"
618 "\n"
619 "#ifdef VERTEX_SHADER\n"
620 "uniform mat4 ModelViewProjectionMatrix;\n"
621 "#endif\n"
622 "\n"
623 "#ifdef MODE_DEPTH_OR_SHADOW\n"
624 "#ifdef VERTEX_SHADER\n"
625 "void main(void)\n"
626 "{\n"
627 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
628 "}\n"
629 "#endif\n"
630 "#else // !MODE_DEPTH_ORSHADOW\n"
631 "\n"
632 "\n"
633 "\n"
634 "\n"
635 "#ifdef MODE_SHOWDEPTH\n"
636 "#ifdef VERTEX_SHADER\n"
637 "void main(void)\n"
638 "{\n"
639 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
640 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
641 "}\n"
642 "#endif\n"
643 "\n"
644 "#ifdef FRAGMENT_SHADER\n"
645 "void main(void)\n"
646 "{\n"
647 "       gl_FragColor = gl_Color;\n"
648 "}\n"
649 "#endif\n"
650 "#else // !MODE_SHOWDEPTH\n"
651 "\n"
652 "\n"
653 "\n"
654 "\n"
655 "#ifdef MODE_POSTPROCESS\n"
656 "varying vec2 TexCoord1;\n"
657 "varying vec2 TexCoord2;\n"
658 "\n"
659 "#ifdef VERTEX_SHADER\n"
660 "void main(void)\n"
661 "{\n"
662 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
663 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
664 "#ifdef USEBLOOM\n"
665 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
666 "#endif\n"
667 "}\n"
668 "#endif\n"
669 "\n"
670 "#ifdef FRAGMENT_SHADER\n"
671 "uniform sampler2D Texture_First;\n"
672 "#ifdef USEBLOOM\n"
673 "uniform sampler2D Texture_Second;\n"
674 "#endif\n"
675 "#ifdef USEGAMMARAMPS\n"
676 "uniform sampler2D Texture_GammaRamps;\n"
677 "#endif\n"
678 "#ifdef USESATURATION\n"
679 "uniform float Saturation;\n"
680 "#endif\n"
681 "#ifdef USEVIEWTINT\n"
682 "uniform vec4 ViewTintColor;\n"
683 "#endif\n"
684 "//uncomment these if you want to use them:\n"
685 "uniform vec4 UserVec1;\n"
686 "uniform vec4 UserVec2;\n"
687 "// uniform vec4 UserVec3;\n"
688 "// uniform vec4 UserVec4;\n"
689 "// uniform float ClientTime;\n"
690 "uniform vec2 PixelSize;\n"
691 "void main(void)\n"
692 "{\n"
693 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
694 "#ifdef USEBLOOM\n"
695 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
696 "#endif\n"
697 "#ifdef USEVIEWTINT\n"
698 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
699 "#endif\n"
700 "\n"
701 "#ifdef USEPOSTPROCESSING\n"
702 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
703 "// 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"
704 "       float sobel = 1.0;\n"
705 "       // vec2 ts = textureSize(Texture_First, 0);\n"
706 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
707 "       vec2 px = PixelSize;\n"
708 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
709 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
710 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
711 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
712 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
713 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
714 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
715 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
716 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
717 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
718 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
719 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
720 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
721 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
722 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
723 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
724 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
725 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
726 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
727 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
728 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
729 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
730 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
731 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
732 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
733 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
734 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
735 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
736 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
737 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
738 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
739 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
740 "#endif\n"
741 "\n"
742 "#ifdef USESATURATION\n"
743 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
744 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
745 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
746 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
747 "#endif\n"
748 "\n"
749 "#ifdef USEGAMMARAMPS\n"
750 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
751 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
752 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
753 "#endif\n"
754 "}\n"
755 "#endif\n"
756 "#else // !MODE_POSTPROCESS\n"
757 "\n"
758 "\n"
759 "\n"
760 "\n"
761 "#ifdef MODE_GENERIC\n"
762 "#ifdef USEDIFFUSE\n"
763 "varying vec2 TexCoord1;\n"
764 "#endif\n"
765 "#ifdef USESPECULAR\n"
766 "varying vec2 TexCoord2;\n"
767 "#endif\n"
768 "#ifdef VERTEX_SHADER\n"
769 "void main(void)\n"
770 "{\n"
771 "       gl_FrontColor = gl_Color;\n"
772 "#ifdef USEDIFFUSE\n"
773 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
774 "#endif\n"
775 "#ifdef USESPECULAR\n"
776 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
777 "#endif\n"
778 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
779 "}\n"
780 "#endif\n"
781 "\n"
782 "#ifdef FRAGMENT_SHADER\n"
783 "#ifdef USEDIFFUSE\n"
784 "uniform sampler2D Texture_First;\n"
785 "#endif\n"
786 "#ifdef USESPECULAR\n"
787 "uniform sampler2D Texture_Second;\n"
788 "#endif\n"
789 "\n"
790 "void main(void)\n"
791 "{\n"
792 "       gl_FragColor = gl_Color;\n"
793 "#ifdef USEDIFFUSE\n"
794 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
795 "#endif\n"
796 "\n"
797 "#ifdef USESPECULAR\n"
798 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
799 "# ifdef USECOLORMAPPING\n"
800 "       gl_FragColor *= tex2;\n"
801 "# endif\n"
802 "# ifdef USEGLOW\n"
803 "       gl_FragColor += tex2;\n"
804 "# endif\n"
805 "# ifdef USEVERTEXTEXTUREBLEND\n"
806 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
807 "# endif\n"
808 "#endif\n"
809 "}\n"
810 "#endif\n"
811 "#else // !MODE_GENERIC\n"
812 "\n"
813 "\n"
814 "\n"
815 "\n"
816 "#ifdef MODE_BLOOMBLUR\n"
817 "varying TexCoord;\n"
818 "#ifdef VERTEX_SHADER\n"
819 "void main(void)\n"
820 "{\n"
821 "       gl_FrontColor = gl_Color;\n"
822 "       TexCoord = gl_MultiTexCoord0.xy;\n"
823 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
824 "}\n"
825 "#endif\n"
826 "\n"
827 "#ifdef FRAGMENT_SHADER\n"
828 "uniform sampler2D Texture_First;\n"
829 "uniform vec4 BloomBlur_Parameters;\n"
830 "\n"
831 "void main(void)\n"
832 "{\n"
833 "       int i;\n"
834 "       vec2 tc = TexCoord;\n"
835 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
836 "       tc += BloomBlur_Parameters.xy;\n"
837 "       for (i = 1;i < SAMPLES;i++)\n"
838 "       {\n"
839 "               color += texture2D(Texture_First, tc).rgb;\n"
840 "               tc += BloomBlur_Parameters.xy;\n"
841 "       }\n"
842 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
843 "}\n"
844 "#endif\n"
845 "#else // !MODE_BLOOMBLUR\n"
846 "#ifdef MODE_REFRACTION\n"
847 "varying vec2 TexCoord;\n"
848 "varying vec4 ModelViewProjectionPosition;\n"
849 "uniform mat4 TexMatrix;\n"
850 "#ifdef VERTEX_SHADER\n"
851 "\n"
852 "void main(void)\n"
853 "{\n"
854 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
855 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
856 "       ModelViewProjectionPosition = gl_Position;\n"
857 "}\n"
858 "#endif\n"
859 "\n"
860 "#ifdef FRAGMENT_SHADER\n"
861 "uniform sampler2D Texture_Normal;\n"
862 "uniform sampler2D Texture_Refraction;\n"
863 "uniform sampler2D Texture_Reflection;\n"
864 "\n"
865 "uniform vec4 DistortScaleRefractReflect;\n"
866 "uniform vec4 ScreenScaleRefractReflect;\n"
867 "uniform vec4 ScreenCenterRefractReflect;\n"
868 "uniform vec4 RefractColor;\n"
869 "uniform vec4 ReflectColor;\n"
870 "uniform float ReflectFactor;\n"
871 "uniform float ReflectOffset;\n"
872 "\n"
873 "void main(void)\n"
874 "{\n"
875 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
876 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
877 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
878 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
879 "       // FIXME temporary hack to detect the case that the reflection\n"
880 "       // gets blackened at edges due to leaving the area that contains actual\n"
881 "       // content.\n"
882 "       // Remove this 'ack once we have a better way to stop this thing from\n"
883 "       // 'appening.\n"
884 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
885 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
886 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
887 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
888 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
889 "       gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
890 "}\n"
891 "#endif\n"
892 "#else // !MODE_REFRACTION\n"
893 "\n"
894 "\n"
895 "\n"
896 "\n"
897 "#ifdef MODE_WATER\n"
898 "varying vec2 TexCoord;\n"
899 "varying vec3 EyeVector;\n"
900 "varying vec4 ModelViewProjectionPosition;\n"
901 "#ifdef VERTEX_SHADER\n"
902 "uniform vec3 EyePosition;\n"
903 "uniform mat4 TexMatrix;\n"
904 "\n"
905 "void main(void)\n"
906 "{\n"
907 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
908 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
909 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
910 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
911 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
912 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
913 "       ModelViewProjectionPosition = gl_Position;\n"
914 "}\n"
915 "#endif\n"
916 "\n"
917 "#ifdef FRAGMENT_SHADER\n"
918 "uniform sampler2D Texture_Normal;\n"
919 "uniform sampler2D Texture_Refraction;\n"
920 "uniform sampler2D Texture_Reflection;\n"
921 "\n"
922 "uniform vec4 DistortScaleRefractReflect;\n"
923 "uniform vec4 ScreenScaleRefractReflect;\n"
924 "uniform vec4 ScreenCenterRefractReflect;\n"
925 "uniform vec4 RefractColor;\n"
926 "uniform vec4 ReflectColor;\n"
927 "uniform float ReflectFactor;\n"
928 "uniform float ReflectOffset;\n"
929 "\n"
930 "void main(void)\n"
931 "{\n"
932 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
933 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
934 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
935 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
936 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
937 "       // FIXME temporary hack to detect the case that the reflection\n"
938 "       // gets blackened at edges due to leaving the area that contains actual\n"
939 "       // content.\n"
940 "       // Remove this 'ack once we have a better way to stop this thing from\n"
941 "       // 'appening.\n"
942 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
943 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
944 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
945 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
946 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
947 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
948 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
949 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
950 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
951 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
952 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
953 "       gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
954 "}\n"
955 "#endif\n"
956 "#else // !MODE_WATER\n"
957 "\n"
958 "\n"
959 "\n"
960 "\n"
961 "// common definitions between vertex shader and fragment shader:\n"
962 "\n"
963 "varying vec2 TexCoord;\n"
964 "#ifdef USEVERTEXTEXTUREBLEND\n"
965 "varying vec2 TexCoord2;\n"
966 "#endif\n"
967 "#ifdef USELIGHTMAP\n"
968 "varying vec2 TexCoordLightmap;\n"
969 "#endif\n"
970 "\n"
971 "#ifdef MODE_LIGHTSOURCE\n"
972 "varying vec3 CubeVector;\n"
973 "#endif\n"
974 "\n"
975 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
976 "varying vec3 LightVector;\n"
977 "#endif\n"
978 "\n"
979 "#ifdef USEEYEVECTOR\n"
980 "varying vec3 EyeVector;\n"
981 "#endif\n"
982 "#ifdef USEFOG\n"
983 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
984 "#endif\n"
985 "\n"
986 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
987 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
988 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
989 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
990 "#endif\n"
991 "\n"
992 "#ifdef USEREFLECTION\n"
993 "varying vec4 ModelViewProjectionPosition;\n"
994 "#endif\n"
995 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
996 "uniform vec3 LightPosition;\n"
997 "varying vec4 ModelViewPosition;\n"
998 "#endif\n"
999 "\n"
1000 "#ifdef MODE_LIGHTSOURCE\n"
1001 "uniform vec3 LightPosition;\n"
1002 "#endif\n"
1003 "uniform vec3 EyePosition;\n"
1004 "#ifdef MODE_LIGHTDIRECTION\n"
1005 "uniform vec3 LightDir;\n"
1006 "#endif\n"
1007 "uniform vec4 FogPlane;\n"
1008 "\n"
1009 "#ifdef USESHADOWMAPORTHO\n"
1010 "varying vec3 ShadowMapTC;\n"
1011 "#endif\n"
1012 "\n"
1013 "\n"
1014 "\n"
1015 "\n"
1016 "\n"
1017 "// 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"
1018 "\n"
1019 "// fragment shader specific:\n"
1020 "#ifdef FRAGMENT_SHADER\n"
1021 "\n"
1022 "uniform sampler2D Texture_Normal;\n"
1023 "uniform sampler2D Texture_Color;\n"
1024 "uniform sampler2D Texture_Gloss;\n"
1025 "#ifdef USEGLOW\n"
1026 "uniform sampler2D Texture_Glow;\n"
1027 "#endif\n"
1028 "#ifdef USEVERTEXTEXTUREBLEND\n"
1029 "uniform sampler2D Texture_SecondaryNormal;\n"
1030 "uniform sampler2D Texture_SecondaryColor;\n"
1031 "uniform sampler2D Texture_SecondaryGloss;\n"
1032 "#ifdef USEGLOW\n"
1033 "uniform sampler2D Texture_SecondaryGlow;\n"
1034 "#endif\n"
1035 "#endif\n"
1036 "#ifdef USECOLORMAPPING\n"
1037 "uniform sampler2D Texture_Pants;\n"
1038 "uniform sampler2D Texture_Shirt;\n"
1039 "#endif\n"
1040 "#ifdef USEFOG\n"
1041 "#ifdef USEFOGHEIGHTTEXTURE\n"
1042 "uniform sampler2D Texture_FogHeightTexture;\n"
1043 "#endif\n"
1044 "uniform sampler2D Texture_FogMask;\n"
1045 "#endif\n"
1046 "#ifdef USELIGHTMAP\n"
1047 "uniform sampler2D Texture_Lightmap;\n"
1048 "#endif\n"
1049 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1050 "uniform sampler2D Texture_Deluxemap;\n"
1051 "#endif\n"
1052 "#ifdef USEREFLECTION\n"
1053 "uniform sampler2D Texture_Reflection;\n"
1054 "#endif\n"
1055 "\n"
1056 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1057 "uniform sampler2D Texture_ScreenDepth;\n"
1058 "uniform sampler2D Texture_ScreenNormalMap;\n"
1059 "#endif\n"
1060 "#ifdef USEDEFERREDLIGHTMAP\n"
1061 "uniform sampler2D Texture_ScreenDiffuse;\n"
1062 "uniform sampler2D Texture_ScreenSpecular;\n"
1063 "#endif\n"
1064 "\n"
1065 "uniform myhalf3 Color_Pants;\n"
1066 "uniform myhalf3 Color_Shirt;\n"
1067 "uniform myhalf3 FogColor;\n"
1068 "\n"
1069 "#ifdef USEFOG\n"
1070 "uniform float FogRangeRecip;\n"
1071 "uniform float FogPlaneViewDist;\n"
1072 "uniform float FogHeightFade;\n"
1073 "vec3 FogVertex(vec3 surfacecolor)\n"
1074 "{\n"
1075 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1076 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1077 "       float fogfrac;\n"
1078 "#ifdef USEFOGHEIGHTTEXTURE\n"
1079 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1080 "       fogfrac = fogheightpixel.a;\n"
1081 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1082 "#else\n"
1083 "# ifdef USEFOGOUTSIDE\n"
1084 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1085 "# else\n"
1086 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1087 "# endif\n"
1088 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1089 "#endif\n"
1090 "}\n"
1091 "#endif\n"
1092 "\n"
1093 "#ifdef USEOFFSETMAPPING\n"
1094 "uniform float OffsetMapping_Scale;\n"
1095 "vec2 OffsetMapping(vec2 TexCoord)\n"
1096 "{\n"
1097 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1098 "       // 14 sample relief mapping: linear search and then binary search\n"
1099 "       // this basically steps forward a small amount repeatedly until it finds\n"
1100 "       // itself inside solid, then jitters forward and back using decreasing\n"
1101 "       // amounts to find the impact\n"
1102 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1103 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1104 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1105 "       vec3 RT = vec3(TexCoord, 1);\n"
1106 "       OffsetVector *= 0.1;\n"
1107 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1110 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1111 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1112 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1113 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1114 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1115 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1116 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1117 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1118 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1119 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1120 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1121 "       return RT.xy;\n"
1122 "#else\n"
1123 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1124 "       // this basically moves forward the full distance, and then backs up based\n"
1125 "       // on height of samples\n"
1126 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1127 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1128 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1129 "       TexCoord += OffsetVector;\n"
1130 "       OffsetVector *= 0.333;\n"
1131 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1132 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1133 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1134 "       return TexCoord;\n"
1135 "#endif\n"
1136 "}\n"
1137 "#endif // USEOFFSETMAPPING\n"
1138 "\n"
1139 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1140 "uniform sampler2D Texture_Attenuation;\n"
1141 "uniform samplerCube Texture_Cube;\n"
1142 "#endif\n"
1143 "\n"
1144 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1145 "\n"
1146 "#ifdef USESHADOWMAPRECT\n"
1147 "# ifdef USESHADOWSAMPLER\n"
1148 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1149 "# else\n"
1150 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1151 "# endif\n"
1152 "#endif\n"
1153 "\n"
1154 "#ifdef USESHADOWMAP2D\n"
1155 "# ifdef USESHADOWSAMPLER\n"
1156 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1157 "# else\n"
1158 "uniform sampler2D Texture_ShadowMap2D;\n"
1159 "# endif\n"
1160 "#endif\n"
1161 "\n"
1162 "#ifdef USESHADOWMAPVSDCT\n"
1163 "uniform samplerCube Texture_CubeProjection;\n"
1164 "#endif\n"
1165 "\n"
1166 "#ifdef USESHADOWMAPCUBE\n"
1167 "# ifdef USESHADOWSAMPLER\n"
1168 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1169 "# else\n"
1170 "uniform samplerCube Texture_ShadowMapCube;\n"
1171 "# endif\n"
1172 "#endif\n"
1173 "\n"
1174 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1175 "uniform vec2 ShadowMap_TextureScale;\n"
1176 "uniform vec4 ShadowMap_Parameters;\n"
1177 "#endif\n"
1178 "\n"
1179 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1180 "# ifdef USESHADOWMAPORTHO\n"
1181 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1182 "# else\n"
1183 "#  ifdef USESHADOWMAPVSDCT\n"
1184 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1185 "{\n"
1186 "       vec3 adir = abs(dir);\n"
1187 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1188 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1189 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1190 "}\n"
1191 "#  else\n"
1192 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1193 "{\n"
1194 "       vec3 adir = abs(dir);\n"
1195 "       float ma = adir.z;\n"
1196 "       vec4 proj = vec4(dir, 2.5);\n"
1197 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1198 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1199 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1200 "       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"
1201 "}\n"
1202 "#  endif\n"
1203 "# endif\n"
1204 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1205 "\n"
1206 "#ifdef USESHADOWMAPCUBE\n"
1207 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1208 "{\n"
1209 "       vec3 adir = abs(dir);\n"
1210 "       return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1211 "}\n"
1212 "#endif\n"
1213 "\n"
1214 "# ifdef USESHADOWMAPRECT\n"
1215 "float ShadowMapCompare(vec3 dir)\n"
1216 "{\n"
1217 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1218 "       float f;\n"
1219 "#  ifdef USESHADOWSAMPLER\n"
1220 "\n"
1221 "#    ifdef USESHADOWMAPPCF\n"
1222 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1223 "       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"
1224 "#    else\n"
1225 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1226 "#    endif\n"
1227 "\n"
1228 "#  else\n"
1229 "\n"
1230 "#    ifdef USESHADOWMAPPCF\n"
1231 "#      if USESHADOWMAPPCF > 1\n"
1232 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1233 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1234 "       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"
1235 "       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"
1236 "       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"
1237 "       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"
1238 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1239 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1240 "#      else\n"
1241 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1242 "       vec2 offset = fract(shadowmaptc.xy);\n"
1243 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1244 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1245 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1246 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1247 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1248 "#      endif\n"
1249 "#    else\n"
1250 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1251 "#    endif\n"
1252 "\n"
1253 "#  endif\n"
1254 "#  ifdef USESHADOWMAPORTHO\n"
1255 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1256 "#  else\n"
1257 "       return f;\n"
1258 "#  endif\n"
1259 "}\n"
1260 "# endif\n"
1261 "\n"
1262 "# ifdef USESHADOWMAP2D\n"
1263 "float ShadowMapCompare(vec3 dir)\n"
1264 "{\n"
1265 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1266 "       float f;\n"
1267 "\n"
1268 "#  ifdef USESHADOWSAMPLER\n"
1269 "#    ifdef USESHADOWMAPPCF\n"
1270 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1271 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1272 "       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"
1273 "#    else\n"
1274 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1275 "#    endif\n"
1276 "#  else\n"
1277 "#    ifdef USESHADOWMAPPCF\n"
1278 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1279 "#      ifdef GL_ARB_texture_gather\n"
1280 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1281 "#      else\n"
1282 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1283 "#      endif\n"
1284 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1285 "#      if USESHADOWMAPPCF > 1\n"
1286 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1287 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1288 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1289 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1290 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1291 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1292 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1293 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1294 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1295 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1296 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1297 "       locols.yz += group2.ab;\n"
1298 "       hicols.yz += group8.rg;\n"
1299 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1300 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1301 "                               mix(locols, hicols, offset.y);\n"
1302 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1303 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1304 "       f = dot(cols, vec4(1.0/25.0));\n"
1305 "#      else\n"
1306 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1307 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1308 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1309 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1310 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1311 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1312 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1313 "#      endif\n"
1314 "#     else\n"
1315 "#      ifdef GL_EXT_gpu_shader4\n"
1316 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1317 "#      else\n"
1318 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1319 "#      endif\n"
1320 "#      if USESHADOWMAPPCF > 1\n"
1321 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1322 "       center *= ShadowMap_TextureScale;\n"
1323 "       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"
1324 "       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"
1325 "       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"
1326 "       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"
1327 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1328 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1329 "#      else\n"
1330 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1331 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1332 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1333 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1334 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1335 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1336 "#      endif\n"
1337 "#     endif\n"
1338 "#    else\n"
1339 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1340 "#    endif\n"
1341 "#  endif\n"
1342 "#  ifdef USESHADOWMAPORTHO\n"
1343 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1344 "#  else\n"
1345 "       return f;\n"
1346 "#  endif\n"
1347 "}\n"
1348 "# endif\n"
1349 "\n"
1350 "# ifdef USESHADOWMAPCUBE\n"
1351 "float ShadowMapCompare(vec3 dir)\n"
1352 "{\n"
1353 "       // apply depth texture cubemap as light filter\n"
1354 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1355 "       float f;\n"
1356 "#  ifdef USESHADOWSAMPLER\n"
1357 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1358 "#  else\n"
1359 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1360 "#  endif\n"
1361 "       return f;\n"
1362 "}\n"
1363 "# endif\n"
1364 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1365 "#endif // FRAGMENT_SHADER\n"
1366 "\n"
1367 "\n"
1368 "\n"
1369 "\n"
1370 "#ifdef MODE_DEFERREDGEOMETRY\n"
1371 "#ifdef VERTEX_SHADER\n"
1372 "uniform mat4 TexMatrix;\n"
1373 "#ifdef USEVERTEXTEXTUREBLEND\n"
1374 "uniform mat4 BackgroundTexMatrix;\n"
1375 "#endif\n"
1376 "uniform mat4 ModelViewMatrix;\n"
1377 "void main(void)\n"
1378 "{\n"
1379 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1380 "#ifdef USEVERTEXTEXTUREBLEND\n"
1381 "       gl_FrontColor = gl_Color;\n"
1382 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1383 "#endif\n"
1384 "\n"
1385 "       // transform unnormalized eye direction into tangent space\n"
1386 "#ifdef USEOFFSETMAPPING\n"
1387 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1388 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1389 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1390 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1391 "#endif\n"
1392 "\n"
1393 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1394 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1395 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1396 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1397 "}\n"
1398 "#endif // VERTEX_SHADER\n"
1399 "\n"
1400 "#ifdef FRAGMENT_SHADER\n"
1401 "void main(void)\n"
1402 "{\n"
1403 "#ifdef USEOFFSETMAPPING\n"
1404 "       // apply offsetmapping\n"
1405 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1406 "#define TexCoord TexCoordOffset\n"
1407 "#endif\n"
1408 "\n"
1409 "#ifdef USEALPHAKILL\n"
1410 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1411 "               discard;\n"
1412 "#endif\n"
1413 "\n"
1414 "#ifdef USEVERTEXTEXTUREBLEND\n"
1415 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1416 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1417 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1418 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1419 "#endif\n"
1420 "\n"
1421 "#ifdef USEVERTEXTEXTUREBLEND\n"
1422 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1423 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1424 "#else\n"
1425 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1426 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1427 "#endif\n"
1428 "\n"
1429 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1430 "}\n"
1431 "#endif // FRAGMENT_SHADER\n"
1432 "#else // !MODE_DEFERREDGEOMETRY\n"
1433 "\n"
1434 "\n"
1435 "\n"
1436 "\n"
1437 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1438 "#ifdef VERTEX_SHADER\n"
1439 "uniform mat4 ModelViewMatrix;\n"
1440 "void main(void)\n"
1441 "{\n"
1442 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1443 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1444 "}\n"
1445 "#endif // VERTEX_SHADER\n"
1446 "\n"
1447 "#ifdef FRAGMENT_SHADER\n"
1448 "uniform mat4 ViewToLight;\n"
1449 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1450 "uniform vec2 ScreenToDepth;\n"
1451 "uniform myhalf3 DeferredColor_Ambient;\n"
1452 "uniform myhalf3 DeferredColor_Diffuse;\n"
1453 "#ifdef USESPECULAR\n"
1454 "uniform myhalf3 DeferredColor_Specular;\n"
1455 "uniform myhalf SpecularPower;\n"
1456 "#endif\n"
1457 "uniform myhalf2 PixelToScreenTexCoord;\n"
1458 "void main(void)\n"
1459 "{\n"
1460 "       // calculate viewspace pixel position\n"
1461 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1462 "       vec3 position;\n"
1463 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1464 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1465 "       // decode viewspace pixel normal\n"
1466 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1467 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1468 "       // surfacenormal = pixel normal in viewspace\n"
1469 "       // LightVector = pixel to light in viewspace\n"
1470 "       // CubeVector = position in lightspace\n"
1471 "       // eyevector = pixel to view in viewspace\n"
1472 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1473 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1474 "#ifdef USEDIFFUSE\n"
1475 "       // calculate diffuse shading\n"
1476 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1477 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1478 "#endif\n"
1479 "#ifdef USESPECULAR\n"
1480 "       // calculate directional shading\n"
1481 "       vec3 eyevector = position * -1.0;\n"
1482 "#  ifdef USEEXACTSPECULARMATH\n"
1483 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1484 "#  else\n"
1485 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1486 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1487 "#  endif\n"
1488 "#endif\n"
1489 "\n"
1490 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1491 "       fade *= ShadowMapCompare(CubeVector);\n"
1492 "#endif\n"
1493 "\n"
1494 "#ifdef USEDIFFUSE\n"
1495 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1496 "#else\n"
1497 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1498 "#endif\n"
1499 "#ifdef USESPECULAR\n"
1500 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1501 "#else\n"
1502 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1503 "#endif\n"
1504 "\n"
1505 "# ifdef USECUBEFILTER\n"
1506 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1507 "       gl_FragData[0].rgb *= cubecolor;\n"
1508 "       gl_FragData[1].rgb *= cubecolor;\n"
1509 "# endif\n"
1510 "}\n"
1511 "#endif // FRAGMENT_SHADER\n"
1512 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1513 "\n"
1514 "\n"
1515 "\n"
1516 "\n"
1517 "#ifdef VERTEX_SHADER\n"
1518 "uniform mat4 TexMatrix;\n"
1519 "#ifdef USEVERTEXTEXTUREBLEND\n"
1520 "uniform mat4 BackgroundTexMatrix;\n"
1521 "#endif\n"
1522 "#ifdef MODE_LIGHTSOURCE\n"
1523 "uniform mat4 ModelToLight;\n"
1524 "#endif\n"
1525 "#ifdef USESHADOWMAPORTHO\n"
1526 "uniform mat4 ShadowMapMatrix;\n"
1527 "#endif\n"
1528 "void main(void)\n"
1529 "{\n"
1530 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1531 "       gl_FrontColor = gl_Color;\n"
1532 "#endif\n"
1533 "       // copy the surface texcoord\n"
1534 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1535 "#ifdef USEVERTEXTEXTUREBLEND\n"
1536 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1537 "#endif\n"
1538 "#ifdef USELIGHTMAP\n"
1539 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1540 "#endif\n"
1541 "\n"
1542 "#ifdef MODE_LIGHTSOURCE\n"
1543 "       // transform vertex position into light attenuation/cubemap space\n"
1544 "       // (-1 to +1 across the light box)\n"
1545 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1546 "\n"
1547 "# ifdef USEDIFFUSE\n"
1548 "       // transform unnormalized light direction into tangent space\n"
1549 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1550 "       //  normalize it per pixel)\n"
1551 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1552 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1553 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1554 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1555 "# endif\n"
1556 "#endif\n"
1557 "\n"
1558 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1559 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1560 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1561 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1562 "#endif\n"
1563 "\n"
1564 "       // transform unnormalized eye direction into tangent space\n"
1565 "#ifdef USEEYEVECTOR\n"
1566 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1567 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1568 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1569 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1570 "#endif\n"
1571 "\n"
1572 "#ifdef USEFOG\n"
1573 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1574 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1575 "#endif\n"
1576 "\n"
1577 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1578 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1579 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1580 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1581 "#endif\n"
1582 "\n"
1583 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1584 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1585 "\n"
1586 "#ifdef USESHADOWMAPORTHO\n"
1587 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1588 "#endif\n"
1589 "\n"
1590 "#ifdef USEREFLECTION\n"
1591 "       ModelViewProjectionPosition = gl_Position;\n"
1592 "#endif\n"
1593 "}\n"
1594 "#endif // VERTEX_SHADER\n"
1595 "\n"
1596 "\n"
1597 "\n"
1598 "\n"
1599 "#ifdef FRAGMENT_SHADER\n"
1600 "#ifdef USEDEFERREDLIGHTMAP\n"
1601 "uniform myhalf2 PixelToScreenTexCoord;\n"
1602 "uniform myhalf3 DeferredMod_Diffuse;\n"
1603 "uniform myhalf3 DeferredMod_Specular;\n"
1604 "#endif\n"
1605 "uniform myhalf3 Color_Ambient;\n"
1606 "uniform myhalf3 Color_Diffuse;\n"
1607 "uniform myhalf3 Color_Specular;\n"
1608 "uniform myhalf SpecularPower;\n"
1609 "#ifdef USEGLOW\n"
1610 "uniform myhalf3 Color_Glow;\n"
1611 "#endif\n"
1612 "uniform myhalf Alpha;\n"
1613 "#ifdef USEREFLECTION\n"
1614 "uniform vec4 DistortScaleRefractReflect;\n"
1615 "uniform vec4 ScreenScaleRefractReflect;\n"
1616 "uniform vec4 ScreenCenterRefractReflect;\n"
1617 "uniform myhalf4 ReflectColor;\n"
1618 "#endif\n"
1619 "#ifdef USEREFLECTCUBE\n"
1620 "uniform mat4 ModelToReflectCube;\n"
1621 "uniform sampler2D Texture_ReflectMask;\n"
1622 "uniform samplerCube Texture_ReflectCube;\n"
1623 "#endif\n"
1624 "#ifdef MODE_LIGHTDIRECTION\n"
1625 "uniform myhalf3 LightColor;\n"
1626 "#endif\n"
1627 "#ifdef MODE_LIGHTSOURCE\n"
1628 "uniform myhalf3 LightColor;\n"
1629 "#endif\n"
1630 "void main(void)\n"
1631 "{\n"
1632 "#ifdef USEOFFSETMAPPING\n"
1633 "       // apply offsetmapping\n"
1634 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1635 "#define TexCoord TexCoordOffset\n"
1636 "#endif\n"
1637 "\n"
1638 "       // combine the diffuse textures (base, pants, shirt)\n"
1639 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1640 "#ifdef USEALPHAKILL\n"
1641 "       if (color.a < 0.5)\n"
1642 "               discard;\n"
1643 "#endif\n"
1644 "       color.a *= Alpha;\n"
1645 "#ifdef USECOLORMAPPING\n"
1646 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1647 "#endif\n"
1648 "#ifdef USEVERTEXTEXTUREBLEND\n"
1649 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1650 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1651 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1652 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1653 "       color.a = 1.0;\n"
1654 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1655 "#endif\n"
1656 "\n"
1657 "       // get the surface normal\n"
1658 "#ifdef USEVERTEXTEXTUREBLEND\n"
1659 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1660 "#else\n"
1661 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1662 "#endif\n"
1663 "\n"
1664 "       // get the material colors\n"
1665 "       myhalf3 diffusetex = color.rgb;\n"
1666 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1667 "# ifdef USEVERTEXTEXTUREBLEND\n"
1668 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1669 "# else\n"
1670 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1671 "# endif\n"
1672 "#endif\n"
1673 "\n"
1674 "#ifdef USEREFLECTCUBE\n"
1675 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1676 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1677 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1678 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1679 "#endif\n"
1680 "\n"
1681 "\n"
1682 "\n"
1683 "\n"
1684 "#ifdef MODE_LIGHTSOURCE\n"
1685 "       // light source\n"
1686 "#ifdef USEDIFFUSE\n"
1687 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1688 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1689 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1690 "#ifdef USESPECULAR\n"
1691 "#ifdef USEEXACTSPECULARMATH\n"
1692 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1693 "#else\n"
1694 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1695 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1696 "#endif\n"
1697 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1698 "#endif\n"
1699 "#else\n"
1700 "       color.rgb = diffusetex * Color_Ambient;\n"
1701 "#endif\n"
1702 "       color.rgb *= LightColor;\n"
1703 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1704 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1705 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1706 "#endif\n"
1707 "# ifdef USECUBEFILTER\n"
1708 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1709 "# endif\n"
1710 "#endif // MODE_LIGHTSOURCE\n"
1711 "\n"
1712 "\n"
1713 "\n"
1714 "\n"
1715 "#ifdef MODE_LIGHTDIRECTION\n"
1716 "#define SHADING\n"
1717 "#ifdef USEDIFFUSE\n"
1718 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1719 "#endif\n"
1720 "#define lightcolor LightColor\n"
1721 "#endif // MODE_LIGHTDIRECTION\n"
1722 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1723 "#define SHADING\n"
1724 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1725 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1726 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1727 "       // convert modelspace light vector to tangentspace\n"
1728 "       myhalf3 lightnormal;\n"
1729 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1730 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1731 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1732 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1733 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1734 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1735 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1736 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1737 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1738 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1739 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1740 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1741 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1742 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1743 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1744 "#define SHADING\n"
1745 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1746 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1747 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1748 "#endif\n"
1749 "\n"
1750 "\n"
1751 "\n"
1752 "\n"
1753 "#ifdef MODE_FAKELIGHT\n"
1754 "#define SHADING\n"
1755 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1756 "myhalf3 lightcolor = myhalf3(1.0);\n"
1757 "#endif // MODE_FAKELIGHT\n"
1758 "\n"
1759 "\n"
1760 "\n"
1761 "\n"
1762 "#ifdef MODE_LIGHTMAP\n"
1763 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1764 "#endif // MODE_LIGHTMAP\n"
1765 "#ifdef MODE_VERTEXCOLOR\n"
1766 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1767 "#endif // MODE_VERTEXCOLOR\n"
1768 "#ifdef MODE_FLATCOLOR\n"
1769 "       color.rgb = diffusetex * Color_Ambient;\n"
1770 "#endif // MODE_FLATCOLOR\n"
1771 "\n"
1772 "\n"
1773 "\n"
1774 "\n"
1775 "#ifdef SHADING\n"
1776 "# ifdef USEDIFFUSE\n"
1777 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1778 "#  ifdef USESPECULAR\n"
1779 "#   ifdef USEEXACTSPECULARMATH\n"
1780 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1781 "#   else\n"
1782 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1783 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1784 "#   endif\n"
1785 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1786 "#  else\n"
1787 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1788 "#  endif\n"
1789 "# else\n"
1790 "       color.rgb = diffusetex * Color_Ambient;\n"
1791 "# endif\n"
1792 "#endif\n"
1793 "\n"
1794 "#ifdef USESHADOWMAPORTHO\n"
1795 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1796 "#endif\n"
1797 "\n"
1798 "#ifdef USEDEFERREDLIGHTMAP\n"
1799 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1800 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1801 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1802 "#endif\n"
1803 "\n"
1804 "#ifdef USEGLOW\n"
1805 "#ifdef USEVERTEXTEXTUREBLEND\n"
1806 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1807 "#else\n"
1808 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1809 "#endif\n"
1810 "#endif\n"
1811 "\n"
1812 "#ifdef USEFOG\n"
1813 "       color.rgb = FogVertex(color.rgb);\n"
1814 "#endif\n"
1815 "\n"
1816 "       // 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"
1817 "#ifdef USEREFLECTION\n"
1818 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1819 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1820 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1821 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1822 "       // FIXME temporary hack to detect the case that the reflection\n"
1823 "       // gets blackened at edges due to leaving the area that contains actual\n"
1824 "       // content.\n"
1825 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1826 "       // 'appening.\n"
1827 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1828 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1829 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1830 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1831 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1832 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1833 "#endif\n"
1834 "\n"
1835 "       gl_FragColor = vec4(color);\n"
1836 "}\n"
1837 "#endif // FRAGMENT_SHADER\n"
1838 "\n"
1839 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1840 "#endif // !MODE_DEFERREDGEOMETRY\n"
1841 "#endif // !MODE_WATER\n"
1842 "#endif // !MODE_REFRACTION\n"
1843 "#endif // !MODE_BLOOMBLUR\n"
1844 "#endif // !MODE_GENERIC\n"
1845 "#endif // !MODE_POSTPROCESS\n"
1846 "#endif // !MODE_SHOWDEPTH\n"
1847 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1848 ;
1849
1850 /*
1851 =========================================================================================================================================================
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1853
1854
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1857
1858
1859 =========================================================================================================================================================
1860
1861
1862
1863 =========================================================================================================================================================
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1865
1866
1867 =========================================================================================================================================================
1868
1869
1870
1871 =========================================================================================================================================================
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1873
1874
1875 =========================================================================================================================================================
1876 */
1877
1878 const char *builtincgshaderstring =
1879 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1880 "// written by Forest 'LordHavoc' Hale\n"
1881 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1882 "\n"
1883 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1884 "#if defined(USEREFLECTION)\n"
1885 "#undef USESHADOWMAPORTHO\n"
1886 "#endif\n"
1887 "\n"
1888 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1889 "# define USEFOG\n"
1890 "#endif\n"
1891 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1892 "#define USELIGHTMAP\n"
1893 "#endif\n"
1894 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1895 "#define USEEYEVECTOR\n"
1896 "#endif\n"
1897 "\n"
1898 "#ifdef FRAGMENT_SHADER\n"
1899 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1900 "#endif\n"
1901 "\n"
1902 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1903 "#ifdef VERTEX_SHADER\n"
1904 "void main\n"
1905 "(\n"
1906 "float4 gl_Vertex : POSITION,\n"
1907 "uniform float4x4 ModelViewProjectionMatrix,\n"
1908 "out float4 gl_Position : POSITION\n"
1909 ")\n"
1910 "{\n"
1911 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1912 "}\n"
1913 "#endif\n"
1914 "#else // !MODE_DEPTH_ORSHADOW\n"
1915 "\n"
1916 "\n"
1917 "\n"
1918 "\n"
1919 "#ifdef MODE_SHOWDEPTH\n"
1920 "#ifdef VERTEX_SHADER\n"
1921 "void main\n"
1922 "(\n"
1923 "float4 gl_Vertex : POSITION,\n"
1924 "uniform float4x4 ModelViewProjectionMatrix,\n"
1925 "out float4 gl_Position : POSITION,\n"
1926 "out float4 gl_FrontColor : COLOR0\n"
1927 ")\n"
1928 "{\n"
1929 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1930 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1931 "}\n"
1932 "#endif\n"
1933 "\n"
1934 "#ifdef FRAGMENT_SHADER\n"
1935 "void main\n"
1936 "(\n"
1937 "float4 gl_FrontColor : COLOR0,\n"
1938 "out float4 gl_FragColor : COLOR\n"
1939 ")\n"
1940 "{\n"
1941 "       gl_FragColor = gl_FrontColor;\n"
1942 "}\n"
1943 "#endif\n"
1944 "#else // !MODE_SHOWDEPTH\n"
1945 "\n"
1946 "\n"
1947 "\n"
1948 "\n"
1949 "#ifdef MODE_POSTPROCESS\n"
1950 "\n"
1951 "#ifdef VERTEX_SHADER\n"
1952 "void main\n"
1953 "(\n"
1954 "float4 gl_Vertex : POSITION,\n"
1955 "uniform float4x4 ModelViewProjectionMatrix,\n"
1956 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1957 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1958 "out float4 gl_Position : POSITION,\n"
1959 "out float2 TexCoord1 : TEXCOORD0,\n"
1960 "out float2 TexCoord2 : TEXCOORD1\n"
1961 ")\n"
1962 "{\n"
1963 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1964 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1965 "#ifdef USEBLOOM\n"
1966 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1967 "#endif\n"
1968 "}\n"
1969 "#endif\n"
1970 "\n"
1971 "#ifdef FRAGMENT_SHADER\n"
1972 "void main\n"
1973 "(\n"
1974 "float2 TexCoord1 : TEXCOORD0,\n"
1975 "float2 TexCoord2 : TEXCOORD1,\n"
1976 "uniform sampler2D Texture_First,\n"
1977 "#ifdef USEBLOOM\n"
1978 "uniform sampler2D Texture_Second,\n"
1979 "#endif\n"
1980 "#ifdef USEGAMMARAMPS\n"
1981 "uniform sampler2D Texture_GammaRamps,\n"
1982 "#endif\n"
1983 "#ifdef USESATURATION\n"
1984 "uniform float Saturation,\n"
1985 "#endif\n"
1986 "#ifdef USEVIEWTINT\n"
1987 "uniform float4 ViewTintColor,\n"
1988 "#endif\n"
1989 "uniform float4 UserVec1,\n"
1990 "uniform float4 UserVec2,\n"
1991 "uniform float4 UserVec3,\n"
1992 "uniform float4 UserVec4,\n"
1993 "uniform float ClientTime,\n"
1994 "uniform float2 PixelSize,\n"
1995 "out float4 gl_FragColor : COLOR\n"
1996 ")\n"
1997 "{\n"
1998 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1999 "#ifdef USEBLOOM\n"
2000 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
2001 "#endif\n"
2002 "#ifdef USEVIEWTINT\n"
2003 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
2004 "#endif\n"
2005 "\n"
2006 "#ifdef USEPOSTPROCESSING\n"
2007 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
2008 "// 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"
2009 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
2010 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
2011 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
2012 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
2013 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
2014 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2015 "#endif\n"
2016 "\n"
2017 "#ifdef USESATURATION\n"
2018 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2019 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2020 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2021 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2022 "#endif\n"
2023 "\n"
2024 "#ifdef USEGAMMARAMPS\n"
2025 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2026 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2027 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2028 "#endif\n"
2029 "}\n"
2030 "#endif\n"
2031 "#else // !MODE_POSTPROCESS\n"
2032 "\n"
2033 "\n"
2034 "\n"
2035 "\n"
2036 "#ifdef MODE_GENERIC\n"
2037 "#ifdef VERTEX_SHADER\n"
2038 "void main\n"
2039 "(\n"
2040 "float4 gl_Vertex : POSITION,\n"
2041 "uniform float4x4 ModelViewProjectionMatrix,\n"
2042 "float4 gl_Color : COLOR0,\n"
2043 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2044 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2045 "out float4 gl_Position : POSITION,\n"
2046 "out float4 gl_FrontColor : COLOR,\n"
2047 "out float2 TexCoord1 : TEXCOORD0,\n"
2048 "out float2 TexCoord2 : TEXCOORD1\n"
2049 ")\n"
2050 "{\n"
2051 "       gl_FrontColor = gl_Color;\n"
2052 "#ifdef USEDIFFUSE\n"
2053 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2054 "#endif\n"
2055 "#ifdef USESPECULAR\n"
2056 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2057 "#endif\n"
2058 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2059 "}\n"
2060 "#endif\n"
2061 "\n"
2062 "#ifdef FRAGMENT_SHADER\n"
2063 "\n"
2064 "void main\n"
2065 "(\n"
2066 "float4 gl_FrontColor : COLOR,\n"
2067 "float2 TexCoord1 : TEXCOORD0,\n"
2068 "float2 TexCoord2 : TEXCOORD1,\n"
2069 "#ifdef USEDIFFUSE\n"
2070 "uniform sampler2D Texture_First,\n"
2071 "#endif\n"
2072 "#ifdef USESPECULAR\n"
2073 "uniform sampler2D Texture_Second,\n"
2074 "#endif\n"
2075 "out float4 gl_FragColor : COLOR\n"
2076 ")\n"
2077 "{\n"
2078 "       gl_FragColor = gl_FrontColor;\n"
2079 "#ifdef USEDIFFUSE\n"
2080 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2081 "#endif\n"
2082 "\n"
2083 "#ifdef USESPECULAR\n"
2084 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2085 "# ifdef USECOLORMAPPING\n"
2086 "       gl_FragColor *= tex2;\n"
2087 "# endif\n"
2088 "# ifdef USEGLOW\n"
2089 "       gl_FragColor += tex2;\n"
2090 "# endif\n"
2091 "# ifdef USEVERTEXTEXTUREBLEND\n"
2092 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2093 "# endif\n"
2094 "#endif\n"
2095 "}\n"
2096 "#endif\n"
2097 "#else // !MODE_GENERIC\n"
2098 "\n"
2099 "\n"
2100 "\n"
2101 "\n"
2102 "#ifdef MODE_BLOOMBLUR\n"
2103 "#ifdef VERTEX_SHADER\n"
2104 "void main\n"
2105 "(\n"
2106 "float4 gl_Vertex : POSITION,\n"
2107 "uniform float4x4 ModelViewProjectionMatrix,\n"
2108 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2109 "out float4 gl_Position : POSITION,\n"
2110 "out float2 TexCoord : TEXCOORD0\n"
2111 ")\n"
2112 "{\n"
2113 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2114 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2115 "}\n"
2116 "#endif\n"
2117 "\n"
2118 "#ifdef FRAGMENT_SHADER\n"
2119 "\n"
2120 "void main\n"
2121 "(\n"
2122 "float2 TexCoord : TEXCOORD0,\n"
2123 "uniform sampler2D Texture_First,\n"
2124 "uniform float4 BloomBlur_Parameters,\n"
2125 "out float4 gl_FragColor : COLOR\n"
2126 ")\n"
2127 "{\n"
2128 "       int i;\n"
2129 "       float2 tc = TexCoord;\n"
2130 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2131 "       tc += BloomBlur_Parameters.xy;\n"
2132 "       for (i = 1;i < SAMPLES;i++)\n"
2133 "       {\n"
2134 "               color += tex2D(Texture_First, tc).rgb;\n"
2135 "               tc += BloomBlur_Parameters.xy;\n"
2136 "       }\n"
2137 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2138 "}\n"
2139 "#endif\n"
2140 "#else // !MODE_BLOOMBLUR\n"
2141 "#ifdef MODE_REFRACTION\n"
2142 "#ifdef VERTEX_SHADER\n"
2143 "void main\n"
2144 "(\n"
2145 "float4 gl_Vertex : POSITION,\n"
2146 "uniform float4x4 ModelViewProjectionMatrix,\n"
2147 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2148 "uniform float4x4 TexMatrix,\n"
2149 "uniform float3 EyePosition,\n"
2150 "out float4 gl_Position : POSITION,\n"
2151 "out float2 TexCoord : TEXCOORD0,\n"
2152 "out float3 EyeVector : TEXCOORD1,\n"
2153 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2154 ")\n"
2155 "{\n"
2156 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2157 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2158 "       ModelViewProjectionPosition = gl_Position;\n"
2159 "}\n"
2160 "#endif\n"
2161 "\n"
2162 "#ifdef FRAGMENT_SHADER\n"
2163 "void main\n"
2164 "(\n"
2165 "float2 TexCoord : TEXCOORD0,\n"
2166 "float3 EyeVector : TEXCOORD1,\n"
2167 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2168 "uniform sampler2D Texture_Normal,\n"
2169 "uniform sampler2D Texture_Refraction,\n"
2170 "uniform sampler2D Texture_Reflection,\n"
2171 "uniform float4 DistortScaleRefractReflect,\n"
2172 "uniform float4 ScreenScaleRefractReflect,\n"
2173 "uniform float4 ScreenCenterRefractReflect,\n"
2174 "uniform float4 RefractColor,\n"
2175 "out float4 gl_FragColor : COLOR\n"
2176 ")\n"
2177 "{\n"
2178 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2179 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2180 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2181 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2182 "       // FIXME temporary hack to detect the case that the reflection\n"
2183 "       // gets blackened at edges due to leaving the area that contains actual\n"
2184 "       // content.\n"
2185 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2186 "       // 'appening.\n"
2187 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2188 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2189 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2190 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2191 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2192 "       gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2193 "}\n"
2194 "#endif\n"
2195 "#else // !MODE_REFRACTION\n"
2196 "\n"
2197 "\n"
2198 "\n"
2199 "\n"
2200 "#ifdef MODE_WATER\n"
2201 "#ifdef VERTEX_SHADER\n"
2202 "\n"
2203 "void main\n"
2204 "(\n"
2205 "float4 gl_Vertex : POSITION,\n"
2206 "uniform float4x4 ModelViewProjectionMatrix,\n"
2207 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2208 "uniform float4x4 TexMatrix,\n"
2209 "uniform float3 EyePosition,\n"
2210 "out float4 gl_Position : POSITION,\n"
2211 "out float2 TexCoord : TEXCOORD0,\n"
2212 "out float3 EyeVector : TEXCOORD1,\n"
2213 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2214 ")\n"
2215 "{\n"
2216 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2217 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2218 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2219 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2220 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2221 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2222 "       ModelViewProjectionPosition = gl_Position;\n"
2223 "}\n"
2224 "#endif\n"
2225 "\n"
2226 "#ifdef FRAGMENT_SHADER\n"
2227 "void main\n"
2228 "(\n"
2229 "float2 TexCoord : TEXCOORD0,\n"
2230 "float3 EyeVector : TEXCOORD1,\n"
2231 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2232 "uniform sampler2D Texture_Normal,\n"
2233 "uniform sampler2D Texture_Refraction,\n"
2234 "uniform sampler2D Texture_Reflection,\n"
2235 "uniform float4 DistortScaleRefractReflect,\n"
2236 "uniform float4 ScreenScaleRefractReflect,\n"
2237 "uniform float4 ScreenCenterRefractReflect,\n"
2238 "uniform float4 RefractColor,\n"
2239 "uniform float4 ReflectColor,\n"
2240 "uniform float ReflectFactor,\n"
2241 "uniform float ReflectOffset,\n"
2242 "out float4 gl_FragColor : COLOR\n"
2243 ")\n"
2244 "{\n"
2245 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2246 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2247 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2248 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2249 "       // FIXME temporary hack to detect the case that the reflection\n"
2250 "       // gets blackened at edges due to leaving the area that contains actual\n"
2251 "       // content.\n"
2252 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2253 "       // 'appening.\n"
2254 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2255 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2256 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2257 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2258 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2259 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2260 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2261 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2262 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2263 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2264 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2265 "       gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2266 "}\n"
2267 "#endif\n"
2268 "#else // !MODE_WATER\n"
2269 "\n"
2270 "\n"
2271 "\n"
2272 "\n"
2273 "// 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"
2274 "\n"
2275 "// fragment shader specific:\n"
2276 "#ifdef FRAGMENT_SHADER\n"
2277 "\n"
2278 "#ifdef USEFOG\n"
2279 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2280 "{\n"
2281 "       float fogfrac;\n"
2282 "#ifdef USEFOGHEIGHTTEXTURE\n"
2283 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2284 "       fogfrac = fogheightpixel.a;\n"
2285 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2286 "#else\n"
2287 "# ifdef USEFOGOUTSIDE\n"
2288 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2289 "# else\n"
2290 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2291 "# endif\n"
2292 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2293 "#endif\n"
2294 "}\n"
2295 "#endif\n"
2296 "\n"
2297 "#ifdef USEOFFSETMAPPING\n"
2298 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2299 "{\n"
2300 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2301 "       // 14 sample relief mapping: linear search and then binary search\n"
2302 "       // this basically steps forward a small amount repeatedly until it finds\n"
2303 "       // itself inside solid, then jitters forward and back using decreasing\n"
2304 "       // amounts to find the impact\n"
2305 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2306 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2307 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2308 "       float3 RT = float3(TexCoord, 1);\n"
2309 "       OffsetVector *= 0.1;\n"
2310 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2311 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2312 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2313 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2314 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2315 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2316 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2317 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2318 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2319 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2320 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2321 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2322 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2323 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2324 "       return RT.xy;\n"
2325 "#else\n"
2326 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2327 "       // this basically moves forward the full distance, and then backs up based\n"
2328 "       // on height of samples\n"
2329 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2330 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2331 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2332 "       TexCoord += OffsetVector;\n"
2333 "       OffsetVector *= 0.333;\n"
2334 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2335 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2336 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2337 "       return TexCoord;\n"
2338 "#endif\n"
2339 "}\n"
2340 "#endif // USEOFFSETMAPPING\n"
2341 "\n"
2342 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2343 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2344 "# ifdef USESHADOWMAPORTHO\n"
2345 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2346 "# else\n"
2347 "#  ifdef USESHADOWMAPVSDCT\n"
2348 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2349 "{\n"
2350 "       float3 adir = abs(dir);\n"
2351 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2352 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2353 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2354 "}\n"
2355 "#  else\n"
2356 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2357 "{\n"
2358 "       float3 adir = abs(dir);\n"
2359 "       float ma = adir.z;\n"
2360 "       float4 proj = float4(dir, 2.5);\n"
2361 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2362 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2363 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2364 "       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"
2365 "}\n"
2366 "#  endif\n"
2367 "# endif\n"
2368 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2369 "\n"
2370 "#ifdef USESHADOWMAPCUBE\n"
2371 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2372 "{\n"
2373 "    float3 adir = abs(dir);\n"
2374 "    return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2375 "}\n"
2376 "#endif\n"
2377 "\n"
2378 "# ifdef USESHADOWMAPRECT\n"
2379 "#ifdef USESHADOWMAPVSDCT\n"
2380 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2381 "#else\n"
2382 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2383 "#endif\n"
2384 "{\n"
2385 "#ifdef USESHADOWMAPVSDCT\n"
2386 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2387 "#else\n"
2388 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2389 "#endif\n"
2390 "       float f;\n"
2391 "#  ifdef USESHADOWSAMPLER\n"
2392 "\n"
2393 "#    ifdef USESHADOWMAPPCF\n"
2394 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2395 "    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"
2396 "#    else\n"
2397 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2398 "#    endif\n"
2399 "\n"
2400 "#  else\n"
2401 "\n"
2402 "#    ifdef USESHADOWMAPPCF\n"
2403 "#      if USESHADOWMAPPCF > 1\n"
2404 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2405 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2406 "    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"
2407 "    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"
2408 "    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"
2409 "    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"
2410 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2411 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2412 "#      else\n"
2413 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2414 "    float2 offset = frac(shadowmaptc.xy);\n"
2415 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2416 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2417 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2418 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2419 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2420 "#      endif\n"
2421 "#    else\n"
2422 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2423 "#    endif\n"
2424 "\n"
2425 "#  endif\n"
2426 "#  ifdef USESHADOWMAPORTHO\n"
2427 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2428 "#  else\n"
2429 "       return f;\n"
2430 "#  endif\n"
2431 "}\n"
2432 "# endif\n"
2433 "\n"
2434 "# ifdef USESHADOWMAP2D\n"
2435 "#ifdef USESHADOWMAPVSDCT\n"
2436 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2437 "#else\n"
2438 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2439 "#endif\n"
2440 "{\n"
2441 "#ifdef USESHADOWMAPVSDCT\n"
2442 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2443 "#else\n"
2444 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2445 "#endif\n"
2446 "    float f;\n"
2447 "\n"
2448 "#  ifdef USESHADOWSAMPLER\n"
2449 "#    ifdef USESHADOWMAPPCF\n"
2450 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2451 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2452 "    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"
2453 "#    else\n"
2454 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2455 "#    endif\n"
2456 "#  else\n"
2457 "#    ifdef USESHADOWMAPPCF\n"
2458 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2459 "#      ifdef GL_ARB_texture_gather\n"
2460 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2461 "#      else\n"
2462 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2463 "#      endif\n"
2464 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2465 "    center *= ShadowMap_TextureScale;\n"
2466 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2467 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2468 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2469 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2470 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2471 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2472 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2473 "#     else\n"
2474 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2475 "#      if USESHADOWMAPPCF > 1\n"
2476 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2477 "    center *= ShadowMap_TextureScale;\n"
2478 "    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"
2479 "    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"
2480 "    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"
2481 "    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"
2482 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2483 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2484 "#      else\n"
2485 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2486 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2487 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2488 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2489 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2490 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2491 "#      endif\n"
2492 "#     endif\n"
2493 "#    else\n"
2494 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2495 "#    endif\n"
2496 "#  endif\n"
2497 "#  ifdef USESHADOWMAPORTHO\n"
2498 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2499 "#  else\n"
2500 "       return f;\n"
2501 "#  endif\n"
2502 "}\n"
2503 "# endif\n"
2504 "\n"
2505 "# ifdef USESHADOWMAPCUBE\n"
2506 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2507 "{\n"
2508 "    // apply depth texture cubemap as light filter\n"
2509 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2510 "    float f;\n"
2511 "#  ifdef USESHADOWSAMPLER\n"
2512 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2513 "#  else\n"
2514 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2515 "#  endif\n"
2516 "    return f;\n"
2517 "}\n"
2518 "# endif\n"
2519 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2520 "#endif // FRAGMENT_SHADER\n"
2521 "\n"
2522 "\n"
2523 "\n"
2524 "\n"
2525 "#ifdef MODE_DEFERREDGEOMETRY\n"
2526 "#ifdef VERTEX_SHADER\n"
2527 "void main\n"
2528 "(\n"
2529 "float4 gl_Vertex : POSITION,\n"
2530 "uniform float4x4 ModelViewProjectionMatrix,\n"
2531 "#ifdef USEVERTEXTEXTUREBLEND\n"
2532 "float4 gl_Color : COLOR0,\n"
2533 "#endif\n"
2534 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2535 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2536 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2537 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2538 "uniform float4x4 TexMatrix,\n"
2539 "#ifdef USEVERTEXTEXTUREBLEND\n"
2540 "uniform float4x4 BackgroundTexMatrix,\n"
2541 "#endif\n"
2542 "uniform float4x4 ModelViewMatrix,\n"
2543 "#ifdef USEOFFSETMAPPING\n"
2544 "uniform float3 EyePosition,\n"
2545 "#endif\n"
2546 "out float4 gl_Position : POSITION,\n"
2547 "out float4 gl_FrontColor : COLOR,\n"
2548 "out float4 TexCoordBoth : TEXCOORD0,\n"
2549 "#ifdef USEOFFSETMAPPING\n"
2550 "out float3 EyeVector : TEXCOORD2,\n"
2551 "#endif\n"
2552 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2553 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2554 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2555 ")\n"
2556 "{\n"
2557 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2558 "#ifdef USEVERTEXTEXTUREBLEND\n"
2559 "       gl_FrontColor = gl_Color;\n"
2560 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2561 "#endif\n"
2562 "\n"
2563 "       // transform unnormalized eye direction into tangent space\n"
2564 "#ifdef USEOFFSETMAPPING\n"
2565 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2566 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2567 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2568 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2569 "#endif\n"
2570 "\n"
2571 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2572 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2573 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2574 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2575 "}\n"
2576 "#endif // VERTEX_SHADER\n"
2577 "\n"
2578 "#ifdef FRAGMENT_SHADER\n"
2579 "void main\n"
2580 "(\n"
2581 "float4 TexCoordBoth : TEXCOORD0,\n"
2582 "float3 EyeVector : TEXCOORD2,\n"
2583 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2584 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2585 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2586 "uniform sampler2D Texture_Normal,\n"
2587 "#ifdef USEALPHAKILL\n"
2588 "uniform sampler2D Texture_Color,\n"
2589 "#endif\n"
2590 "uniform sampler2D Texture_Gloss,\n"
2591 "#ifdef USEVERTEXTEXTUREBLEND\n"
2592 "uniform sampler2D Texture_SecondaryNormal,\n"
2593 "uniform sampler2D Texture_SecondaryGloss,\n"
2594 "#endif\n"
2595 "#ifdef USEOFFSETMAPPING\n"
2596 "uniform float OffsetMapping_Scale,\n"
2597 "#endif\n"
2598 "uniform half SpecularPower,\n"
2599 "out float4 gl_FragColor : COLOR\n"
2600 ")\n"
2601 "{\n"
2602 "       float2 TexCoord = TexCoordBoth.xy;\n"
2603 "#ifdef USEOFFSETMAPPING\n"
2604 "       // apply offsetmapping\n"
2605 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2606 "#define TexCoord TexCoordOffset\n"
2607 "#endif\n"
2608 "\n"
2609 "#ifdef USEALPHAKILL\n"
2610 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2611 "               discard;\n"
2612 "#endif\n"
2613 "\n"
2614 "#ifdef USEVERTEXTEXTUREBLEND\n"
2615 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2616 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2617 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2618 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2619 "#endif\n"
2620 "\n"
2621 "#ifdef USEVERTEXTEXTUREBLEND\n"
2622 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2623 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2624 "#else\n"
2625 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2626 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2627 "#endif\n"
2628 "\n"
2629 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2630 "}\n"
2631 "#endif // FRAGMENT_SHADER\n"
2632 "#else // !MODE_DEFERREDGEOMETRY\n"
2633 "\n"
2634 "\n"
2635 "\n"
2636 "\n"
2637 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2638 "#ifdef VERTEX_SHADER\n"
2639 "void main\n"
2640 "(\n"
2641 "float4 gl_Vertex : POSITION,\n"
2642 "uniform float4x4 ModelViewProjectionMatrix,\n"
2643 "uniform float4x4 ModelViewMatrix,\n"
2644 "out float4 gl_Position : POSITION,\n"
2645 "out float4 ModelViewPosition : TEXCOORD0\n"
2646 ")\n"
2647 "{\n"
2648 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2649 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2650 "}\n"
2651 "#endif // VERTEX_SHADER\n"
2652 "\n"
2653 "#ifdef FRAGMENT_SHADER\n"
2654 "void main\n"
2655 "(\n"
2656 "float2 Pixel : WPOS,\n"
2657 "float4 ModelViewPosition : TEXCOORD0,\n"
2658 "uniform float4x4 ViewToLight,\n"
2659 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2660 "uniform float3 LightPosition,\n"
2661 "uniform half2 PixelToScreenTexCoord,\n"
2662 "uniform half3 DeferredColor_Ambient,\n"
2663 "uniform half3 DeferredColor_Diffuse,\n"
2664 "#ifdef USESPECULAR\n"
2665 "uniform half3 DeferredColor_Specular,\n"
2666 "uniform half SpecularPower,\n"
2667 "#endif\n"
2668 "uniform sampler2D Texture_Attenuation,\n"
2669 "uniform sampler2D Texture_ScreenDepth,\n"
2670 "uniform sampler2D Texture_ScreenNormalMap,\n"
2671 "\n"
2672 "#ifdef USECUBEFILTER\n"
2673 "uniform samplerCUBE Texture_Cube,\n"
2674 "#endif\n"
2675 "\n"
2676 "#ifdef USESHADOWMAPRECT\n"
2677 "# ifdef USESHADOWSAMPLER\n"
2678 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2679 "# else\n"
2680 "uniform samplerRECT Texture_ShadowMapRect,\n"
2681 "# endif\n"
2682 "#endif\n"
2683 "\n"
2684 "#ifdef USESHADOWMAP2D\n"
2685 "# ifdef USESHADOWSAMPLER\n"
2686 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2687 "# else\n"
2688 "uniform sampler2D Texture_ShadowMap2D,\n"
2689 "# endif\n"
2690 "#endif\n"
2691 "\n"
2692 "#ifdef USESHADOWMAPVSDCT\n"
2693 "uniform samplerCUBE Texture_CubeProjection,\n"
2694 "#endif\n"
2695 "\n"
2696 "#ifdef USESHADOWMAPCUBE\n"
2697 "# ifdef USESHADOWSAMPLER\n"
2698 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2699 "# else\n"
2700 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2701 "# endif\n"
2702 "#endif\n"
2703 "\n"
2704 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2705 "uniform float2 ShadowMap_TextureScale,\n"
2706 "uniform float4 ShadowMap_Parameters,\n"
2707 "#endif\n"
2708 "\n"
2709 "out float4 gl_FragData0 : COLOR0,\n"
2710 "out float4 gl_FragData1 : COLOR1\n"
2711 ")\n"
2712 "{\n"
2713 "       // calculate viewspace pixel position\n"
2714 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2715 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2716 "       float3 position;\n"
2717 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2718 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2719 "       // decode viewspace pixel normal\n"
2720 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2721 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2722 "       // surfacenormal = pixel normal in viewspace\n"
2723 "       // LightVector = pixel to light in viewspace\n"
2724 "       // CubeVector = position in lightspace\n"
2725 "       // eyevector = pixel to view in viewspace\n"
2726 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2727 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2728 "#ifdef USEDIFFUSE\n"
2729 "       // calculate diffuse shading\n"
2730 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2731 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2732 "#endif\n"
2733 "#ifdef USESPECULAR\n"
2734 "       // calculate directional shading\n"
2735 "       float3 eyevector = position * -1.0;\n"
2736 "#  ifdef USEEXACTSPECULARMATH\n"
2737 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2738 "#  else\n"
2739 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2740 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2741 "#  endif\n"
2742 "#endif\n"
2743 "\n"
2744 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2745 "       fade *= ShadowMapCompare(CubeVector,\n"
2746 "# if defined(USESHADOWMAP2D)\n"
2747 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2748 "# endif\n"
2749 "# if defined(USESHADOWMAPRECT)\n"
2750 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2751 "# endif\n"
2752 "# if defined(USESHADOWMAPCUBE)\n"
2753 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2754 "# endif\n"
2755 "\n"
2756 "#ifdef USESHADOWMAPVSDCT\n"
2757 ", Texture_CubeProjection\n"
2758 "#endif\n"
2759 "       );\n"
2760 "#endif\n"
2761 "\n"
2762 "#ifdef USEDIFFUSE\n"
2763 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2764 "#else\n"
2765 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2766 "#endif\n"
2767 "#ifdef USESPECULAR\n"
2768 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2769 "#else\n"
2770 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2771 "#endif\n"
2772 "\n"
2773 "# ifdef USECUBEFILTER\n"
2774 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2775 "       gl_FragData0.rgb *= cubecolor;\n"
2776 "       gl_FragData1.rgb *= cubecolor;\n"
2777 "# endif\n"
2778 "}\n"
2779 "#endif // FRAGMENT_SHADER\n"
2780 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2781 "\n"
2782 "\n"
2783 "\n"
2784 "\n"
2785 "#ifdef VERTEX_SHADER\n"
2786 "void main\n"
2787 "(\n"
2788 "float4 gl_Vertex : POSITION,\n"
2789 "uniform float4x4 ModelViewProjectionMatrix,\n"
2790 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2791 "float4 gl_Color : COLOR0,\n"
2792 "#endif\n"
2793 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2794 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2795 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2796 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2797 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2798 "\n"
2799 "uniform float3 EyePosition,\n"
2800 "uniform float4x4 TexMatrix,\n"
2801 "#ifdef USEVERTEXTEXTUREBLEND\n"
2802 "uniform float4x4 BackgroundTexMatrix,\n"
2803 "#endif\n"
2804 "#ifdef MODE_LIGHTSOURCE\n"
2805 "uniform float4x4 ModelToLight,\n"
2806 "#endif\n"
2807 "#ifdef MODE_LIGHTSOURCE\n"
2808 "uniform float3 LightPosition,\n"
2809 "#endif\n"
2810 "#ifdef MODE_LIGHTDIRECTION\n"
2811 "uniform float3 LightDir,\n"
2812 "#endif\n"
2813 "uniform float4 FogPlane,\n"
2814 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2815 "uniform float3 LightPosition,\n"
2816 "#endif\n"
2817 "#ifdef USESHADOWMAPORTHO\n"
2818 "uniform float4x4 ShadowMapMatrix,\n"
2819 "#endif\n"
2820 "\n"
2821 "out float4 gl_FrontColor : COLOR,\n"
2822 "out float4 TexCoordBoth : TEXCOORD0,\n"
2823 "#ifdef USELIGHTMAP\n"
2824 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2825 "#endif\n"
2826 "#ifdef USEEYEVECTOR\n"
2827 "out float3 EyeVector : TEXCOORD2,\n"
2828 "#endif\n"
2829 "#ifdef USEREFLECTION\n"
2830 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2831 "#endif\n"
2832 "#ifdef USEFOG\n"
2833 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2834 "#endif\n"
2835 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2836 "out float3 LightVector : TEXCOORD1,\n"
2837 "#endif\n"
2838 "#ifdef MODE_LIGHTSOURCE\n"
2839 "out float3 CubeVector : TEXCOORD3,\n"
2840 "#endif\n"
2841 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2842 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2843 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2844 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2845 "#endif\n"
2846 "#ifdef USESHADOWMAPORTHO\n"
2847 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2848 "#endif\n"
2849 "out float4 gl_Position : POSITION\n"
2850 ")\n"
2851 "{\n"
2852 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2853 "       gl_FrontColor = gl_Color;\n"
2854 "#endif\n"
2855 "       // copy the surface texcoord\n"
2856 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2857 "#ifdef USEVERTEXTEXTUREBLEND\n"
2858 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2859 "#endif\n"
2860 "#ifdef USELIGHTMAP\n"
2861 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2862 "#endif\n"
2863 "\n"
2864 "#ifdef MODE_LIGHTSOURCE\n"
2865 "       // transform vertex position into light attenuation/cubemap space\n"
2866 "       // (-1 to +1 across the light box)\n"
2867 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2868 "\n"
2869 "# ifdef USEDIFFUSE\n"
2870 "       // transform unnormalized light direction into tangent space\n"
2871 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2872 "       //  normalize it per pixel)\n"
2873 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2874 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2875 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2876 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2877 "# endif\n"
2878 "#endif\n"
2879 "\n"
2880 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2881 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2882 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2883 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2884 "#endif\n"
2885 "\n"
2886 "       // transform unnormalized eye direction into tangent space\n"
2887 "#ifdef USEEYEVECTOR\n"
2888 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2889 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2890 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2891 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2892 "#endif\n"
2893 "\n"
2894 "#ifdef USEFOG\n"
2895 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2896 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2897 "#endif\n"
2898 "\n"
2899 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2900 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2901 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2902 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2903 "#endif\n"
2904 "\n"
2905 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2906 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2907 "\n"
2908 "#ifdef USESHADOWMAPORTHO\n"
2909 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2910 "#endif\n"
2911 "\n"
2912 "#ifdef USEREFLECTION\n"
2913 "       ModelViewProjectionPosition = gl_Position;\n"
2914 "#endif\n"
2915 "}\n"
2916 "#endif // VERTEX_SHADER\n"
2917 "\n"
2918 "\n"
2919 "\n"
2920 "\n"
2921 "#ifdef FRAGMENT_SHADER\n"
2922 "void main\n"
2923 "(\n"
2924 "#ifdef USEDEFERREDLIGHTMAP\n"
2925 "float2 Pixel : WPOS,\n"
2926 "#endif\n"
2927 "float4 gl_FrontColor : COLOR,\n"
2928 "float4 TexCoordBoth : TEXCOORD0,\n"
2929 "#ifdef USELIGHTMAP\n"
2930 "float2 TexCoordLightmap : TEXCOORD1,\n"
2931 "#endif\n"
2932 "#ifdef USEEYEVECTOR\n"
2933 "float3 EyeVector : TEXCOORD2,\n"
2934 "#endif\n"
2935 "#ifdef USEREFLECTION\n"
2936 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2937 "#endif\n"
2938 "#ifdef USEFOG\n"
2939 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2940 "#endif\n"
2941 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2942 "float3 LightVector : TEXCOORD1,\n"
2943 "#endif\n"
2944 "#ifdef MODE_LIGHTSOURCE\n"
2945 "float3 CubeVector : TEXCOORD3,\n"
2946 "#endif\n"
2947 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2948 "float4 ModelViewPosition : TEXCOORD0,\n"
2949 "#endif\n"
2950 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2951 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2952 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2953 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2954 "#endif\n"
2955 "#ifdef USESHADOWMAPORTHO\n"
2956 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2957 "#endif\n"
2958 "\n"
2959 "uniform sampler2D Texture_Normal,\n"
2960 "uniform sampler2D Texture_Color,\n"
2961 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2962 "uniform sampler2D Texture_Gloss,\n"
2963 "#endif\n"
2964 "#ifdef USEGLOW\n"
2965 "uniform sampler2D Texture_Glow,\n"
2966 "#endif\n"
2967 "#ifdef USEVERTEXTEXTUREBLEND\n"
2968 "uniform sampler2D Texture_SecondaryNormal,\n"
2969 "uniform sampler2D Texture_SecondaryColor,\n"
2970 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2971 "uniform sampler2D Texture_SecondaryGloss,\n"
2972 "#endif\n"
2973 "#ifdef USEGLOW\n"
2974 "uniform sampler2D Texture_SecondaryGlow,\n"
2975 "#endif\n"
2976 "#endif\n"
2977 "#ifdef USECOLORMAPPING\n"
2978 "uniform sampler2D Texture_Pants,\n"
2979 "uniform sampler2D Texture_Shirt,\n"
2980 "#endif\n"
2981 "#ifdef USEFOG\n"
2982 "uniform sampler2D Texture_FogHeightTexture,\n"
2983 "uniform sampler2D Texture_FogMask,\n"
2984 "#endif\n"
2985 "#ifdef USELIGHTMAP\n"
2986 "uniform sampler2D Texture_Lightmap,\n"
2987 "#endif\n"
2988 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2989 "uniform sampler2D Texture_Deluxemap,\n"
2990 "#endif\n"
2991 "#ifdef USEREFLECTION\n"
2992 "uniform sampler2D Texture_Reflection,\n"
2993 "#endif\n"
2994 "\n"
2995 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2996 "uniform sampler2D Texture_ScreenDepth,\n"
2997 "uniform sampler2D Texture_ScreenNormalMap,\n"
2998 "#endif\n"
2999 "#ifdef USEDEFERREDLIGHTMAP\n"
3000 "uniform sampler2D Texture_ScreenDiffuse,\n"
3001 "uniform sampler2D Texture_ScreenSpecular,\n"
3002 "#endif\n"
3003 "\n"
3004 "#ifdef USECOLORMAPPING\n"
3005 "uniform half3 Color_Pants,\n"
3006 "uniform half3 Color_Shirt,\n"
3007 "#endif\n"
3008 "#ifdef USEFOG\n"
3009 "uniform float3 FogColor,\n"
3010 "uniform float FogRangeRecip,\n"
3011 "uniform float FogPlaneViewDist,\n"
3012 "uniform float FogHeightFade,\n"
3013 "#endif\n"
3014 "\n"
3015 "#ifdef USEOFFSETMAPPING\n"
3016 "uniform float OffsetMapping_Scale,\n"
3017 "#endif\n"
3018 "\n"
3019 "#ifdef USEDEFERREDLIGHTMAP\n"
3020 "uniform half2 PixelToScreenTexCoord,\n"
3021 "uniform half3 DeferredMod_Diffuse,\n"
3022 "uniform half3 DeferredMod_Specular,\n"
3023 "#endif\n"
3024 "uniform half3 Color_Ambient,\n"
3025 "uniform half3 Color_Diffuse,\n"
3026 "uniform half3 Color_Specular,\n"
3027 "uniform half SpecularPower,\n"
3028 "#ifdef USEGLOW\n"
3029 "uniform half3 Color_Glow,\n"
3030 "#endif\n"
3031 "uniform half Alpha,\n"
3032 "#ifdef USEREFLECTION\n"
3033 "uniform float4 DistortScaleRefractReflect,\n"
3034 "uniform float4 ScreenScaleRefractReflect,\n"
3035 "uniform float4 ScreenCenterRefractReflect,\n"
3036 "uniform half4 ReflectColor,\n"
3037 "#endif\n"
3038 "#ifdef USEREFLECTCUBE\n"
3039 "uniform float4x4 ModelToReflectCube,\n"
3040 "uniform sampler2D Texture_ReflectMask,\n"
3041 "uniform samplerCUBE Texture_ReflectCube,\n"
3042 "#endif\n"
3043 "#ifdef MODE_LIGHTDIRECTION\n"
3044 "uniform half3 LightColor,\n"
3045 "#endif\n"
3046 "#ifdef MODE_LIGHTSOURCE\n"
3047 "uniform half3 LightColor,\n"
3048 "#endif\n"
3049 "\n"
3050 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3051 "uniform sampler2D Texture_Attenuation,\n"
3052 "uniform samplerCUBE Texture_Cube,\n"
3053 "#endif\n"
3054 "\n"
3055 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3056 "\n"
3057 "#ifdef USESHADOWMAPRECT\n"
3058 "# ifdef USESHADOWSAMPLER\n"
3059 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3060 "# else\n"
3061 "uniform samplerRECT Texture_ShadowMapRect,\n"
3062 "# endif\n"
3063 "#endif\n"
3064 "\n"
3065 "#ifdef USESHADOWMAP2D\n"
3066 "# ifdef USESHADOWSAMPLER\n"
3067 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3068 "# else\n"
3069 "uniform sampler2D Texture_ShadowMap2D,\n"
3070 "# endif\n"
3071 "#endif\n"
3072 "\n"
3073 "#ifdef USESHADOWMAPVSDCT\n"
3074 "uniform samplerCUBE Texture_CubeProjection,\n"
3075 "#endif\n"
3076 "\n"
3077 "#ifdef USESHADOWMAPCUBE\n"
3078 "# ifdef USESHADOWSAMPLER\n"
3079 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3080 "# else\n"
3081 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3082 "# endif\n"
3083 "#endif\n"
3084 "\n"
3085 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3086 "uniform float2 ShadowMap_TextureScale,\n"
3087 "uniform float4 ShadowMap_Parameters,\n"
3088 "#endif\n"
3089 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3090 "\n"
3091 "out float4 gl_FragColor : COLOR\n"
3092 ")\n"
3093 "{\n"
3094 "       float2 TexCoord = TexCoordBoth.xy;\n"
3095 "#ifdef USEVERTEXTEXTUREBLEND\n"
3096 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3097 "#endif\n"
3098 "#ifdef USEOFFSETMAPPING\n"
3099 "       // apply offsetmapping\n"
3100 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3101 "#define TexCoord TexCoordOffset\n"
3102 "#endif\n"
3103 "\n"
3104 "       // combine the diffuse textures (base, pants, shirt)\n"
3105 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3106 "#ifdef USEALPHAKILL\n"
3107 "       if (color.a < 0.5)\n"
3108 "               discard;\n"
3109 "#endif\n"
3110 "       color.a *= Alpha;\n"
3111 "#ifdef USECOLORMAPPING\n"
3112 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3113 "#endif\n"
3114 "#ifdef USEVERTEXTEXTUREBLEND\n"
3115 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3116 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3117 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3118 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3119 "       color.a = 1.0;\n"
3120 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3121 "#endif\n"
3122 "\n"
3123 "       // get the surface normal\n"
3124 "#ifdef USEVERTEXTEXTUREBLEND\n"
3125 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3126 "#else\n"
3127 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3128 "#endif\n"
3129 "\n"
3130 "       // get the material colors\n"
3131 "       half3 diffusetex = color.rgb;\n"
3132 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3133 "# ifdef USEVERTEXTEXTUREBLEND\n"
3134 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3135 "# else\n"
3136 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3137 "# endif\n"
3138 "#endif\n"
3139 "\n"
3140 "#ifdef USEREFLECTCUBE\n"
3141 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3142 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3143 "       float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3144 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3145 "#endif\n"
3146 "\n"
3147 "\n"
3148 "\n"
3149 "\n"
3150 "#ifdef MODE_LIGHTSOURCE\n"
3151 "       // light source\n"
3152 "#ifdef USEDIFFUSE\n"
3153 "       half3 lightnormal = half3(normalize(LightVector));\n"
3154 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3155 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3156 "#ifdef USESPECULAR\n"
3157 "#ifdef USEEXACTSPECULARMATH\n"
3158 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3159 "#else\n"
3160 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3161 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3162 "#endif\n"
3163 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3164 "#endif\n"
3165 "#else\n"
3166 "       color.rgb = diffusetex * Color_Ambient;\n"
3167 "#endif\n"
3168 "       color.rgb *= LightColor;\n"
3169 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3170 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3171 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3172 "# if defined(USESHADOWMAP2D)\n"
3173 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3174 "# endif\n"
3175 "# if defined(USESHADOWMAPRECT)\n"
3176 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3177 "# endif\n"
3178 "# if defined(USESHADOWMAPCUBE)\n"
3179 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3180 "# endif\n"
3181 "\n"
3182 "#ifdef USESHADOWMAPVSDCT\n"
3183 ", Texture_CubeProjection\n"
3184 "#endif\n"
3185 "       );\n"
3186 "\n"
3187 "#endif\n"
3188 "# ifdef USECUBEFILTER\n"
3189 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3190 "# endif\n"
3191 "#endif // MODE_LIGHTSOURCE\n"
3192 "\n"
3193 "\n"
3194 "\n"
3195 "\n"
3196 "#ifdef MODE_LIGHTDIRECTION\n"
3197 "#define SHADING\n"
3198 "#ifdef USEDIFFUSE\n"
3199 "       half3 lightnormal = half3(normalize(LightVector));\n"
3200 "#endif\n"
3201 "#define lightcolor LightColor\n"
3202 "#endif // MODE_LIGHTDIRECTION\n"
3203 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3204 "#define SHADING\n"
3205 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3206 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3207 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3208 "       // convert modelspace light vector to tangentspace\n"
3209 "       half3 lightnormal;\n"
3210 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3211 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3212 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3213 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3214 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3215 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3216 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3217 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3218 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3219 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3220 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3221 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3222 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3223 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3224 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3225 "#define SHADING\n"
3226 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3227 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3228 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3229 "#endif\n"
3230 "\n"
3231 "\n"
3232 "\n"
3233 "\n"
3234 "#ifdef MODE_FAKELIGHT\n"
3235 "#define SHADING\n"
3236 "half3 lightnormal = half3(normalize(EyeVector));\n"
3237 "half3 lightcolor = half3(1.0);\n"
3238 "#endif // MODE_FAKELIGHT\n"
3239 "\n"
3240 "\n"
3241 "\n"
3242 "\n"
3243 "#ifdef MODE_LIGHTMAP\n"
3244 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3245 "#endif // MODE_LIGHTMAP\n"
3246 "#ifdef MODE_VERTEXCOLOR\n"
3247 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3248 "#endif // MODE_VERTEXCOLOR\n"
3249 "#ifdef MODE_FLATCOLOR\n"
3250 "       color.rgb = diffusetex * Color_Ambient;\n"
3251 "#endif // MODE_FLATCOLOR\n"
3252 "\n"
3253 "\n"
3254 "\n"
3255 "\n"
3256 "#ifdef SHADING\n"
3257 "# ifdef USEDIFFUSE\n"
3258 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3259 "#  ifdef USESPECULAR\n"
3260 "#   ifdef USEEXACTSPECULARMATH\n"
3261 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3262 "#   else\n"
3263 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3264 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3265 "#   endif\n"
3266 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3267 "#  else\n"
3268 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3269 "#  endif\n"
3270 "# else\n"
3271 "       color.rgb = diffusetex * Color_Ambient;\n"
3272 "# endif\n"
3273 "#endif\n"
3274 "\n"
3275 "#ifdef USESHADOWMAPORTHO\n"
3276 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3277 "# if defined(USESHADOWMAP2D)\n"
3278 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3279 "# endif\n"
3280 "# if defined(USESHADOWMAPRECT)\n"
3281 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3282 "# endif\n"
3283 "       );\n"
3284 "#endif\n"
3285 "\n"
3286 "#ifdef USEDEFERREDLIGHTMAP\n"
3287 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3288 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3289 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3290 "#endif\n"
3291 "\n"
3292 "#ifdef USEGLOW\n"
3293 "#ifdef USEVERTEXTEXTUREBLEND\n"
3294 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3295 "#else\n"
3296 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3297 "#endif\n"
3298 "#endif\n"
3299 "\n"
3300 "#ifdef USEFOG\n"
3301 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3302 "#endif\n"
3303 "\n"
3304 "       // 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"
3305 "#ifdef USEREFLECTION\n"
3306 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3307 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3308 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3309 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3310 "       // FIXME temporary hack to detect the case that the reflection\n"
3311 "       // gets blackened at edges due to leaving the area that contains actual\n"
3312 "       // content.\n"
3313 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3314 "       // 'appening.\n"
3315 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3316 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3317 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3318 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3319 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3320 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3321 "#endif\n"
3322 "\n"
3323 "       gl_FragColor = float4(color);\n"
3324 "}\n"
3325 "#endif // FRAGMENT_SHADER\n"
3326 "\n"
3327 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3328 "#endif // !MODE_DEFERREDGEOMETRY\n"
3329 "#endif // !MODE_WATER\n"
3330 "#endif // !MODE_REFRACTION\n"
3331 "#endif // !MODE_BLOOMBLUR\n"
3332 "#endif // !MODE_GENERIC\n"
3333 "#endif // !MODE_POSTPROCESS\n"
3334 "#endif // !MODE_SHOWDEPTH\n"
3335 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3336 ;
3337
3338 char *glslshaderstring = NULL;
3339 char *cgshaderstring = NULL;
3340
3341 //=======================================================================================================================================================
3342
3343 typedef struct shaderpermutationinfo_s
3344 {
3345         const char *pretext;
3346         const char *name;
3347 }
3348 shaderpermutationinfo_t;
3349
3350 typedef struct shadermodeinfo_s
3351 {
3352         const char *vertexfilename;
3353         const char *geometryfilename;
3354         const char *fragmentfilename;
3355         const char *pretext;
3356         const char *name;
3357 }
3358 shadermodeinfo_t;
3359
3360 typedef enum shaderpermutation_e
3361 {
3362         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3363         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3364         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3365         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3366         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3367         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3368         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3369         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3370         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3371         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3372         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3373         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3374         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3375         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3376         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3377         SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3378         SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3379         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3380         SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3381         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3382         SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3383         SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3384         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3385         SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3386         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3387         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3388         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3389         SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3390         SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3391         SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3392         SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3393 }
3394 shaderpermutation_t;
3395
3396 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3397 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3398 {
3399         {"#define USEDIFFUSE\n", " diffuse"},
3400         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3401         {"#define USEVIEWTINT\n", " viewtint"},
3402         {"#define USECOLORMAPPING\n", " colormapping"},
3403         {"#define USESATURATION\n", " saturation"},
3404         {"#define USEFOGINSIDE\n", " foginside"},
3405         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3406         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3407         {"#define USEGAMMARAMPS\n", " gammaramps"},
3408         {"#define USECUBEFILTER\n", " cubefilter"},
3409         {"#define USEGLOW\n", " glow"},
3410         {"#define USEBLOOM\n", " bloom"},
3411         {"#define USESPECULAR\n", " specular"},
3412         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3413         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3414         {"#define USEREFLECTION\n", " reflection"},
3415         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3416         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3417         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3418         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3419         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3420         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3421         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3422         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3423         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3424         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3425         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3426         {"#define USEALPHAKILL\n", " alphakill"},
3427         {"#define USEREFLECTCUBE\n", " reflectcube"},
3428 };
3429
3430 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3431 typedef enum shadermode_e
3432 {
3433         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3434         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3435         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3436         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3437         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3438         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3439         SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3440         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3441         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3442         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3443         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3444         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3445         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3446         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3447         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3448         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3449         SHADERMODE_COUNT
3450 }
3451 shadermode_t;
3452
3453 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3454 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3455 {
3456         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3457         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3458         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3459         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3460         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3461         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3462         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3463         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3464         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3465         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3466         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3467         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3468         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3469         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3470         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3471         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3472 };
3473
3474 #ifdef SUPPORTCG
3475 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3476 {
3477         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3478         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3479         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3480         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3481         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3482         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3483         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3484         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3485         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3486         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3487         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3488         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3489         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3490         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3491         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3492         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3493 };
3494 #endif
3495
3496 struct r_glsl_permutation_s;
3497 typedef struct r_glsl_permutation_s
3498 {
3499         /// hash lookup data
3500         struct r_glsl_permutation_s *hashnext;
3501         unsigned int mode;
3502         unsigned int permutation;
3503
3504         /// indicates if we have tried compiling this permutation already
3505         qboolean compiled;
3506         /// 0 if compilation failed
3507         int program;
3508         /// locations of detected uniforms in program object, or -1 if not found
3509         int loc_Texture_First;
3510         int loc_Texture_Second;
3511         int loc_Texture_GammaRamps;
3512         int loc_Texture_Normal;
3513         int loc_Texture_Color;
3514         int loc_Texture_Gloss;
3515         int loc_Texture_Glow;
3516         int loc_Texture_SecondaryNormal;
3517         int loc_Texture_SecondaryColor;
3518         int loc_Texture_SecondaryGloss;
3519         int loc_Texture_SecondaryGlow;
3520         int loc_Texture_Pants;
3521         int loc_Texture_Shirt;
3522         int loc_Texture_FogHeightTexture;
3523         int loc_Texture_FogMask;
3524         int loc_Texture_Lightmap;
3525         int loc_Texture_Deluxemap;
3526         int loc_Texture_Attenuation;
3527         int loc_Texture_Cube;
3528         int loc_Texture_Refraction;
3529         int loc_Texture_Reflection;
3530         int loc_Texture_ShadowMapRect;
3531         int loc_Texture_ShadowMapCube;
3532         int loc_Texture_ShadowMap2D;
3533         int loc_Texture_CubeProjection;
3534         int loc_Texture_ScreenDepth;
3535         int loc_Texture_ScreenNormalMap;
3536         int loc_Texture_ScreenDiffuse;
3537         int loc_Texture_ScreenSpecular;
3538         int loc_Texture_ReflectMask;
3539         int loc_Texture_ReflectCube;
3540         int loc_Alpha;
3541         int loc_BloomBlur_Parameters;
3542         int loc_ClientTime;
3543         int loc_Color_Ambient;
3544         int loc_Color_Diffuse;
3545         int loc_Color_Specular;
3546         int loc_Color_Glow;
3547         int loc_Color_Pants;
3548         int loc_Color_Shirt;
3549         int loc_DeferredColor_Ambient;
3550         int loc_DeferredColor_Diffuse;
3551         int loc_DeferredColor_Specular;
3552         int loc_DeferredMod_Diffuse;
3553         int loc_DeferredMod_Specular;
3554         int loc_DistortScaleRefractReflect;
3555         int loc_EyePosition;
3556         int loc_FogColor;
3557         int loc_FogHeightFade;
3558         int loc_FogPlane;
3559         int loc_FogPlaneViewDist;
3560         int loc_FogRangeRecip;
3561         int loc_LightColor;
3562         int loc_LightDir;
3563         int loc_LightPosition;
3564         int loc_OffsetMapping_Scale;
3565         int loc_PixelSize;
3566         int loc_ReflectColor;
3567         int loc_ReflectFactor;
3568         int loc_ReflectOffset;
3569         int loc_RefractColor;
3570         int loc_Saturation;
3571         int loc_ScreenCenterRefractReflect;
3572         int loc_ScreenScaleRefractReflect;
3573         int loc_ScreenToDepth;
3574         int loc_ShadowMap_Parameters;
3575         int loc_ShadowMap_TextureScale;
3576         int loc_SpecularPower;
3577         int loc_UserVec1;
3578         int loc_UserVec2;
3579         int loc_UserVec3;
3580         int loc_UserVec4;
3581         int loc_ViewTintColor;
3582         int loc_ViewToLight;
3583         int loc_ModelToLight;
3584         int loc_TexMatrix;
3585         int loc_BackgroundTexMatrix;
3586         int loc_ModelViewProjectionMatrix;
3587         int loc_ModelViewMatrix;
3588         int loc_PixelToScreenTexCoord;
3589         int loc_ModelToReflectCube;
3590         int loc_ShadowMapMatrix;        
3591 }
3592 r_glsl_permutation_t;
3593
3594 #define SHADERPERMUTATION_HASHSIZE 256
3595
3596 /// information about each possible shader permutation
3597 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3598 /// currently selected permutation
3599 r_glsl_permutation_t *r_glsl_permutation;
3600 /// storage for permutations linked in the hash table
3601 memexpandablearray_t r_glsl_permutationarray;
3602
3603 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3604 {
3605         //unsigned int hashdepth = 0;
3606         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3607         r_glsl_permutation_t *p;
3608         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3609         {
3610                 if (p->mode == mode && p->permutation == permutation)
3611                 {
3612                         //if (hashdepth > 10)
3613                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3614                         return p;
3615                 }
3616                 //hashdepth++;
3617         }
3618         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3619         p->mode = mode;
3620         p->permutation = permutation;
3621         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3622         r_glsl_permutationhash[mode][hashindex] = p;
3623         //if (hashdepth > 10)
3624         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3625         return p;
3626 }
3627
3628 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3629 {
3630         char *shaderstring;
3631         if (!filename || !filename[0])
3632                 return NULL;
3633         if (!strcmp(filename, "glsl/default.glsl"))
3634         {
3635                 if (!glslshaderstring)
3636                 {
3637                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3638                         if (glslshaderstring)
3639                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3640                         else
3641                                 glslshaderstring = (char *)builtinshaderstring;
3642                 }
3643                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3644                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3645                 return shaderstring;
3646         }
3647         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3648         if (shaderstring)
3649         {
3650                 if (printfromdisknotice)
3651                         Con_DPrintf("from disk %s... ", filename);
3652                 return shaderstring;
3653         }
3654         return shaderstring;
3655 }
3656
3657 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3658 {
3659         int i;
3660         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3661         int vertstrings_count = 0;
3662         int geomstrings_count = 0;
3663         int fragstrings_count = 0;
3664         char *vertexstring, *geometrystring, *fragmentstring;
3665         const char *vertstrings_list[32+3];
3666         const char *geomstrings_list[32+3];
3667         const char *fragstrings_list[32+3];
3668         char permutationname[256];
3669
3670         if (p->compiled)
3671                 return;
3672         p->compiled = true;
3673         p->program = 0;
3674
3675         permutationname[0] = 0;
3676         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3677         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3678         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3679
3680         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3681
3682         // the first pretext is which type of shader to compile as
3683         // (later these will all be bound together as a program object)
3684         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3685         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3686         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3687
3688         // the second pretext is the mode (for example a light source)
3689         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3690         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3691         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3692         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3693
3694         // now add all the permutation pretexts
3695         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3696         {
3697                 if (permutation & (1<<i))
3698                 {
3699                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3700                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3701                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3702                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3703                 }
3704                 else
3705                 {
3706                         // keep line numbers correct
3707                         vertstrings_list[vertstrings_count++] = "\n";
3708                         geomstrings_list[geomstrings_count++] = "\n";
3709                         fragstrings_list[fragstrings_count++] = "\n";
3710                 }
3711         }
3712
3713         // now append the shader text itself
3714         vertstrings_list[vertstrings_count++] = vertexstring;
3715         geomstrings_list[geomstrings_count++] = geometrystring;
3716         fragstrings_list[fragstrings_count++] = fragmentstring;
3717
3718         // if any sources were NULL, clear the respective list
3719         if (!vertexstring)
3720                 vertstrings_count = 0;
3721         if (!geometrystring)
3722                 geomstrings_count = 0;
3723         if (!fragmentstring)
3724                 fragstrings_count = 0;
3725
3726         // compile the shader program
3727         if (vertstrings_count + geomstrings_count + fragstrings_count)
3728                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3729         if (p->program)
3730         {
3731                 CHECKGLERROR
3732                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3733                 // look up all the uniform variable names we care about, so we don't
3734                 // have to look them up every time we set them
3735
3736                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3737                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3738                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3739                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3740                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3741                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3742                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3743                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3744                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3745                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3746                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3747                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3748                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3749                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3750                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3751                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3752                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3753                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3754                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3755                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3756                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3757                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3758                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3759                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3760                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3761                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3762                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3763                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3764                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3765                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3766                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3767                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3768                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3769                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3770                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3771                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3772                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3773                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3774                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3775                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3776                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3777                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3778                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3779                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3780                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3781                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3782                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3783                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3784                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3785                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3786                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3787                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3788                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3789                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3790                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3791                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3792                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3793                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3794                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3795                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3796                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3797                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3798                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3799                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3800                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3801                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3802                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3803                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3804                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3805                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3806                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3807                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3808                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3809                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3810                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3811                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3812                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3813                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3814                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3815                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3816                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3817                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
3818                 // initialize the samplers to refer to the texture units we use
3819                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3820                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3821                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3822                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3823                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3824                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3825                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3826                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3827                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3828                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3829                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3830                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3831                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3832                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3833                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3834                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3835                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3836                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3837                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3838                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3839                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3840                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3841                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3842                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3843                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3844                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3845                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3846                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3847                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3848                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3849                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3850                 CHECKGLERROR
3851                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3852         }
3853         else
3854                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3855
3856         // free the strings
3857         if (vertexstring)
3858                 Mem_Free(vertexstring);
3859         if (geometrystring)
3860                 Mem_Free(geometrystring);
3861         if (fragmentstring)
3862                 Mem_Free(fragmentstring);
3863 }
3864
3865 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3866 {
3867         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3868         if (r_glsl_permutation != perm)
3869         {
3870                 r_glsl_permutation = perm;
3871                 if (!r_glsl_permutation->program)
3872                 {
3873                         if (!r_glsl_permutation->compiled)
3874                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3875                         if (!r_glsl_permutation->program)
3876                         {
3877                                 // remove features until we find a valid permutation
3878                                 int i;
3879                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3880                                 {
3881                                         // reduce i more quickly whenever it would not remove any bits
3882                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3883                                         if (!(permutation & j))
3884                                                 continue;
3885                                         permutation -= j;
3886                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3887                                         if (!r_glsl_permutation->compiled)
3888                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3889                                         if (r_glsl_permutation->program)
3890                                                 break;
3891                                 }
3892                                 if (i >= SHADERPERMUTATION_COUNT)
3893                                 {
3894                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3895                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3896                                         qglUseProgramObjectARB(0);CHECKGLERROR
3897                                         return; // no bit left to clear, entire mode is broken
3898                                 }
3899                         }
3900                 }
3901                 CHECKGLERROR
3902                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3903         }
3904         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3905         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3906         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3907 }
3908
3909 #ifdef SUPPORTCG
3910 #include <Cg/cgGL.h>
3911 struct r_cg_permutation_s;
3912 typedef struct r_cg_permutation_s
3913 {
3914         /// hash lookup data
3915         struct r_cg_permutation_s *hashnext;
3916         unsigned int mode;
3917         unsigned int permutation;
3918
3919         /// indicates if we have tried compiling this permutation already
3920         qboolean compiled;
3921         /// 0 if compilation failed
3922         CGprogram vprogram;
3923         CGprogram fprogram;
3924         /// locations of detected parameters in programs, or NULL if not found
3925         CGparameter vp_EyePosition;
3926         CGparameter vp_FogPlane;
3927         CGparameter vp_LightDir;
3928         CGparameter vp_LightPosition;
3929         CGparameter vp_ModelToLight;
3930         CGparameter vp_TexMatrix;
3931         CGparameter vp_BackgroundTexMatrix;
3932         CGparameter vp_ModelViewProjectionMatrix;
3933         CGparameter vp_ModelViewMatrix;
3934         CGparameter vp_ShadowMapMatrix;
3935
3936         CGparameter fp_Texture_First;
3937         CGparameter fp_Texture_Second;
3938         CGparameter fp_Texture_GammaRamps;
3939         CGparameter fp_Texture_Normal;
3940         CGparameter fp_Texture_Color;
3941         CGparameter fp_Texture_Gloss;
3942         CGparameter fp_Texture_Glow;
3943         CGparameter fp_Texture_SecondaryNormal;
3944         CGparameter fp_Texture_SecondaryColor;
3945         CGparameter fp_Texture_SecondaryGloss;
3946         CGparameter fp_Texture_SecondaryGlow;
3947         CGparameter fp_Texture_Pants;
3948         CGparameter fp_Texture_Shirt;
3949         CGparameter fp_Texture_FogHeightTexture;
3950         CGparameter fp_Texture_FogMask;
3951         CGparameter fp_Texture_Lightmap;
3952         CGparameter fp_Texture_Deluxemap;
3953         CGparameter fp_Texture_Attenuation;
3954         CGparameter fp_Texture_Cube;
3955         CGparameter fp_Texture_Refraction;
3956         CGparameter fp_Texture_Reflection;
3957         CGparameter fp_Texture_ShadowMapRect;
3958         CGparameter fp_Texture_ShadowMapCube;
3959         CGparameter fp_Texture_ShadowMap2D;
3960         CGparameter fp_Texture_CubeProjection;
3961         CGparameter fp_Texture_ScreenDepth;
3962         CGparameter fp_Texture_ScreenNormalMap;
3963         CGparameter fp_Texture_ScreenDiffuse;
3964         CGparameter fp_Texture_ScreenSpecular;
3965         CGparameter fp_Texture_ReflectMask;
3966         CGparameter fp_Texture_ReflectCube;
3967         CGparameter fp_Alpha;
3968         CGparameter fp_BloomBlur_Parameters;
3969         CGparameter fp_ClientTime;
3970         CGparameter fp_Color_Ambient;
3971         CGparameter fp_Color_Diffuse;
3972         CGparameter fp_Color_Specular;
3973         CGparameter fp_Color_Glow;
3974         CGparameter fp_Color_Pants;
3975         CGparameter fp_Color_Shirt;
3976         CGparameter fp_DeferredColor_Ambient;
3977         CGparameter fp_DeferredColor_Diffuse;
3978         CGparameter fp_DeferredColor_Specular;
3979         CGparameter fp_DeferredMod_Diffuse;
3980         CGparameter fp_DeferredMod_Specular;
3981         CGparameter fp_DistortScaleRefractReflect;
3982         CGparameter fp_EyePosition;
3983         CGparameter fp_FogColor;
3984         CGparameter fp_FogHeightFade;
3985         CGparameter fp_FogPlane;
3986         CGparameter fp_FogPlaneViewDist;
3987         CGparameter fp_FogRangeRecip;
3988         CGparameter fp_LightColor;
3989         CGparameter fp_LightDir;
3990         CGparameter fp_LightPosition;
3991         CGparameter fp_OffsetMapping_Scale;
3992         CGparameter fp_PixelSize;
3993         CGparameter fp_ReflectColor;
3994         CGparameter fp_ReflectFactor;
3995         CGparameter fp_ReflectOffset;
3996         CGparameter fp_RefractColor;
3997         CGparameter fp_Saturation;
3998         CGparameter fp_ScreenCenterRefractReflect;
3999         CGparameter fp_ScreenScaleRefractReflect;
4000         CGparameter fp_ScreenToDepth;
4001         CGparameter fp_ShadowMap_Parameters;
4002         CGparameter fp_ShadowMap_TextureScale;
4003         CGparameter fp_SpecularPower;
4004         CGparameter fp_UserVec1;
4005         CGparameter fp_UserVec2;
4006         CGparameter fp_UserVec3;
4007         CGparameter fp_UserVec4;
4008         CGparameter fp_ViewTintColor;
4009         CGparameter fp_ViewToLight;
4010         CGparameter fp_PixelToScreenTexCoord;
4011         CGparameter fp_ModelToReflectCube;
4012 }
4013 r_cg_permutation_t;
4014
4015 /// information about each possible shader permutation
4016 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4017 /// currently selected permutation
4018 r_cg_permutation_t *r_cg_permutation;
4019 /// storage for permutations linked in the hash table
4020 memexpandablearray_t r_cg_permutationarray;
4021
4022 #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));}}
4023
4024 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
4025 {
4026         //unsigned int hashdepth = 0;
4027         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4028         r_cg_permutation_t *p;
4029         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4030         {
4031                 if (p->mode == mode && p->permutation == permutation)
4032                 {
4033                         //if (hashdepth > 10)
4034                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4035                         return p;
4036                 }
4037                 //hashdepth++;
4038         }
4039         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4040         p->mode = mode;
4041         p->permutation = permutation;
4042         p->hashnext = r_cg_permutationhash[mode][hashindex];
4043         r_cg_permutationhash[mode][hashindex] = p;
4044         //if (hashdepth > 10)
4045         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4046         return p;
4047 }
4048
4049 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4050 {
4051         char *shaderstring;
4052         if (!filename || !filename[0])
4053                 return NULL;
4054         if (!strcmp(filename, "cg/default.cg"))
4055         {
4056                 if (!cgshaderstring)
4057                 {
4058                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4059                         if (cgshaderstring)
4060                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4061                         else
4062                                 cgshaderstring = (char *)builtincgshaderstring;
4063                 }
4064                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4065                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4066                 return shaderstring;
4067         }
4068         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4069         if (shaderstring)
4070         {
4071                 if (printfromdisknotice)
4072                         Con_DPrintf("from disk %s... ", filename);
4073                 return shaderstring;
4074         }
4075         return shaderstring;
4076 }
4077
4078 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4079 {
4080         // TODO: load or create .fp and .vp shader files
4081 }
4082
4083 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4084 {
4085         int i;
4086         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4087         int vertstrings_count = 0, vertstring_length = 0;
4088         int geomstrings_count = 0, geomstring_length = 0;
4089         int fragstrings_count = 0, fragstring_length = 0;
4090         char *t;
4091         char *vertexstring, *geometrystring, *fragmentstring;
4092         char *vertstring, *geomstring, *fragstring;
4093         const char *vertstrings_list[32+3];
4094         const char *geomstrings_list[32+3];
4095         const char *fragstrings_list[32+3];
4096         char permutationname[256];
4097         char cachename[256];
4098         CGprofile vertexProfile;
4099         CGprofile fragmentProfile;
4100
4101         if (p->compiled)
4102                 return;
4103         p->compiled = true;
4104         p->vprogram = NULL;
4105         p->fprogram = NULL;
4106
4107         permutationname[0] = 0;
4108         cachename[0] = 0;
4109         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4110         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4111         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4112
4113         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4114         strlcat(cachename, "cg/", sizeof(cachename));
4115
4116         // the first pretext is which type of shader to compile as
4117         // (later these will all be bound together as a program object)
4118         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4119         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4120         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4121
4122         // the second pretext is the mode (for example a light source)
4123         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4124         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4125         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4126         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4127         strlcat(cachename, modeinfo->name, sizeof(cachename));
4128
4129         // now add all the permutation pretexts
4130         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4131         {
4132                 if (permutation & (1<<i))
4133                 {
4134                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4135                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4136                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4137                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4138                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4139                 }
4140                 else
4141                 {
4142                         // keep line numbers correct
4143                         vertstrings_list[vertstrings_count++] = "\n";
4144                         geomstrings_list[geomstrings_count++] = "\n";
4145                         fragstrings_list[fragstrings_count++] = "\n";
4146                 }
4147         }
4148
4149         // replace spaces in the cachename with _ characters
4150         for (i = 0;cachename[i];i++)
4151                 if (cachename[i] == ' ')
4152                         cachename[i] = '_';
4153
4154         // now append the shader text itself
4155         vertstrings_list[vertstrings_count++] = vertexstring;
4156         geomstrings_list[geomstrings_count++] = geometrystring;
4157         fragstrings_list[fragstrings_count++] = fragmentstring;
4158
4159         // if any sources were NULL, clear the respective list
4160         if (!vertexstring)
4161                 vertstrings_count = 0;
4162         if (!geometrystring)
4163                 geomstrings_count = 0;
4164         if (!fragmentstring)
4165                 fragstrings_count = 0;
4166
4167         vertstring_length = 0;
4168         for (i = 0;i < vertstrings_count;i++)
4169                 vertstring_length += strlen(vertstrings_list[i]);
4170         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4171         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4172                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4173
4174         geomstring_length = 0;
4175         for (i = 0;i < geomstrings_count;i++)
4176                 geomstring_length += strlen(geomstrings_list[i]);
4177         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4178         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4179                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4180
4181         fragstring_length = 0;
4182         for (i = 0;i < fragstrings_count;i++)
4183                 fragstring_length += strlen(fragstrings_list[i]);
4184         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4185         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4186                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4187
4188         CHECKGLERROR
4189         CHECKCGERROR
4190         //vertexProfile = CG_PROFILE_ARBVP1;
4191         //fragmentProfile = CG_PROFILE_ARBFP1;
4192         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4193         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4194         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4195         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4196         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4197         CHECKGLERROR
4198
4199         // try to load the cached shader, or generate one
4200         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4201
4202         // if caching failed, do a dynamic compile for now
4203         CHECKCGERROR
4204         if (vertstring[0] && !p->vprogram)
4205                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4206         CHECKCGERROR
4207         if (fragstring[0] && !p->fprogram)
4208                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4209         CHECKCGERROR
4210
4211         // look up all the uniform variable names we care about, so we don't
4212         // have to look them up every time we set them
4213         if (p->vprogram)
4214         {
4215                 CHECKCGERROR
4216                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4217                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4218                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4219                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4220                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4221                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4222                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4223                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4224                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4225                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4226                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4227                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4228                 CHECKCGERROR
4229         }
4230         if (p->fprogram)
4231         {
4232                 CHECKCGERROR
4233                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4234                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4235                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4236                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4237                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4238                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4239                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4240                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4241                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4242                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4243                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4244                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4245                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4246                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4247                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4248                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4249                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4250                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4251                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4252                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4253                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4254                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4255                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4256                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4257                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4258                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4259                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4260                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4261                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4262                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4263                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4264                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4265                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4266                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4267                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4268                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4269                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4270                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4271                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4272                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4273                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4274                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4275                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4276                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4277                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4278                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4279                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4280                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4281                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4282                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4283                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4284                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4285                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4286                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4287                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4288                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4289                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4290                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4291                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4292                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4293                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4294                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4295                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4296                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4297                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4298                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4299                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4300                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4301                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4302                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4303                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4304                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4305                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4306                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4307                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4308                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4309                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4310                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4311                 CHECKCGERROR
4312         }
4313
4314         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4315                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4316         else
4317                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4318
4319         // free the strings
4320         if (vertstring)
4321                 Mem_Free(vertstring);
4322         if (geomstring)
4323                 Mem_Free(geomstring);
4324         if (fragstring)
4325                 Mem_Free(fragstring);
4326         if (vertexstring)
4327                 Mem_Free(vertexstring);
4328         if (geometrystring)
4329                 Mem_Free(geometrystring);
4330         if (fragmentstring)
4331                 Mem_Free(fragmentstring);
4332 }
4333
4334 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4335 {
4336         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4337         CHECKGLERROR
4338         CHECKCGERROR
4339         if (r_cg_permutation != perm)
4340         {
4341                 r_cg_permutation = perm;
4342                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4343                 {
4344                         if (!r_cg_permutation->compiled)
4345                                 R_CG_CompilePermutation(perm, mode, permutation);
4346                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4347                         {
4348                                 // remove features until we find a valid permutation
4349                                 int i;
4350                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4351                                 {
4352                                         // reduce i more quickly whenever it would not remove any bits
4353                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4354                                         if (!(permutation & j))
4355                                                 continue;
4356                                         permutation -= j;
4357                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4358                                         if (!r_cg_permutation->compiled)
4359                                                 R_CG_CompilePermutation(perm, mode, permutation);
4360                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4361                                                 break;
4362                                 }
4363                                 if (i >= SHADERPERMUTATION_COUNT)
4364                                 {
4365                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4366                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4367                                         return; // no bit left to clear, entire mode is broken
4368                                 }
4369                         }
4370                 }
4371                 CHECKGLERROR
4372                 CHECKCGERROR
4373                 if (r_cg_permutation->vprogram)
4374                 {
4375                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4376                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4377                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4378                 }
4379                 else
4380                 {
4381                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4382                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4383                 }
4384                 if (r_cg_permutation->fprogram)
4385                 {
4386                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4387                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4388                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4389                 }
4390                 else
4391                 {
4392                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4393                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4394                 }
4395         }
4396         CHECKCGERROR
4397         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4398         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4399         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4400 }
4401
4402 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4403 {
4404         cgGLSetTextureParameter(param, R_GetTexture(tex));
4405         cgGLEnableTextureParameter(param);
4406 }
4407 #endif
4408
4409 void R_GLSL_Restart_f(void)
4410 {
4411         unsigned int i, limit;
4412         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4413                 Mem_Free(glslshaderstring);
4414         glslshaderstring = NULL;
4415         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4416                 Mem_Free(cgshaderstring);
4417         cgshaderstring = NULL;
4418         switch(vid.renderpath)
4419         {
4420         case RENDERPATH_GL20:
4421                 {
4422                         r_glsl_permutation_t *p;
4423                         r_glsl_permutation = NULL;
4424                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4425                         for (i = 0;i < limit;i++)
4426                         {
4427                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4428                                 {
4429                                         GL_Backend_FreeProgram(p->program);
4430                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4431                                 }
4432                         }
4433                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4434                 }
4435                 break;
4436         case RENDERPATH_CGGL:
4437 #ifdef SUPPORTCG
4438                 {
4439                         r_cg_permutation_t *p;
4440                         r_cg_permutation = NULL;
4441                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4442                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4443                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4444                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4445                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4446                         for (i = 0;i < limit;i++)
4447                         {
4448                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4449                                 {
4450                                         if (p->vprogram)
4451                                                 cgDestroyProgram(p->vprogram);
4452                                         if (p->fprogram)
4453                                                 cgDestroyProgram(p->fprogram);
4454                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4455                                 }
4456                         }
4457                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4458                 }
4459                 break;
4460 #endif
4461         case RENDERPATH_GL13:
4462         case RENDERPATH_GL11:
4463                 break;
4464         }
4465 }
4466
4467 void R_GLSL_DumpShader_f(void)
4468 {
4469         int i;
4470         qfile_t *file;
4471
4472         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4473         if (file)
4474         {
4475                 FS_Print(file, "/* The engine may define the following macros:\n");
4476                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4477                 for (i = 0;i < SHADERMODE_COUNT;i++)
4478                         FS_Print(file, glslshadermodeinfo[i].pretext);
4479                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4480                         FS_Print(file, shaderpermutationinfo[i].pretext);
4481                 FS_Print(file, "*/\n");
4482                 FS_Print(file, builtinshaderstring);
4483                 FS_Close(file);
4484                 Con_Printf("glsl/default.glsl written\n");
4485         }
4486         else
4487                 Con_Printf("failed to write to glsl/default.glsl\n");
4488
4489 #ifdef SUPPORTCG
4490         file = FS_OpenRealFile("cg/default.cg", "w", false);
4491         if (file)
4492         {
4493                 FS_Print(file, "/* The engine may define the following macros:\n");
4494                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4495                 for (i = 0;i < SHADERMODE_COUNT;i++)
4496                         FS_Print(file, cgshadermodeinfo[i].pretext);
4497                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4498                         FS_Print(file, shaderpermutationinfo[i].pretext);
4499                 FS_Print(file, "*/\n");
4500                 FS_Print(file, builtincgshaderstring);
4501                 FS_Close(file);
4502                 Con_Printf("cg/default.cg written\n");
4503         }
4504         else
4505                 Con_Printf("failed to write to cg/default.cg\n");
4506 #endif
4507 }
4508
4509 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4510 {
4511         if (!second)
4512                 texturemode = GL_MODULATE;
4513         switch (vid.renderpath)
4514         {
4515         case RENDERPATH_GL20:
4516                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4517                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4518                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4519                 break;
4520         case RENDERPATH_CGGL:
4521 #ifdef SUPPORTCG
4522                 CHECKCGERROR
4523                 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4524                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4525                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4526 #endif
4527                 break;
4528         case RENDERPATH_GL13:
4529                 R_Mesh_TexBind(0, first );
4530                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4531                 R_Mesh_TexBind(1, second);
4532                 if (second)
4533                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4534                 break;
4535         case RENDERPATH_GL11:
4536                 R_Mesh_TexBind(0, first );
4537                 break;
4538         }
4539 }
4540
4541 void R_SetupShader_DepthOrShadow(void)
4542 {
4543         switch (vid.renderpath)
4544         {
4545         case RENDERPATH_GL20:
4546                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4547                 break;
4548         case RENDERPATH_CGGL:
4549 #ifdef SUPPORTCG
4550                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4551 #endif
4552                 break;
4553         case RENDERPATH_GL13:
4554                 R_Mesh_TexBind(0, 0);
4555                 R_Mesh_TexBind(1, 0);
4556                 break;
4557         case RENDERPATH_GL11:
4558                 R_Mesh_TexBind(0, 0);
4559                 break;
4560         }
4561 }
4562
4563 void R_SetupShader_ShowDepth(void)
4564 {
4565         switch (vid.renderpath)
4566         {
4567         case RENDERPATH_GL20:
4568                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4569                 break;
4570         case RENDERPATH_CGGL:
4571 #ifdef SUPPORTCG
4572                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4573 #endif
4574                 break;
4575         case RENDERPATH_GL13:
4576                 break;
4577         case RENDERPATH_GL11:
4578                 break;
4579         }
4580 }
4581
4582 extern qboolean r_shadow_usingdeferredprepass;
4583 extern cvar_t r_shadow_deferred_8bitrange;
4584 extern rtexture_t *r_shadow_attenuationgradienttexture;
4585 extern rtexture_t *r_shadow_attenuation2dtexture;
4586 extern rtexture_t *r_shadow_attenuation3dtexture;
4587 extern qboolean r_shadow_usingshadowmaprect;
4588 extern qboolean r_shadow_usingshadowmapcube;
4589 extern qboolean r_shadow_usingshadowmap2d;
4590 extern qboolean r_shadow_usingshadowmaportho;
4591 extern float r_shadow_shadowmap_texturescale[2];
4592 extern float r_shadow_shadowmap_parameters[4];
4593 extern qboolean r_shadow_shadowmapvsdct;
4594 extern qboolean r_shadow_shadowmapsampler;
4595 extern int r_shadow_shadowmappcf;
4596 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4597 extern rtexture_t *r_shadow_shadowmap2dtexture;
4598 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4599 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4600 extern matrix4x4_t r_shadow_shadowmapmatrix;
4601 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4602 extern int r_shadow_prepass_width;
4603 extern int r_shadow_prepass_height;
4604 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4605 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4606 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4607 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4608 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
4609 {
4610         // a blendfunc allows colormod if:
4611         // a) it can never keep the destination pixel invariant, or
4612         // b) it can keep the destination pixel invariant, and still can do so if colormodded
4613         // this is to prevent unintended side effects from colormod
4614
4615         // in formulas:
4616         // IF there is a (s, sa) for which for all (d, da),
4617         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
4618         // THEN, for this (s, sa) and all (colormod, d, da):
4619         //   s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
4620         // OBVIOUSLY, this means that
4621         //   s*colormod * src(s*colormod, d, sa, da) = 0
4622         //   dst(s*colormod, d, sa, da)              = 1
4623
4624         // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
4625
4626         // main condition to leave dst color invariant:
4627         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
4628         //   src == GL_ZERO:
4629         //     s * 0 + d * dst(s, d, sa, da) == d
4630         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4631         //       => colormod is a problem for GL_SRC_COLOR only
4632         //   src == GL_ONE:
4633         //     s + d * dst(s, d, sa, da) == d
4634         //       => s == 0
4635         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4636         //       => colormod is never problematic for these
4637         //   src == GL_SRC_COLOR:
4638         //     s*s + d * dst(s, d, sa, da) == d
4639         //       => s == 0
4640         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4641         //       => colormod is never problematic for these
4642         //   src == GL_ONE_MINUS_SRC_COLOR:
4643         //     s*(1-s) + d * dst(s, d, sa, da) == d
4644         //       => s == 0 or s == 1
4645         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4646         //       => colormod is a problem for GL_SRC_COLOR only
4647         //   src == GL_DST_COLOR
4648         //     s*d + d * dst(s, d, sa, da) == d
4649         //       => s == 1
4650         //       => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4651         //       => colormod is always a problem
4652         //     or
4653         //       => s == 0
4654         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4655         //       => colormod is never problematic for these
4656         //       => BUT, we do not know s! We must assume it is problematic
4657         //       then... except in GL_ONE case, where we know all invariant
4658         //       cases are fine
4659         //   src == GL_ONE_MINUS_DST_COLOR
4660         //     s*(1-d) + d * dst(s, d, sa, da) == d
4661         //       => s == 0 (1-d is impossible to handle for our desired result)
4662         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4663         //       => colormod is never problematic for these
4664         //   src == GL_SRC_ALPHA
4665         //     s*sa + d * dst(s, d, sa, da) == d
4666         //       => s == 0, or sa == 0
4667         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4668         //       => colormod breaks in the case GL_SRC_COLOR only
4669         //   src == GL_ONE_MINUS_SRC_ALPHA
4670         //     s*(1-sa) + d * dst(s, d, sa, da) == d
4671         //       => s == 0, or sa == 1
4672         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4673         //       => colormod breaks in the case GL_SRC_COLOR only
4674         //   src == GL_DST_ALPHA
4675         //     s*da + d * dst(s, d, sa, da) == d
4676         //       => s == 0
4677         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4678         //       => colormod is never problematic for these
4679
4680         switch(src)
4681         {
4682                 case GL_ZERO:
4683                 case GL_ONE_MINUS_SRC_COLOR:
4684                 case GL_SRC_ALPHA:
4685                 case GL_ONE_MINUS_SRC_ALPHA:
4686                         if(dst == GL_SRC_COLOR)
4687                                 return false;
4688                         return true;
4689                 case GL_ONE:
4690                 case GL_SRC_COLOR:
4691                 case GL_ONE_MINUS_DST_COLOR:
4692                 case GL_DST_ALPHA:
4693                 case GL_ONE_MINUS_DST_ALPHA:
4694                         return true;
4695                 case GL_DST_COLOR:
4696                         if(dst == GL_ONE)
4697                                 return true;
4698                         return false;
4699                 default:
4700                         return false;
4701         }
4702 }
4703 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4704 {
4705         // select a permutation of the lighting shader appropriate to this
4706         // combination of texture, entity, light source, and fogging, only use the
4707         // minimum features necessary to avoid wasting rendering time in the
4708         // fragment shader on features that are not being used
4709         unsigned int permutation = 0;
4710         unsigned int mode = 0;
4711         qboolean allow_colormod;
4712         static float dummy_colormod[3] = {1, 1, 1};
4713         float *colormod = rsurface.colormod;
4714         float m16f[16];
4715         if (rsurfacepass == RSURFPASS_BACKGROUND)
4716         {
4717                 // distorted background
4718                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4719                 {
4720                         mode = SHADERMODE_WATER;
4721                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4722                         allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4723                 }
4724                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4725                 {
4726                         mode = SHADERMODE_REFRACTION;
4727                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4728                         allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4729                 }
4730                 else
4731                 {
4732                         mode = SHADERMODE_GENERIC;
4733                         permutation |= SHADERPERMUTATION_DIFFUSE;
4734                         GL_BlendFunc(GL_ONE, GL_ZERO);
4735                         allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4736                 }
4737                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4738                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4739                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4740                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4741                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4742                 R_Mesh_ColorPointer(NULL, 0, 0);
4743                 GL_AlphaTest(false);
4744         }
4745         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4746         {
4747                 if (r_glsl_offsetmapping.integer)
4748                 {
4749                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4750                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4751                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4752                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4753                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4754                         {
4755                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4756                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4757                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4758                         }
4759                 }
4760                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4761                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4762                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4763                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4764                 // normalmap (deferred prepass), may use alpha test on diffuse
4765                 mode = SHADERMODE_DEFERREDGEOMETRY;
4766                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4767                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4768                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4769                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4770                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4771                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4772                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4773                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4774                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4775                 else
4776                         R_Mesh_ColorPointer(NULL, 0, 0);
4777                 GL_AlphaTest(false);
4778                 GL_BlendFunc(GL_ONE, GL_ZERO);
4779                 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4780         }
4781         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4782         {
4783                 if (r_glsl_offsetmapping.integer)
4784                 {
4785                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4786                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4787                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4788                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4789                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4790                         {
4791                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4792                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4793                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4794                         }
4795                 }
4796                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4797                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4798                 // light source
4799                 mode = SHADERMODE_LIGHTSOURCE;
4800                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4801                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4802                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4803                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4804                 if (diffusescale > 0)
4805                         permutation |= SHADERPERMUTATION_DIFFUSE;
4806                 if (specularscale > 0)
4807                 {
4808                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4809                         if (r_shadow_glossexact.integer)
4810                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4811                 }
4812                 if (r_refdef.fogenabled)
4813                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4814                 if (rsurface.texture->colormapping)
4815                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4816                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4817                 {
4818                         if (r_shadow_usingshadowmaprect)
4819                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4820                         if (r_shadow_usingshadowmap2d)
4821                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4822                         if (r_shadow_usingshadowmapcube)
4823                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4824                         else if(r_shadow_shadowmapvsdct)
4825                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4826
4827                         if (r_shadow_shadowmapsampler)
4828                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4829                         if (r_shadow_shadowmappcf > 1)
4830                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4831                         else if (r_shadow_shadowmappcf)
4832                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4833                 }
4834                 if (rsurface.texture->reflectmasktexture)
4835                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4836                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4837                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4838                 {
4839                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4840                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4841                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4842                 }
4843                 else
4844                 {
4845                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4846                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4847                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4848                 }
4849                 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4850                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4851                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4852                 else
4853                         R_Mesh_ColorPointer(NULL, 0, 0);
4854                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4855                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4856                 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
4857         }
4858         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4859         {
4860                 if (r_glsl_offsetmapping.integer)
4861                 {
4862                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4863                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4864                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4865                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4866                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4867                         {
4868                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4869                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4870                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4871                         }
4872                 }
4873                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4874                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4875                 // unshaded geometry (fullbright or ambient model lighting)
4876                 mode = SHADERMODE_FLATCOLOR;
4877                 ambientscale = diffusescale = specularscale = 0;
4878                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4879                         permutation |= SHADERPERMUTATION_GLOW;
4880                 if (r_refdef.fogenabled)
4881                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4882                 if (rsurface.texture->colormapping)
4883                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4884                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4885                 {
4886                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4887                         if (r_shadow_usingshadowmaprect)
4888                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4889                         if (r_shadow_usingshadowmap2d)
4890                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4891
4892                         if (r_shadow_shadowmapsampler)
4893                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4894                         if (r_shadow_shadowmappcf > 1)
4895                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4896                         else if (r_shadow_shadowmappcf)
4897                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4898                 }
4899                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4900                         permutation |= SHADERPERMUTATION_REFLECTION;
4901                 if (rsurface.texture->reflectmasktexture)
4902                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4903                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4904                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4905                 {
4906                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4907                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4908                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4909                 }
4910                 else
4911                 {
4912                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4913                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4914                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4915                 }
4916                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4917                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4918                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4919                 else
4920                         R_Mesh_ColorPointer(NULL, 0, 0);
4921                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4922                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4923                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4924         }
4925         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4926         {
4927                 if (r_glsl_offsetmapping.integer)
4928                 {
4929                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4930                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4931                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4932                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4933                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4934                         {
4935                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4936                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4937                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4938                         }
4939                 }
4940                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4941                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4942                 // directional model lighting
4943                 mode = SHADERMODE_LIGHTDIRECTION;
4944                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4945                         permutation |= SHADERPERMUTATION_GLOW;
4946                 permutation |= SHADERPERMUTATION_DIFFUSE;
4947                 if (specularscale > 0)
4948                 {
4949                         permutation |= SHADERPERMUTATION_SPECULAR;
4950                         if (r_shadow_glossexact.integer)
4951                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4952                 }
4953                 if (r_refdef.fogenabled)
4954                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4955                 if (rsurface.texture->colormapping)
4956                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4957                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4958                 {
4959                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4960                         if (r_shadow_usingshadowmaprect)
4961                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4962                         if (r_shadow_usingshadowmap2d)
4963                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4964
4965                         if (r_shadow_shadowmapsampler)
4966                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4967                         if (r_shadow_shadowmappcf > 1)
4968                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4969                         else if (r_shadow_shadowmappcf)
4970                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4971                 }
4972                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4973                         permutation |= SHADERPERMUTATION_REFLECTION;
4974                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4975                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4976                 if (rsurface.texture->reflectmasktexture)
4977                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4978                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4979                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4980                 {
4981                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4982                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4983                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4984                 }
4985                 else
4986                 {
4987                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4988                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4989                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4990                 }
4991                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4992                 R_Mesh_ColorPointer(NULL, 0, 0);
4993                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4994                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4995                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4996         }
4997         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4998         {
4999                 if (r_glsl_offsetmapping.integer)
5000                 {
5001                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5002                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5003                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5004                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5005                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5006                         {
5007                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5008                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5009                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5010                         }
5011                 }
5012                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5013                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5014                 // ambient model lighting
5015                 mode = SHADERMODE_LIGHTDIRECTION;
5016                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5017                         permutation |= SHADERPERMUTATION_GLOW;
5018                 if (r_refdef.fogenabled)
5019                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5020                 if (rsurface.texture->colormapping)
5021                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5022                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5023                 {
5024                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5025                         if (r_shadow_usingshadowmaprect)
5026                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5027                         if (r_shadow_usingshadowmap2d)
5028                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5029
5030                         if (r_shadow_shadowmapsampler)
5031                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5032                         if (r_shadow_shadowmappcf > 1)
5033                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5034                         else if (r_shadow_shadowmappcf)
5035                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5036                 }
5037                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5038                         permutation |= SHADERPERMUTATION_REFLECTION;
5039                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5040                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5041                 if (rsurface.texture->reflectmasktexture)
5042                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5043                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5044                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5045                 {
5046                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5047                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5048                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5049                 }
5050                 else
5051                 {
5052                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5053                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5054                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5055                 }
5056                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5057                 R_Mesh_ColorPointer(NULL, 0, 0);
5058                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5059                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5060                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5061         }
5062         else
5063         {
5064                 if (r_glsl_offsetmapping.integer)
5065                 {
5066                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5067                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5068                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5069                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5070                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5071                         {
5072                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5073                                 if (r_glsl_offsetmapping_reliefmapping.integer)
5074                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5075                         }
5076                 }
5077                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5078                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5079                 // lightmapped wall
5080                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5081                         permutation |= SHADERPERMUTATION_GLOW;
5082                 if (r_refdef.fogenabled)
5083                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5084                 if (rsurface.texture->colormapping)
5085                         permutation |= SHADERPERMUTATION_COLORMAPPING;
5086                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5087                 {
5088                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5089                         if (r_shadow_usingshadowmaprect)
5090                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5091                         if (r_shadow_usingshadowmap2d)
5092                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5093
5094                         if (r_shadow_shadowmapsampler)
5095                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5096                         if (r_shadow_shadowmappcf > 1)
5097                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5098                         else if (r_shadow_shadowmappcf)
5099                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5100                 }
5101                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5102                         permutation |= SHADERPERMUTATION_REFLECTION;
5103                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5104                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5105                 if (rsurface.texture->reflectmasktexture)
5106                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
5107                 if (FAKELIGHT_ENABLED)
5108                 {
5109                         // fake lightmapping (q1bsp, q3bsp, fullbright map)
5110                         mode = SHADERMODE_FAKELIGHT;
5111                         permutation |= SHADERPERMUTATION_DIFFUSE;
5112                         if (specularscale > 0)
5113                         {
5114                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5115                                 if (r_shadow_glossexact.integer)
5116                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5117                         }
5118                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5119                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5120                         else
5121                                 R_Mesh_ColorPointer(NULL, 0, 0);
5122                 }
5123                 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5124                 {
5125                         // deluxemapping (light direction texture)
5126                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5127                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5128                         else
5129                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5130                         permutation |= SHADERPERMUTATION_DIFFUSE;
5131                         if (specularscale > 0)
5132                         {
5133                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5134                                 if (r_shadow_glossexact.integer)
5135                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5136                         }
5137                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5138                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5139                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5140                         else
5141                                 R_Mesh_ColorPointer(NULL, 0, 0);
5142                 }
5143                 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5144                 {
5145                         // fake deluxemapping (uniform light direction in tangentspace)
5146                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5147                         permutation |= SHADERPERMUTATION_DIFFUSE;
5148                         if (specularscale > 0)
5149                         {
5150                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5151                                 if (r_shadow_glossexact.integer)
5152                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5153                         }
5154                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5155                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5156                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5157                         else
5158                                 R_Mesh_ColorPointer(NULL, 0, 0);
5159                 }
5160                 else if (rsurface.uselightmaptexture)
5161                 {
5162                         // ordinary lightmapping (q1bsp, q3bsp)
5163                         mode = SHADERMODE_LIGHTMAP;
5164                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5165                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5166                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5167                         else
5168                                 R_Mesh_ColorPointer(NULL, 0, 0);
5169                 }
5170                 else
5171                 {
5172                         // ordinary vertex coloring (q3bsp)
5173                         mode = SHADERMODE_VERTEXCOLOR;
5174                         R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5175                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5176                 }
5177                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5178                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5179                 {
5180                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5181                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5182                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5183                 }
5184                 else
5185                 {
5186                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5187                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5188                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5189                 }
5190                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5191                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5192                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5193         }
5194         if(!allow_colormod)
5195                 colormod = dummy_colormod;
5196         switch(vid.renderpath)
5197         {
5198         case RENDERPATH_GL20:
5199                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5200                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5201                 if (mode == SHADERMODE_LIGHTSOURCE)
5202                 {
5203                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5204                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5205                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5206                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5207                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5208                         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);
5209         
5210                         // additive passes are only darkened by fog, not tinted
5211                         if (r_glsl_permutation->loc_FogColor >= 0)
5212                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5213                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5214                 }
5215                 else
5216                 {
5217                         if (mode == SHADERMODE_FLATCOLOR)
5218                         {
5219                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5220                         }
5221                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5222                         {
5223                                 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]);
5224                                 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]);
5225                                 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);
5226                                 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);
5227                                 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);
5228                                 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]);
5229                                 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]);
5230                         }
5231                         else
5232                         {
5233                                 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]);
5234                                 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]);
5235                                 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);
5236                                 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);
5237                                 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);
5238                         }
5239                         // additive passes are only darkened by fog, not tinted
5240                         if (r_glsl_permutation->loc_FogColor >= 0)
5241                         {
5242                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5243                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5244                                 else
5245                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5246                         }
5247                         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);
5248                         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]);
5249                         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]);
5250                         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]);
5251                         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]);
5252                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5253                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5254                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5255                 }
5256                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5257                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5258                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5259                 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]);
5260                 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]);
5261
5262                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5263                 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));
5264                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5265                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5266                 {
5267                         if (rsurface.texture->pantstexture)
5268                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5269                         else
5270                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5271                 }
5272                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5273                 {
5274                         if (rsurface.texture->shirttexture)
5275                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5276                         else
5277                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5278                 }
5279                 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]);
5280                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5281                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5282                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5283                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5284                 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]);
5285                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5286
5287         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5288         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5289         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5290                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5291                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5292                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5293                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5294                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5295                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5296                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5297                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5298                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5299                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5300                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5301                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5302                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5303                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5304                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
5305                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , r_texture_blanknormalmap                            );
5306                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5307                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
5308                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
5309                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5310                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5311                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5312                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5313                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5314                 {
5315                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5316                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5317                         if (rsurface.rtlight)
5318                         {
5319                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5320                                 if (r_shadow_usingshadowmapcube)
5321                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5322                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5323                         }
5324                 }
5325                 CHECKGLERROR
5326                 break;
5327         case RENDERPATH_CGGL:
5328 #ifdef SUPPORTCG
5329                 R_SetupShader_SetPermutationCG(mode, permutation);
5330                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5331                 if (mode == SHADERMODE_LIGHTSOURCE)
5332                 {
5333                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5334                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5335                 }
5336                 else
5337                 {
5338                         if (mode == SHADERMODE_LIGHTDIRECTION)
5339                         {
5340                                 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
5341                         }
5342                 }
5343                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5344                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5345                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5346                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5347                 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
5348                 CHECKGLERROR
5349
5350                 if (mode == SHADERMODE_LIGHTSOURCE)
5351                 {
5352                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5353                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5354                         if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5355                         if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5356                         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
5357
5358                         // additive passes are only darkened by fog, not tinted
5359                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5360                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5361                 }
5362                 else
5363                 {
5364                         if (mode == SHADERMODE_FLATCOLOR)
5365                         {
5366                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5367                         }
5368                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5369                         {
5370                                 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
5371                                 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
5372                                 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
5373                                 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
5374                                 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
5375                                 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
5376                                 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
5377                         }
5378                         else
5379                         {
5380                                 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
5381                                 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
5382                                 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
5383                                 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
5384                                 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
5385                         }
5386                         // additive passes are only darkened by fog, not tinted
5387                         if (r_cg_permutation->fp_FogColor)
5388                         {
5389                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5390                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5391                                 else
5392                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5393                                 CHECKCGERROR
5394                         }
5395                         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
5396                         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
5397                         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
5398                         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
5399                         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
5400                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5401                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5402                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5403                 }
5404                 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
5405                 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
5406                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5407                 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
5408                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5409                 if (r_cg_permutation->fp_Color_Pants)
5410                 {
5411                         if (rsurface.texture->pantstexture)
5412                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5413                         else
5414                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5415                         CHECKCGERROR
5416                 }
5417                 if (r_cg_permutation->fp_Color_Shirt)
5418                 {
5419                         if (rsurface.texture->shirttexture)
5420                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5421                         else
5422                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5423                         CHECKCGERROR
5424                 }
5425                 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
5426                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5427                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5428                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5429                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5430                 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
5431                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5432
5433         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5434         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5435         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5436                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5437                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5438                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5439                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5440                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5441                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5442                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5443                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5444                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5445                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5446                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5447                 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
5448                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
5449                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5450                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5451                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5452                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5453                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5454                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5455                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5456                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5457                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5458                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5459                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5460                 {
5461                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5462                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5463                         if (rsurface.rtlight)
5464                         {
5465                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5466                                 if (r_shadow_usingshadowmapcube)
5467                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5468                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5469                         }
5470                 }
5471
5472                 CHECKGLERROR
5473 #endif
5474                 break;
5475         case RENDERPATH_GL13:
5476         case RENDERPATH_GL11:
5477                 break;
5478         }
5479 }
5480
5481 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5482 {
5483         // select a permutation of the lighting shader appropriate to this
5484         // combination of texture, entity, light source, and fogging, only use the
5485         // minimum features necessary to avoid wasting rendering time in the
5486         // fragment shader on features that are not being used
5487         unsigned int permutation = 0;
5488         unsigned int mode = 0;
5489         const float *lightcolorbase = rtlight->currentcolor;
5490         float ambientscale = rtlight->ambientscale;
5491         float diffusescale = rtlight->diffusescale;
5492         float specularscale = rtlight->specularscale;
5493         // this is the location of the light in view space
5494         vec3_t viewlightorigin;
5495         // this transforms from view space (camera) to light space (cubemap)
5496         matrix4x4_t viewtolight;
5497         matrix4x4_t lighttoview;
5498         float viewtolight16f[16];
5499         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5500         // light source
5501         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5502         if (rtlight->currentcubemap != r_texture_whitecube)
5503                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5504         if (diffusescale > 0)
5505                 permutation |= SHADERPERMUTATION_DIFFUSE;
5506         if (specularscale > 0)
5507         {
5508                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5509                 if (r_shadow_glossexact.integer)
5510                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5511         }
5512         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5513         {
5514                 if (r_shadow_usingshadowmaprect)
5515                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5516                 if (r_shadow_usingshadowmap2d)
5517                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5518                 if (r_shadow_usingshadowmapcube)
5519                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5520                 else if(r_shadow_shadowmapvsdct)
5521                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5522
5523                 if (r_shadow_shadowmapsampler)
5524                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5525                 if (r_shadow_shadowmappcf > 1)
5526                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5527                 else if (r_shadow_shadowmappcf)
5528                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5529         }
5530         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5531         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5532         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5533         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5534         switch(vid.renderpath)
5535         {
5536         case RENDERPATH_GL20:
5537                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5538                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5539                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5540                 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);
5541                 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);
5542                 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);
5543                 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]);
5544                 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]);
5545                 if (r_glsl_permutation->loc_SpecularPower             >= 0) qglUniform1fARB(       r_glsl_permutation->loc_SpecularPower            , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5546                 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]);
5547                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5548
5549                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5550                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5551                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5552                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5553                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5554                 if (r_shadow_usingshadowmapcube)
5555                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5556                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5557                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5558                 break;
5559         case RENDERPATH_CGGL:
5560 #ifdef SUPPORTCG
5561                 R_SetupShader_SetPermutationCG(mode, permutation);
5562                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5563                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5564                 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
5565                 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
5566                 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
5567                 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
5568                 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
5569                 if (r_cg_permutation->fp_SpecularPower            ) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5570                 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
5571                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5572
5573                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5574                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5575                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5576                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5577                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5578                 if (r_shadow_usingshadowmapcube)
5579                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5580                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5581                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5582 #endif
5583                 break;
5584         case RENDERPATH_GL13:
5585         case RENDERPATH_GL11:
5586                 break;
5587         }
5588 }
5589
5590 #define SKINFRAME_HASH 1024
5591
5592 typedef struct
5593 {
5594         int loadsequence; // incremented each level change
5595         memexpandablearray_t array;
5596         skinframe_t *hash[SKINFRAME_HASH];
5597 }
5598 r_skinframe_t;
5599 r_skinframe_t r_skinframe;
5600
5601 void R_SkinFrame_PrepareForPurge(void)
5602 {
5603         r_skinframe.loadsequence++;
5604         // wrap it without hitting zero
5605         if (r_skinframe.loadsequence >= 200)
5606                 r_skinframe.loadsequence = 1;
5607 }
5608
5609 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5610 {
5611         if (!skinframe)
5612                 return;
5613         // mark the skinframe as used for the purging code
5614         skinframe->loadsequence = r_skinframe.loadsequence;
5615 }
5616
5617 void R_SkinFrame_Purge(void)
5618 {
5619         int i;
5620         skinframe_t *s;
5621         for (i = 0;i < SKINFRAME_HASH;i++)
5622         {
5623                 for (s = r_skinframe.hash[i];s;s = s->next)
5624                 {
5625                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5626                         {
5627                                 if (s->merged == s->base)
5628                                         s->merged = NULL;
5629                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5630                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5631                                 R_PurgeTexture(s->merged);s->merged = NULL;
5632                                 R_PurgeTexture(s->base  );s->base   = NULL;
5633                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5634                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5635                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5636                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5637                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5638                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5639                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5640                                 s->loadsequence = 0;
5641                         }
5642                 }
5643         }
5644 }
5645
5646 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5647         skinframe_t *item;
5648         char basename[MAX_QPATH];
5649
5650         Image_StripImageExtension(name, basename, sizeof(basename));
5651
5652         if( last == NULL ) {
5653                 int hashindex;
5654                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5655                 item = r_skinframe.hash[hashindex];
5656         } else {
5657                 item = last->next;
5658         }
5659
5660         // linearly search through the hash bucket
5661         for( ; item ; item = item->next ) {
5662                 if( !strcmp( item->basename, basename ) ) {
5663                         return item;
5664                 }
5665         }
5666         return NULL;
5667 }
5668
5669 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5670 {
5671         skinframe_t *item;
5672         int hashindex;
5673         char basename[MAX_QPATH];
5674
5675         Image_StripImageExtension(name, basename, sizeof(basename));
5676
5677         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5678         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5679                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5680                         break;
5681
5682         if (!item) {
5683                 rtexture_t *dyntexture;
5684                 // check whether its a dynamic texture
5685                 dyntexture = CL_GetDynTexture( basename );
5686                 if (!add && !dyntexture)
5687                         return NULL;
5688                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5689                 memset(item, 0, sizeof(*item));
5690                 strlcpy(item->basename, basename, sizeof(item->basename));
5691                 item->base = dyntexture; // either NULL or dyntexture handle
5692                 item->textureflags = textureflags;
5693                 item->comparewidth = comparewidth;
5694                 item->compareheight = compareheight;
5695                 item->comparecrc = comparecrc;
5696                 item->next = r_skinframe.hash[hashindex];
5697                 r_skinframe.hash[hashindex] = item;
5698         }
5699         else if( item->base == NULL )
5700         {
5701                 rtexture_t *dyntexture;
5702                 // check whether its a dynamic texture
5703                 // 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]
5704                 dyntexture = CL_GetDynTexture( basename );
5705                 item->base = dyntexture; // either NULL or dyntexture handle
5706         }
5707
5708         R_SkinFrame_MarkUsed(item);
5709         return item;
5710 }
5711
5712 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5713         { \
5714                 unsigned long long avgcolor[5], wsum; \
5715                 int pix, comp, w; \
5716                 avgcolor[0] = 0; \
5717                 avgcolor[1] = 0; \
5718                 avgcolor[2] = 0; \
5719                 avgcolor[3] = 0; \
5720                 avgcolor[4] = 0; \
5721                 wsum = 0; \
5722                 for(pix = 0; pix < cnt; ++pix) \
5723                 { \
5724                         w = 0; \
5725                         for(comp = 0; comp < 3; ++comp) \
5726                                 w += getpixel; \
5727                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5728                         { \
5729                                 ++wsum; \
5730                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5731                                 w = getpixel; \
5732                                 for(comp = 0; comp < 3; ++comp) \
5733                                         avgcolor[comp] += getpixel * w; \
5734                                 avgcolor[3] += w; \
5735                         } \
5736                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5737                         avgcolor[4] += getpixel; \
5738                 } \
5739                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5740                         avgcolor[3] = 1; \
5741                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5742                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5743                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5744                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5745         }
5746
5747 extern cvar_t gl_picmip;
5748 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5749 {
5750         int j;
5751         unsigned char *pixels;
5752         unsigned char *bumppixels;
5753         unsigned char *basepixels = NULL;
5754         int basepixels_width = 0;
5755         int basepixels_height = 0;
5756         skinframe_t *skinframe;
5757         rtexture_t *ddsbase = NULL;
5758         qboolean ddshasalpha = false;
5759         float ddsavgcolor[4];
5760         char basename[MAX_QPATH];
5761         int miplevel = R_PicmipForFlags(textureflags);
5762         int savemiplevel = miplevel;
5763         int mymiplevel;
5764
5765         if (cls.state == ca_dedicated)
5766                 return NULL;
5767
5768         // return an existing skinframe if already loaded
5769         // if loading of the first image fails, don't make a new skinframe as it
5770         // would cause all future lookups of this to be missing
5771         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5772         if (skinframe && skinframe->base)
5773                 return skinframe;
5774
5775         Image_StripImageExtension(name, basename, sizeof(basename));
5776
5777         // check for DDS texture file first
5778         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
5779         {
5780                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer, &miplevel);
5781                 if (basepixels == NULL)
5782                         return NULL;
5783         }
5784
5785         // FIXME handle miplevel
5786
5787         if (developer_loading.integer)
5788                 Con_Printf("loading skin \"%s\"\n", name);
5789
5790         // we've got some pixels to store, so really allocate this new texture now
5791         if (!skinframe)
5792                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5793         skinframe->stain = NULL;
5794         skinframe->merged = NULL;
5795         skinframe->base = NULL;
5796         skinframe->pants = NULL;
5797         skinframe->shirt = NULL;
5798         skinframe->nmap = NULL;
5799         skinframe->gloss = NULL;
5800         skinframe->glow = NULL;
5801         skinframe->fog = NULL;
5802         skinframe->reflect = NULL;
5803         skinframe->hasalpha = false;
5804
5805         if (ddsbase)
5806         {
5807                 skinframe->base = ddsbase;
5808                 skinframe->hasalpha = ddshasalpha;
5809                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5810                 if (r_loadfog && skinframe->hasalpha)
5811                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
5812                 //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]);
5813         }
5814         else
5815         {
5816                 basepixels_width = image_width;
5817                 basepixels_height = image_height;
5818                 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);
5819                 if (textureflags & TEXF_ALPHA)
5820                 {
5821                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5822                         {
5823                                 if (basepixels[j] < 255)
5824                                 {
5825                                         skinframe->hasalpha = true;
5826                                         break;
5827                                 }
5828                         }
5829                         if (r_loadfog && skinframe->hasalpha)
5830                         {
5831                                 // has transparent pixels
5832                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5833                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5834                                 {
5835                                         pixels[j+0] = 255;
5836                                         pixels[j+1] = 255;
5837                                         pixels[j+2] = 255;
5838                                         pixels[j+3] = basepixels[j+3];
5839                                 }
5840                                 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);
5841                                 Mem_Free(pixels);
5842                         }
5843                 }
5844                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5845                 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
5846                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5847                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
5848                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5849                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
5850         }
5851
5852         if (r_loaddds)
5853         {
5854                 mymiplevel = savemiplevel;
5855                 if (r_loadnormalmap)
5856                         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);
5857                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5858                 if (r_loadgloss)
5859                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5860                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5861                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5862                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5863         }
5864
5865         // _norm is the name used by tenebrae and has been adopted as standard
5866         if (r_loadnormalmap && skinframe->nmap == NULL)
5867         {
5868                 mymiplevel = savemiplevel;
5869                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5870                 {
5871                         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);
5872                         Mem_Free(pixels);
5873                         pixels = NULL;
5874                 }
5875                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5876                 {
5877                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5878                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5879                         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);
5880                         Mem_Free(pixels);
5881                         Mem_Free(bumppixels);
5882                 }
5883                 else if (r_shadow_bumpscale_basetexture.value > 0)
5884                 {
5885                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5886                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5887                         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);
5888                         Mem_Free(pixels);
5889                 }
5890                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5891                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
5892         }
5893
5894         // _luma is supported only for tenebrae compatibility
5895         // _glow is the preferred name
5896         mymiplevel = savemiplevel;
5897         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))))
5898         {
5899                 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);
5900                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5901                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
5902                 Mem_Free(pixels);pixels = NULL;
5903         }
5904
5905         mymiplevel = savemiplevel;
5906         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5907         {
5908                 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);
5909                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5910                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
5911                 Mem_Free(pixels);
5912                 pixels = NULL;
5913         }
5914
5915         mymiplevel = savemiplevel;
5916         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5917         {
5918                 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);
5919                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5920                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
5921                 Mem_Free(pixels);
5922                 pixels = NULL;
5923         }
5924
5925         mymiplevel = savemiplevel;
5926         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5927         {
5928                 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);
5929                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5930                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
5931                 Mem_Free(pixels);
5932                 pixels = NULL;
5933         }
5934
5935         mymiplevel = savemiplevel;
5936         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5937         {
5938                 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);
5939                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5940                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
5941                 Mem_Free(pixels);
5942                 pixels = NULL;
5943         }
5944
5945         if (basepixels)
5946                 Mem_Free(basepixels);
5947
5948         return skinframe;
5949 }
5950
5951 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5952 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5953 {
5954         int i;
5955         unsigned char *temp1, *temp2;
5956         skinframe_t *skinframe;
5957
5958         if (cls.state == ca_dedicated)
5959                 return NULL;
5960
5961         // if already loaded just return it, otherwise make a new skinframe
5962         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5963         if (skinframe && skinframe->base)
5964                 return skinframe;
5965
5966         skinframe->stain = NULL;
5967         skinframe->merged = NULL;
5968         skinframe->base = NULL;
5969         skinframe->pants = NULL;
5970         skinframe->shirt = NULL;
5971         skinframe->nmap = NULL;
5972         skinframe->gloss = NULL;
5973         skinframe->glow = NULL;
5974         skinframe->fog = NULL;
5975         skinframe->reflect = NULL;
5976         skinframe->hasalpha = false;
5977
5978         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5979         if (!skindata)
5980                 return NULL;
5981
5982         if (developer_loading.integer)
5983                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5984
5985         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5986         {
5987                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5988                 temp2 = temp1 + width * height * 4;
5989                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5990                 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);
5991                 Mem_Free(temp1);
5992         }
5993         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
5994         if (textureflags & TEXF_ALPHA)
5995         {
5996                 for (i = 3;i < width * height * 4;i += 4)
5997                 {
5998                         if (skindata[i] < 255)
5999                         {
6000                                 skinframe->hasalpha = true;
6001                                 break;
6002                         }
6003                 }
6004                 if (r_loadfog && skinframe->hasalpha)
6005                 {
6006                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6007                         memcpy(fogpixels, skindata, width * height * 4);
6008                         for (i = 0;i < width * height * 4;i += 4)
6009                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6010                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6011                         Mem_Free(fogpixels);
6012                 }
6013         }
6014
6015         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6016         //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]);
6017
6018         return skinframe;
6019 }
6020
6021 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6022 {
6023         int i;
6024         int featuresmask;
6025         skinframe_t *skinframe;
6026
6027         if (cls.state == ca_dedicated)
6028                 return NULL;
6029
6030         // if already loaded just return it, otherwise make a new skinframe
6031         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6032         if (skinframe && skinframe->base)
6033                 return skinframe;
6034
6035         skinframe->stain = NULL;
6036         skinframe->merged = NULL;
6037         skinframe->base = NULL;
6038         skinframe->pants = NULL;
6039         skinframe->shirt = NULL;
6040         skinframe->nmap = NULL;
6041         skinframe->gloss = NULL;
6042         skinframe->glow = NULL;
6043         skinframe->fog = NULL;
6044         skinframe->reflect = NULL;
6045         skinframe->hasalpha = false;
6046
6047         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6048         if (!skindata)
6049                 return NULL;
6050
6051         if (developer_loading.integer)
6052                 Con_Printf("loading quake skin \"%s\"\n", name);
6053
6054         // 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)
6055         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
6056         memcpy(skinframe->qpixels, skindata, width*height);
6057         skinframe->qwidth = width;
6058         skinframe->qheight = height;
6059
6060         featuresmask = 0;
6061         for (i = 0;i < width * height;i++)
6062                 featuresmask |= palette_featureflags[skindata[i]];
6063
6064         skinframe->hasalpha = false;
6065         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6066         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6067         skinframe->qgeneratemerged = true;
6068         skinframe->qgeneratebase = skinframe->qhascolormapping;
6069         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6070
6071         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6072         //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]);
6073
6074         return skinframe;
6075 }
6076
6077 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6078 {
6079         int width;
6080         int height;
6081         unsigned char *skindata;
6082
6083         if (!skinframe->qpixels)
6084                 return;
6085
6086         if (!skinframe->qhascolormapping)
6087                 colormapped = false;
6088
6089         if (colormapped)
6090         {
6091                 if (!skinframe->qgeneratebase)
6092                         return;
6093         }
6094         else
6095         {
6096                 if (!skinframe->qgeneratemerged)
6097                         return;
6098         }
6099
6100         width = skinframe->qwidth;
6101         height = skinframe->qheight;
6102         skindata = skinframe->qpixels;
6103
6104         if (skinframe->qgeneratenmap)
6105         {
6106                 unsigned char *temp1, *temp2;
6107                 skinframe->qgeneratenmap = false;
6108                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6109                 temp2 = temp1 + width * height * 4;
6110                 // use either a custom palette or the quake palette
6111                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6112                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6113                 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);
6114                 Mem_Free(temp1);
6115         }
6116
6117         if (skinframe->qgenerateglow)
6118         {
6119                 skinframe->qgenerateglow = false;
6120                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6121         }
6122
6123         if (colormapped)
6124         {
6125                 skinframe->qgeneratebase = false;
6126                 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);
6127                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6128                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6129         }
6130         else
6131         {
6132                 skinframe->qgeneratemerged = false;
6133                 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);
6134         }
6135
6136         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6137         {
6138                 Mem_Free(skinframe->qpixels);
6139                 skinframe->qpixels = NULL;
6140         }
6141 }
6142
6143 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)
6144 {
6145         int i;
6146         skinframe_t *skinframe;
6147
6148         if (cls.state == ca_dedicated)
6149                 return NULL;
6150
6151         // if already loaded just return it, otherwise make a new skinframe
6152         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6153         if (skinframe && skinframe->base)
6154                 return skinframe;
6155
6156         skinframe->stain = NULL;
6157         skinframe->merged = NULL;
6158         skinframe->base = NULL;
6159         skinframe->pants = NULL;
6160         skinframe->shirt = NULL;
6161         skinframe->nmap = NULL;
6162         skinframe->gloss = NULL;
6163         skinframe->glow = NULL;
6164         skinframe->fog = NULL;
6165         skinframe->reflect = NULL;
6166         skinframe->hasalpha = false;
6167
6168         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6169         if (!skindata)
6170                 return NULL;
6171
6172         if (developer_loading.integer)
6173                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6174
6175         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6176         if (textureflags & TEXF_ALPHA)
6177         {
6178                 for (i = 0;i < width * height;i++)
6179                 {
6180                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6181                         {
6182                                 skinframe->hasalpha = true;
6183                                 break;
6184                         }
6185                 }
6186                 if (r_loadfog && skinframe->hasalpha)
6187                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6188         }
6189
6190         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6191         //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]);
6192
6193         return skinframe;
6194 }
6195
6196 skinframe_t *R_SkinFrame_LoadMissing(void)
6197 {
6198         skinframe_t *skinframe;
6199
6200         if (cls.state == ca_dedicated)
6201                 return NULL;
6202
6203         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6204         skinframe->stain = NULL;
6205         skinframe->merged = NULL;
6206         skinframe->base = NULL;
6207         skinframe->pants = NULL;
6208         skinframe->shirt = NULL;
6209         skinframe->nmap = NULL;
6210         skinframe->gloss = NULL;
6211         skinframe->glow = NULL;
6212         skinframe->fog = NULL;
6213         skinframe->reflect = NULL;
6214         skinframe->hasalpha = false;
6215
6216         skinframe->avgcolor[0] = rand() / RAND_MAX;
6217         skinframe->avgcolor[1] = rand() / RAND_MAX;
6218         skinframe->avgcolor[2] = rand() / RAND_MAX;
6219         skinframe->avgcolor[3] = 1;
6220
6221         return skinframe;
6222 }
6223
6224 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6225 typedef struct suffixinfo_s
6226 {
6227         char *suffix;
6228         qboolean flipx, flipy, flipdiagonal;
6229 }
6230 suffixinfo_t;
6231 static suffixinfo_t suffix[3][6] =
6232 {
6233         {
6234                 {"px",   false, false, false},
6235                 {"nx",   false, false, false},
6236                 {"py",   false, false, false},
6237                 {"ny",   false, false, false},
6238                 {"pz",   false, false, false},
6239                 {"nz",   false, false, false}
6240         },
6241         {
6242                 {"posx", false, false, false},
6243                 {"negx", false, false, false},
6244                 {"posy", false, false, false},
6245                 {"negy", false, false, false},
6246                 {"posz", false, false, false},
6247                 {"negz", false, false, false}
6248         },
6249         {
6250                 {"rt",    true, false,  true},
6251                 {"lf",   false,  true,  true},
6252                 {"ft",    true,  true, false},
6253                 {"bk",   false, false, false},
6254                 {"up",    true, false,  true},
6255                 {"dn",    true, false,  true}
6256         }
6257 };
6258
6259 static int componentorder[4] = {0, 1, 2, 3};
6260
6261 rtexture_t *R_LoadCubemap(const char *basename)
6262 {
6263         int i, j, cubemapsize;
6264         unsigned char *cubemappixels, *image_buffer;
6265         rtexture_t *cubemaptexture;
6266         char name[256];
6267         // must start 0 so the first loadimagepixels has no requested width/height
6268         cubemapsize = 0;
6269         cubemappixels = NULL;
6270         cubemaptexture = NULL;
6271         // keep trying different suffix groups (posx, px, rt) until one loads
6272         for (j = 0;j < 3 && !cubemappixels;j++)
6273         {
6274                 // load the 6 images in the suffix group
6275                 for (i = 0;i < 6;i++)
6276                 {
6277                         // generate an image name based on the base and and suffix
6278                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6279                         // load it
6280                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer, NULL)))
6281                         {
6282                                 // an image loaded, make sure width and height are equal
6283                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6284                                 {
6285                                         // if this is the first image to load successfully, allocate the cubemap memory
6286                                         if (!cubemappixels && image_width >= 1)
6287                                         {
6288                                                 cubemapsize = image_width;
6289                                                 // note this clears to black, so unavailable sides are black
6290                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6291                                         }
6292                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6293                                         if (cubemappixels)
6294                                                 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);
6295                                 }
6296                                 else
6297                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6298                                 // free the image
6299                                 Mem_Free(image_buffer);
6300                         }
6301                 }
6302         }
6303         // if a cubemap loaded, upload it
6304         if (cubemappixels)
6305         {
6306                 if (developer_loading.integer)
6307                         Con_Printf("loading cubemap \"%s\"\n", basename);
6308
6309                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6310                 Mem_Free(cubemappixels);
6311         }
6312         else
6313         {
6314                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6315                 if (developer_loading.integer)
6316                 {
6317                         Con_Printf("(tried tried images ");
6318                         for (j = 0;j < 3;j++)
6319                                 for (i = 0;i < 6;i++)
6320                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6321                         Con_Print(" and was unable to find any of them).\n");
6322                 }
6323         }
6324         return cubemaptexture;
6325 }
6326
6327 rtexture_t *R_GetCubemap(const char *basename)
6328 {
6329         int i;
6330         for (i = 0;i < r_texture_numcubemaps;i++)
6331                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6332                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6333         if (i >= MAX_CUBEMAPS)
6334                 return r_texture_whitecube;
6335         r_texture_numcubemaps++;
6336         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6337         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6338         return r_texture_cubemaps[i].texture;
6339 }
6340
6341 void R_FreeCubemaps(void)
6342 {
6343         int i;
6344         for (i = 0;i < r_texture_numcubemaps;i++)
6345         {
6346                 if (developer_loading.integer)
6347                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6348                 if (r_texture_cubemaps[i].texture)
6349                         R_FreeTexture(r_texture_cubemaps[i].texture);
6350         }
6351         r_texture_numcubemaps = 0;
6352 }
6353
6354 void R_Main_FreeViewCache(void)
6355 {
6356         if (r_refdef.viewcache.entityvisible)
6357                 Mem_Free(r_refdef.viewcache.entityvisible);
6358         if (r_refdef.viewcache.world_pvsbits)
6359                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6360         if (r_refdef.viewcache.world_leafvisible)
6361                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6362         if (r_refdef.viewcache.world_surfacevisible)
6363                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6364         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6365 }
6366
6367 void R_Main_ResizeViewCache(void)
6368 {
6369         int numentities = r_refdef.scene.numentities;
6370         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6371         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6372         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6373         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6374         if (r_refdef.viewcache.maxentities < numentities)
6375         {
6376                 r_refdef.viewcache.maxentities = numentities;
6377                 if (r_refdef.viewcache.entityvisible)
6378                         Mem_Free(r_refdef.viewcache.entityvisible);
6379                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6380         }
6381         if (r_refdef.viewcache.world_numclusters != numclusters)
6382         {
6383                 r_refdef.viewcache.world_numclusters = numclusters;
6384                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6385                 if (r_refdef.viewcache.world_pvsbits)
6386                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6387                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6388         }
6389         if (r_refdef.viewcache.world_numleafs != numleafs)
6390         {
6391                 r_refdef.viewcache.world_numleafs = numleafs;
6392                 if (r_refdef.viewcache.world_leafvisible)
6393                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6394                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6395         }
6396         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6397         {
6398                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6399                 if (r_refdef.viewcache.world_surfacevisible)
6400                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6401                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6402         }
6403 }
6404
6405 extern rtexture_t *loadingscreentexture;
6406 void gl_main_start(void)
6407 {
6408         loadingscreentexture = NULL;
6409         r_texture_blanknormalmap = NULL;
6410         r_texture_white = NULL;
6411         r_texture_grey128 = NULL;
6412         r_texture_black = NULL;
6413         r_texture_whitecube = NULL;
6414         r_texture_normalizationcube = NULL;
6415         r_texture_fogattenuation = NULL;
6416         r_texture_fogheighttexture = NULL;
6417         r_texture_gammaramps = NULL;
6418         r_texture_numcubemaps = 0;
6419
6420         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6421         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6422
6423         switch(vid.renderpath)
6424         {
6425         case RENDERPATH_GL20:
6426         case RENDERPATH_CGGL:
6427                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6428                 Cvar_SetValueQuick(&gl_combine, 1);
6429                 Cvar_SetValueQuick(&r_glsl, 1);
6430                 r_loadnormalmap = true;
6431                 r_loadgloss = true;
6432                 r_loadfog = false;
6433                 break;
6434         case RENDERPATH_GL13:
6435                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6436                 Cvar_SetValueQuick(&gl_combine, 1);
6437                 Cvar_SetValueQuick(&r_glsl, 0);
6438                 r_loadnormalmap = false;
6439                 r_loadgloss = false;
6440                 r_loadfog = true;
6441                 break;
6442         case RENDERPATH_GL11:
6443                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6444                 Cvar_SetValueQuick(&gl_combine, 0);
6445                 Cvar_SetValueQuick(&r_glsl, 0);
6446                 r_loadnormalmap = false;
6447                 r_loadgloss = false;
6448                 r_loadfog = true;
6449                 break;
6450         }
6451
6452         R_AnimCache_Free();
6453         R_FrameData_Reset();
6454
6455         r_numqueries = 0;
6456         r_maxqueries = 0;
6457         memset(r_queries, 0, sizeof(r_queries));
6458
6459         r_qwskincache = NULL;
6460         r_qwskincache_size = 0;
6461
6462         // set up r_skinframe loading system for textures
6463         memset(&r_skinframe, 0, sizeof(r_skinframe));
6464         r_skinframe.loadsequence = 1;
6465         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6466
6467         r_main_texturepool = R_AllocTexturePool();
6468         R_BuildBlankTextures();
6469         R_BuildNoTexture();
6470         if (vid.support.arb_texture_cube_map)
6471         {
6472                 R_BuildWhiteCube();
6473                 R_BuildNormalizationCube();
6474         }
6475         r_texture_fogattenuation = NULL;
6476         r_texture_fogheighttexture = NULL;
6477         r_texture_gammaramps = NULL;
6478         //r_texture_fogintensity = NULL;
6479         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6480         memset(&r_waterstate, 0, sizeof(r_waterstate));
6481         r_glsl_permutation = NULL;
6482         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6483         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6484         glslshaderstring = NULL;
6485 #ifdef SUPPORTCG
6486         r_cg_permutation = NULL;
6487         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6488         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6489         cgshaderstring = NULL;
6490 #endif
6491         memset(&r_svbsp, 0, sizeof (r_svbsp));
6492
6493         r_refdef.fogmasktable_density = 0;
6494 }
6495
6496 void gl_main_shutdown(void)
6497 {
6498         R_AnimCache_Free();
6499         R_FrameData_Reset();
6500
6501         R_Main_FreeViewCache();
6502
6503         if (r_maxqueries)
6504                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6505
6506         r_numqueries = 0;
6507         r_maxqueries = 0;
6508         memset(r_queries, 0, sizeof(r_queries));
6509
6510         r_qwskincache = NULL;
6511         r_qwskincache_size = 0;
6512
6513         // clear out the r_skinframe state
6514         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6515         memset(&r_skinframe, 0, sizeof(r_skinframe));
6516
6517         if (r_svbsp.nodes)
6518                 Mem_Free(r_svbsp.nodes);
6519         memset(&r_svbsp, 0, sizeof (r_svbsp));
6520         R_FreeTexturePool(&r_main_texturepool);
6521         loadingscreentexture = NULL;
6522         r_texture_blanknormalmap = NULL;
6523         r_texture_white = NULL;
6524         r_texture_grey128 = NULL;
6525         r_texture_black = NULL;
6526         r_texture_whitecube = NULL;
6527         r_texture_normalizationcube = NULL;
6528         r_texture_fogattenuation = NULL;
6529         r_texture_fogheighttexture = NULL;
6530         r_texture_gammaramps = NULL;
6531         r_texture_numcubemaps = 0;
6532         //r_texture_fogintensity = NULL;
6533         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6534         memset(&r_waterstate, 0, sizeof(r_waterstate));
6535         r_glsl_permutation = NULL;
6536         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6537         glslshaderstring = NULL;
6538 #ifdef SUPPORTCG
6539         r_cg_permutation = NULL;
6540         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6541         cgshaderstring = NULL;
6542 #endif
6543         R_GLSL_Restart_f();
6544 }
6545
6546 extern void CL_ParseEntityLump(char *entitystring);
6547 void gl_main_newmap(void)
6548 {
6549         // FIXME: move this code to client
6550         char *entities, entname[MAX_QPATH];
6551         if (r_qwskincache)
6552                 Mem_Free(r_qwskincache);
6553         r_qwskincache = NULL;
6554         r_qwskincache_size = 0;
6555         if (cl.worldmodel)
6556         {
6557                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6558                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6559                 {
6560                         CL_ParseEntityLump(entities);
6561                         Mem_Free(entities);
6562                         return;
6563                 }
6564                 if (cl.worldmodel->brush.entities)
6565                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6566         }
6567         R_Main_FreeViewCache();
6568
6569         R_FrameData_Reset();
6570 }
6571
6572 void GL_Main_Init(void)
6573 {
6574         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6575
6576         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6577         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6578         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6579         if (gamemode == GAME_NEHAHRA)
6580         {
6581                 Cvar_RegisterVariable (&gl_fogenable);
6582                 Cvar_RegisterVariable (&gl_fogdensity);
6583                 Cvar_RegisterVariable (&gl_fogred);
6584                 Cvar_RegisterVariable (&gl_foggreen);
6585                 Cvar_RegisterVariable (&gl_fogblue);
6586                 Cvar_RegisterVariable (&gl_fogstart);
6587                 Cvar_RegisterVariable (&gl_fogend);
6588                 Cvar_RegisterVariable (&gl_skyclip);
6589         }
6590         Cvar_RegisterVariable(&r_motionblur);
6591         Cvar_RegisterVariable(&r_motionblur_maxblur);
6592         Cvar_RegisterVariable(&r_motionblur_bmin);
6593         Cvar_RegisterVariable(&r_motionblur_vmin);
6594         Cvar_RegisterVariable(&r_motionblur_vmax);
6595         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6596         Cvar_RegisterVariable(&r_motionblur_randomize);
6597         Cvar_RegisterVariable(&r_damageblur);
6598         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6599         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6600         Cvar_RegisterVariable(&r_equalize_entities_by);
6601         Cvar_RegisterVariable(&r_equalize_entities_to);
6602         Cvar_RegisterVariable(&r_depthfirst);
6603         Cvar_RegisterVariable(&r_useinfinitefarclip);
6604         Cvar_RegisterVariable(&r_farclip_base);
6605         Cvar_RegisterVariable(&r_farclip_world);
6606         Cvar_RegisterVariable(&r_nearclip);
6607         Cvar_RegisterVariable(&r_showbboxes);
6608         Cvar_RegisterVariable(&r_showsurfaces);
6609         Cvar_RegisterVariable(&r_showtris);
6610         Cvar_RegisterVariable(&r_shownormals);
6611         Cvar_RegisterVariable(&r_showlighting);
6612         Cvar_RegisterVariable(&r_showshadowvolumes);
6613         Cvar_RegisterVariable(&r_showcollisionbrushes);
6614         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6615         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6616         Cvar_RegisterVariable(&r_showdisabledepthtest);
6617         Cvar_RegisterVariable(&r_drawportals);
6618         Cvar_RegisterVariable(&r_drawentities);
6619         Cvar_RegisterVariable(&r_draw2d);
6620         Cvar_RegisterVariable(&r_drawworld);
6621         Cvar_RegisterVariable(&r_cullentities_trace);
6622         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6623         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6624         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6625         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6626         Cvar_RegisterVariable(&r_drawviewmodel);
6627         Cvar_RegisterVariable(&r_drawexteriormodel);
6628         Cvar_RegisterVariable(&r_speeds);
6629         Cvar_RegisterVariable(&r_fullbrights);
6630         Cvar_RegisterVariable(&r_wateralpha);
6631         Cvar_RegisterVariable(&r_dynamic);
6632         Cvar_RegisterVariable(&r_fakelight);
6633         Cvar_RegisterVariable(&r_fakelight_intensity);
6634         Cvar_RegisterVariable(&r_fullbright);
6635         Cvar_RegisterVariable(&r_shadows);
6636         Cvar_RegisterVariable(&r_shadows_darken);
6637         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6638         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6639         Cvar_RegisterVariable(&r_shadows_throwdistance);
6640         Cvar_RegisterVariable(&r_shadows_throwdirection);
6641         Cvar_RegisterVariable(&r_shadows_focus);
6642         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6643         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6644         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6645         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6646         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6647         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6648         Cvar_RegisterVariable(&r_fog_exp2);
6649         Cvar_RegisterVariable(&r_drawfog);
6650         Cvar_RegisterVariable(&r_transparentdepthmasking);
6651         Cvar_RegisterVariable(&r_texture_dds_load);
6652         Cvar_RegisterVariable(&r_texture_dds_save);
6653         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6654         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6655         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6656         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6657         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6658         Cvar_RegisterVariable(&r_textureunits);
6659         Cvar_RegisterVariable(&gl_combine);
6660         Cvar_RegisterVariable(&r_glsl);
6661         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6662         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6663         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6664         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6665         Cvar_RegisterVariable(&r_glsl_postprocess);
6666         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6667         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6668         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6669         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6670         Cvar_RegisterVariable(&r_water);
6671         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6672         Cvar_RegisterVariable(&r_water_clippingplanebias);
6673         Cvar_RegisterVariable(&r_water_refractdistort);
6674         Cvar_RegisterVariable(&r_water_reflectdistort);
6675         Cvar_RegisterVariable(&r_lerpsprites);
6676         Cvar_RegisterVariable(&r_lerpmodels);
6677         Cvar_RegisterVariable(&r_lerplightstyles);
6678         Cvar_RegisterVariable(&r_waterscroll);
6679         Cvar_RegisterVariable(&r_bloom);
6680         Cvar_RegisterVariable(&r_bloom_colorscale);
6681         Cvar_RegisterVariable(&r_bloom_brighten);
6682         Cvar_RegisterVariable(&r_bloom_blur);
6683         Cvar_RegisterVariable(&r_bloom_resolution);
6684         Cvar_RegisterVariable(&r_bloom_colorexponent);
6685         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6686         Cvar_RegisterVariable(&r_hdr);
6687         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6688         Cvar_RegisterVariable(&r_hdr_glowintensity);
6689         Cvar_RegisterVariable(&r_hdr_range);
6690         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6691         Cvar_RegisterVariable(&developer_texturelogging);
6692         Cvar_RegisterVariable(&gl_lightmaps);
6693         Cvar_RegisterVariable(&r_test);
6694         Cvar_RegisterVariable(&r_batchmode);
6695         Cvar_RegisterVariable(&r_glsl_saturation);
6696         Cvar_RegisterVariable(&r_framedatasize);
6697         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6698                 Cvar_SetValue("r_fullbrights", 0);
6699         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
6700
6701         Cvar_RegisterVariable(&r_track_sprites);
6702         Cvar_RegisterVariable(&r_track_sprites_flags);
6703         Cvar_RegisterVariable(&r_track_sprites_scalew);
6704         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6705         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6706         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6707 }
6708
6709 extern void R_Textures_Init(void);
6710 extern void GL_Draw_Init(void);
6711 extern void GL_Main_Init(void);
6712 extern void R_Shadow_Init(void);
6713 extern void R_Sky_Init(void);
6714 extern void GL_Surf_Init(void);
6715 extern void R_Particles_Init(void);
6716 extern void R_Explosion_Init(void);
6717 extern void gl_backend_init(void);
6718 extern void Sbar_Init(void);
6719 extern void R_LightningBeams_Init(void);
6720 extern void Mod_RenderInit(void);
6721 extern void Font_Init(void);
6722
6723 void Render_Init(void)
6724 {
6725         gl_backend_init();
6726         R_Textures_Init();
6727         GL_Main_Init();
6728         Font_Init();
6729         GL_Draw_Init();
6730         R_Shadow_Init();
6731         R_Sky_Init();
6732         GL_Surf_Init();
6733         Sbar_Init();
6734         R_Particles_Init();
6735         R_Explosion_Init();
6736         R_LightningBeams_Init();
6737         Mod_RenderInit();
6738 }
6739
6740 /*
6741 ===============
6742 GL_Init
6743 ===============
6744 */
6745 extern char *ENGINE_EXTENSIONS;
6746 void GL_Init (void)
6747 {
6748         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6749         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6750         gl_version = (const char *)qglGetString(GL_VERSION);
6751         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6752
6753         if (!gl_extensions)
6754                 gl_extensions = "";
6755         if (!gl_platformextensions)
6756                 gl_platformextensions = "";
6757
6758         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6759         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6760         Con_Printf("GL_VERSION: %s\n", gl_version);
6761         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6762         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6763
6764         VID_CheckExtensions();
6765
6766         // LordHavoc: report supported extensions
6767         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6768
6769         // clear to black (loading plaque will be seen over this)
6770         CHECKGLERROR
6771         qglClearColor(0,0,0,1);CHECKGLERROR
6772         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6773 }
6774
6775 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6776 {
6777         int i;
6778         mplane_t *p;
6779         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6780         {
6781                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6782                 if (i == 4)
6783                         continue;
6784                 p = r_refdef.view.frustum + i;
6785                 switch(p->signbits)
6786                 {
6787                 default:
6788                 case 0:
6789                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6790                                 return true;
6791                         break;
6792                 case 1:
6793                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6794                                 return true;
6795                         break;
6796                 case 2:
6797                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6798                                 return true;
6799                         break;
6800                 case 3:
6801                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6802                                 return true;
6803                         break;
6804                 case 4:
6805                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6806                                 return true;
6807                         break;
6808                 case 5:
6809                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6810                                 return true;
6811                         break;
6812                 case 6:
6813                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6814                                 return true;
6815                         break;
6816                 case 7:
6817                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6818                                 return true;
6819                         break;
6820                 }
6821         }
6822         return false;
6823 }
6824
6825 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6826 {
6827         int i;
6828         const mplane_t *p;
6829         for (i = 0;i < numplanes;i++)
6830         {
6831                 p = planes + i;
6832                 switch(p->signbits)
6833                 {
6834                 default:
6835                 case 0:
6836                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6837                                 return true;
6838                         break;
6839                 case 1:
6840                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6841                                 return true;
6842                         break;
6843                 case 2:
6844                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6845                                 return true;
6846                         break;
6847                 case 3:
6848                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6849                                 return true;
6850                         break;
6851                 case 4:
6852                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6853                                 return true;
6854                         break;
6855                 case 5:
6856                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6857                                 return true;
6858                         break;
6859                 case 6:
6860                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6861                                 return true;
6862                         break;
6863                 case 7:
6864                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6865                                 return true;
6866                         break;
6867                 }
6868         }
6869         return false;
6870 }
6871
6872 //==================================================================================
6873
6874 // LordHavoc: this stores temporary data used within the same frame
6875
6876 qboolean r_framedata_failed;
6877 static size_t r_framedata_size;
6878 static size_t r_framedata_current;
6879 static void *r_framedata_base;
6880
6881 void R_FrameData_Reset(void)
6882 {
6883         if (r_framedata_base)
6884                 Mem_Free(r_framedata_base);
6885         r_framedata_base = NULL;
6886         r_framedata_size = 0;
6887         r_framedata_current = 0;
6888         r_framedata_failed = false;
6889 }
6890
6891 void R_FrameData_NewFrame(void)
6892 {
6893         size_t wantedsize;
6894         if (r_framedata_failed)
6895                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6896         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6897         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6898         if (r_framedata_size != wantedsize)
6899         {
6900                 r_framedata_size = wantedsize;
6901                 if (r_framedata_base)
6902                         Mem_Free(r_framedata_base);
6903                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6904         }
6905         r_framedata_current = 0;
6906         r_framedata_failed = false;
6907 }
6908
6909 void *R_FrameData_Alloc(size_t size)
6910 {
6911         void *data;
6912
6913         // align to 16 byte boundary
6914         size = (size + 15) & ~15;
6915         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6916         r_framedata_current += size;
6917
6918         // check overflow
6919         if (r_framedata_current > r_framedata_size)
6920                 r_framedata_failed = true;
6921
6922         // return NULL on everything after a failure
6923         if (r_framedata_failed)
6924                 return NULL;
6925
6926         return data;
6927 }
6928
6929 void *R_FrameData_Store(size_t size, void *data)
6930 {
6931         void *d = R_FrameData_Alloc(size);
6932         if (d)
6933                 memcpy(d, data, size);
6934         return d;
6935 }
6936
6937 //==================================================================================
6938
6939 // LordHavoc: animcache originally written by Echon, rewritten since then
6940
6941 /**
6942  * Animation cache prevents re-generating mesh data for an animated model
6943  * multiple times in one frame for lighting, shadowing, reflections, etc.
6944  */
6945
6946 void R_AnimCache_Free(void)
6947 {
6948 }
6949
6950 void R_AnimCache_ClearCache(void)
6951 {
6952         int i;
6953         entity_render_t *ent;
6954
6955         for (i = 0;i < r_refdef.scene.numentities;i++)
6956         {
6957                 ent = r_refdef.scene.entities[i];
6958                 ent->animcache_vertex3f = NULL;
6959                 ent->animcache_normal3f = NULL;
6960                 ent->animcache_svector3f = NULL;
6961                 ent->animcache_tvector3f = NULL;
6962         }
6963 }
6964
6965 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6966 {
6967         dp_model_t *model = ent->model;
6968         int numvertices;
6969         // see if it's already cached this frame
6970         if (ent->animcache_vertex3f)
6971         {
6972                 // add normals/tangents if needed
6973                 if (wantnormals || wanttangents)
6974                 {
6975                         if (ent->animcache_normal3f)
6976                                 wantnormals = false;
6977                         if (ent->animcache_svector3f)
6978                                 wanttangents = false;
6979                         if (wantnormals || wanttangents)
6980                         {
6981                                 numvertices = model->surfmesh.num_vertices;
6982                                 if (wantnormals)
6983                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6984                                 if (wanttangents)
6985                                 {
6986                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6987                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6988                                 }
6989                                 if (!r_framedata_failed)
6990                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6991                         }
6992                 }
6993         }
6994         else
6995         {
6996                 // see if this ent is worth caching
6997                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6998                         return false;
6999                 // get some memory for this entity and generate mesh data
7000                 numvertices = model->surfmesh.num_vertices;
7001                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7002                 if (wantnormals)
7003                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7004                 if (wanttangents)
7005                 {
7006                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7007                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
7008                 }
7009                 if (!r_framedata_failed)
7010                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7011         }
7012         return !r_framedata_failed;
7013 }
7014
7015 void R_AnimCache_CacheVisibleEntities(void)
7016 {
7017         int i;
7018         qboolean wantnormals = !r_showsurfaces.integer;
7019         qboolean wanttangents = !r_showsurfaces.integer;
7020
7021         switch(vid.renderpath)
7022         {
7023         case RENDERPATH_GL20:
7024         case RENDERPATH_CGGL:
7025                 break;
7026         case RENDERPATH_GL13:
7027         case RENDERPATH_GL11:
7028                 wanttangents = false;
7029                 break;
7030         }
7031
7032         // TODO: thread this
7033         // NOTE: R_PrepareRTLights() also caches entities
7034
7035         for (i = 0;i < r_refdef.scene.numentities;i++)
7036                 if (r_refdef.viewcache.entityvisible[i])
7037                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7038 }
7039
7040 //==================================================================================
7041
7042 static void R_View_UpdateEntityLighting (void)
7043 {
7044         int i;
7045         entity_render_t *ent;
7046         vec3_t tempdiffusenormal, avg;
7047         vec_t f, fa, fd, fdd;
7048         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7049
7050         for (i = 0;i < r_refdef.scene.numentities;i++)
7051         {
7052                 ent = r_refdef.scene.entities[i];
7053
7054                 // skip unseen models
7055                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7056                         continue;
7057
7058                 // skip bsp models
7059                 if (ent->model && ent->model->brush.num_leafs)
7060                 {
7061                         // TODO: use modellight for r_ambient settings on world?
7062                         VectorSet(ent->modellight_ambient, 0, 0, 0);
7063                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
7064                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
7065                         continue;
7066                 }
7067
7068                 // fetch the lighting from the worldmodel data
7069                 VectorClear(ent->modellight_ambient);
7070                 VectorClear(ent->modellight_diffuse);
7071                 VectorClear(tempdiffusenormal);
7072                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7073                 {
7074                         vec3_t org;
7075                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7076                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7077                         if(ent->flags & RENDER_EQUALIZE)
7078                         {
7079                                 // first fix up ambient lighting...
7080                                 if(r_equalize_entities_minambient.value > 0)
7081                                 {
7082                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7083                                         if(fd > 0)
7084                                         {
7085                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7086                                                 if(fa < r_equalize_entities_minambient.value * fd)
7087                                                 {
7088                                                         // solve:
7089                                                         //   fa'/fd' = minambient
7090                                                         //   fa'+0.25*fd' = fa+0.25*fd
7091                                                         //   ...
7092                                                         //   fa' = fd' * minambient
7093                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
7094                                                         //   ...
7095                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7096                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7097                                                         //   ...
7098                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7099                                                         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
7100                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7101                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7102                                                 }
7103                                         }
7104                                 }
7105
7106                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7107                                 {
7108                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7109                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7110                                         if(f > 0)
7111                                         {
7112                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7113                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7114                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7115                                         }
7116                                 }
7117                         }
7118                 }
7119                 else // highly rare
7120                         VectorSet(ent->modellight_ambient, 1, 1, 1);
7121
7122                 // move the light direction into modelspace coordinates for lighting code
7123                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7124                 if(VectorLength2(ent->modellight_lightdir) == 0)
7125                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7126                 VectorNormalize(ent->modellight_lightdir);
7127         }
7128 }
7129
7130 #define MAX_LINEOFSIGHTTRACES 64
7131
7132 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7133 {
7134         int i;
7135         vec3_t boxmins, boxmaxs;
7136         vec3_t start;
7137         vec3_t end;
7138         dp_model_t *model = r_refdef.scene.worldmodel;
7139
7140         if (!model || !model->brush.TraceLineOfSight)
7141                 return true;
7142
7143         // expand the box a little
7144         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7145         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7146         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7147         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7148         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7149         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7150
7151         // return true if eye is inside enlarged box
7152         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7153                 return true;
7154
7155         // try center
7156         VectorCopy(eye, start);
7157         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7158         if (model->brush.TraceLineOfSight(model, start, end))
7159                 return true;
7160
7161         // try various random positions
7162         for (i = 0;i < numsamples;i++)
7163         {
7164                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7165                 if (model->brush.TraceLineOfSight(model, start, end))
7166                         return true;
7167         }
7168
7169         return false;
7170 }
7171
7172
7173 static void R_View_UpdateEntityVisible (void)
7174 {
7175         int i;
7176         int renderimask;
7177         int samples;
7178         entity_render_t *ent;
7179
7180         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7181                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7182                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
7183                 :                                                          RENDER_EXTERIORMODEL;
7184         if (!r_drawviewmodel.integer)
7185                 renderimask |= RENDER_VIEWMODEL;
7186         if (!r_drawexteriormodel.integer)
7187                 renderimask |= RENDER_EXTERIORMODEL;
7188         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7189         {
7190                 // worldmodel can check visibility
7191                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7192                 for (i = 0;i < r_refdef.scene.numentities;i++)
7193                 {
7194                         ent = r_refdef.scene.entities[i];
7195                         if (!(ent->flags & renderimask))
7196                         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)))
7197                         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))
7198                                 r_refdef.viewcache.entityvisible[i] = true;
7199                 }
7200                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7201                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7202                 {
7203                         for (i = 0;i < r_refdef.scene.numentities;i++)
7204                         {
7205                                 ent = r_refdef.scene.entities[i];
7206                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7207                                 {
7208                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7209                                         if (samples < 0)
7210                                                 continue; // temp entities do pvs only
7211                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7212                                                 ent->last_trace_visibility = realtime;
7213                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7214                                                 r_refdef.viewcache.entityvisible[i] = 0;
7215                                 }
7216                         }
7217                 }
7218         }
7219         else
7220         {
7221                 // no worldmodel or it can't check visibility
7222                 for (i = 0;i < r_refdef.scene.numentities;i++)
7223                 {
7224                         ent = r_refdef.scene.entities[i];
7225                         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));
7226                 }
7227         }
7228 }
7229
7230 /// only used if skyrendermasked, and normally returns false
7231 int R_DrawBrushModelsSky (void)
7232 {
7233         int i, sky;
7234         entity_render_t *ent;
7235
7236         sky = false;
7237         for (i = 0;i < r_refdef.scene.numentities;i++)
7238         {
7239                 if (!r_refdef.viewcache.entityvisible[i])
7240                         continue;
7241                 ent = r_refdef.scene.entities[i];
7242                 if (!ent->model || !ent->model->DrawSky)
7243                         continue;
7244                 ent->model->DrawSky(ent);
7245                 sky = true;
7246         }
7247         return sky;
7248 }
7249
7250 static void R_DrawNoModel(entity_render_t *ent);
7251 static void R_DrawModels(void)
7252 {
7253         int i;
7254         entity_render_t *ent;
7255
7256         for (i = 0;i < r_refdef.scene.numentities;i++)
7257         {
7258                 if (!r_refdef.viewcache.entityvisible[i])
7259                         continue;
7260                 ent = r_refdef.scene.entities[i];
7261                 r_refdef.stats.entities++;
7262                 if (ent->model && ent->model->Draw != NULL)
7263                         ent->model->Draw(ent);
7264                 else
7265                         R_DrawNoModel(ent);
7266         }
7267 }
7268
7269 static void R_DrawModelsDepth(void)
7270 {
7271         int i;
7272         entity_render_t *ent;
7273
7274         for (i = 0;i < r_refdef.scene.numentities;i++)
7275         {
7276                 if (!r_refdef.viewcache.entityvisible[i])
7277                         continue;
7278                 ent = r_refdef.scene.entities[i];
7279                 if (ent->model && ent->model->DrawDepth != NULL)
7280                         ent->model->DrawDepth(ent);
7281         }
7282 }
7283
7284 static void R_DrawModelsDebug(void)
7285 {
7286         int i;
7287         entity_render_t *ent;
7288
7289         for (i = 0;i < r_refdef.scene.numentities;i++)
7290         {
7291                 if (!r_refdef.viewcache.entityvisible[i])
7292                         continue;
7293                 ent = r_refdef.scene.entities[i];
7294                 if (ent->model && ent->model->DrawDebug != NULL)
7295                         ent->model->DrawDebug(ent);
7296         }
7297 }
7298
7299 static void R_DrawModelsAddWaterPlanes(void)
7300 {
7301         int i;
7302         entity_render_t *ent;
7303
7304         for (i = 0;i < r_refdef.scene.numentities;i++)
7305         {
7306                 if (!r_refdef.viewcache.entityvisible[i])
7307                         continue;
7308                 ent = r_refdef.scene.entities[i];
7309                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7310                         ent->model->DrawAddWaterPlanes(ent);
7311         }
7312 }
7313
7314 static void R_View_SetFrustum(void)
7315 {
7316         int i;
7317         double slopex, slopey;
7318         vec3_t forward, left, up, origin;
7319
7320         // we can't trust r_refdef.view.forward and friends in reflected scenes
7321         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7322
7323 #if 0
7324         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7325         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7326         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7327         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7328         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7329         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7330         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7331         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7332         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7333         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7334         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7335         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7336 #endif
7337
7338 #if 0
7339         zNear = r_refdef.nearclip;
7340         nudge = 1.0 - 1.0 / (1<<23);
7341         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7342         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7343         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7344         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7345         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7346         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7347         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7348         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7349 #endif
7350
7351
7352
7353 #if 0
7354         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7355         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7356         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7357         r_refdef.view.frustum[0].dist = m[15] - m[12];
7358
7359         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7360         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7361         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7362         r_refdef.view.frustum[1].dist = m[15] + m[12];
7363
7364         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7365         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7366         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7367         r_refdef.view.frustum[2].dist = m[15] - m[13];
7368
7369         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7370         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7371         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7372         r_refdef.view.frustum[3].dist = m[15] + m[13];
7373
7374         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7375         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7376         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7377         r_refdef.view.frustum[4].dist = m[15] - m[14];
7378
7379         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7380         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7381         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7382         r_refdef.view.frustum[5].dist = m[15] + m[14];
7383 #endif
7384
7385         if (r_refdef.view.useperspective)
7386         {
7387                 slopex = 1.0 / r_refdef.view.frustum_x;
7388                 slopey = 1.0 / r_refdef.view.frustum_y;
7389                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7390                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7391                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7392                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7393                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7394
7395                 // Leaving those out was a mistake, those were in the old code, and they
7396                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7397                 // I couldn't reproduce it after adding those normalizations. --blub
7398                 VectorNormalize(r_refdef.view.frustum[0].normal);
7399                 VectorNormalize(r_refdef.view.frustum[1].normal);
7400                 VectorNormalize(r_refdef.view.frustum[2].normal);
7401                 VectorNormalize(r_refdef.view.frustum[3].normal);
7402
7403                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7404                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
7405                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
7406                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
7407                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
7408
7409                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7410                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7411                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7412                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7413                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7414         }
7415         else
7416         {
7417                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7418                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7419                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7420                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7421                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7422                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7423                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7424                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7425                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7426                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7427         }
7428         r_refdef.view.numfrustumplanes = 5;
7429
7430         if (r_refdef.view.useclipplane)
7431         {
7432                 r_refdef.view.numfrustumplanes = 6;
7433                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7434         }
7435
7436         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7437                 PlaneClassify(r_refdef.view.frustum + i);
7438
7439         // LordHavoc: note to all quake engine coders, Quake had a special case
7440         // for 90 degrees which assumed a square view (wrong), so I removed it,
7441         // Quake2 has it disabled as well.
7442
7443         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7444         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7445         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7446         //PlaneClassify(&frustum[0]);
7447
7448         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7449         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7450         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7451         //PlaneClassify(&frustum[1]);
7452
7453         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7454         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7455         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7456         //PlaneClassify(&frustum[2]);
7457
7458         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7459         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7460         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7461         //PlaneClassify(&frustum[3]);
7462
7463         // nearclip plane
7464         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7465         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7466         //PlaneClassify(&frustum[4]);
7467 }
7468
7469 void R_View_Update(void)
7470 {
7471         R_Main_ResizeViewCache();
7472         R_View_SetFrustum();
7473         R_View_WorldVisibility(r_refdef.view.useclipplane);
7474         R_View_UpdateEntityVisible();
7475         R_View_UpdateEntityLighting();
7476 }
7477
7478 void R_SetupView(qboolean allowwaterclippingplane)
7479 {
7480         const float *customclipplane = NULL;
7481         float plane[4];
7482         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7483         {
7484                 // LordHavoc: couldn't figure out how to make this approach the
7485                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7486                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7487                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7488                         dist = r_refdef.view.clipplane.dist;
7489                 plane[0] = r_refdef.view.clipplane.normal[0];
7490                 plane[1] = r_refdef.view.clipplane.normal[1];
7491                 plane[2] = r_refdef.view.clipplane.normal[2];
7492                 plane[3] = dist;
7493                 customclipplane = plane;
7494         }
7495
7496         if (!r_refdef.view.useperspective)
7497                 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);
7498         else if (vid.stencil && r_useinfinitefarclip.integer)
7499                 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);
7500         else
7501                 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);
7502         R_SetViewport(&r_refdef.view.viewport);
7503 }
7504
7505 void R_EntityMatrix(const matrix4x4_t *matrix)
7506 {
7507         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7508         {
7509                 gl_modelmatrixchanged = false;
7510                 gl_modelmatrix = *matrix;
7511                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7512                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7513                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7514                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7515                 CHECKGLERROR
7516                 switch(vid.renderpath)
7517                 {
7518                 case RENDERPATH_GL20:
7519                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7520                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7521                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7522                         break;
7523                 case RENDERPATH_CGGL:
7524 #ifdef SUPPORTCG
7525                         CHECKCGERROR
7526                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7527                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7528                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7529 #endif
7530                         break;
7531                 case RENDERPATH_GL13:
7532                 case RENDERPATH_GL11:
7533                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7534                         break;
7535                 }
7536         }
7537 }
7538
7539 void R_ResetViewRendering2D(void)
7540 {
7541         r_viewport_t viewport;
7542         DrawQ_Finish();
7543
7544         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7545         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);
7546         R_SetViewport(&viewport);
7547         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7548         GL_Color(1, 1, 1, 1);
7549         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7550         GL_BlendFunc(GL_ONE, GL_ZERO);
7551         GL_AlphaTest(false);
7552         GL_ScissorTest(false);
7553         GL_DepthMask(false);
7554         GL_DepthRange(0, 1);
7555         GL_DepthTest(false);
7556         R_EntityMatrix(&identitymatrix);
7557         R_Mesh_ResetTextureState();
7558         GL_PolygonOffset(0, 0);
7559         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7560         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7561         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7562         qglStencilMask(~0);CHECKGLERROR
7563         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7564         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7565         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7566 }
7567
7568 void R_ResetViewRendering3D(void)
7569 {
7570         DrawQ_Finish();
7571
7572         R_SetupView(true);
7573         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7574         GL_Color(1, 1, 1, 1);
7575         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7576         GL_BlendFunc(GL_ONE, GL_ZERO);
7577         GL_AlphaTest(false);
7578         GL_ScissorTest(true);
7579         GL_DepthMask(true);
7580         GL_DepthRange(0, 1);
7581         GL_DepthTest(true);
7582         R_EntityMatrix(&identitymatrix);
7583         R_Mesh_ResetTextureState();
7584         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7585         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7586         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7587         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7588         qglStencilMask(~0);CHECKGLERROR
7589         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7590         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7591         GL_CullFace(r_refdef.view.cullface_back);
7592 }
7593
7594 /*
7595 ================
7596 R_RenderView_UpdateViewVectors
7597 ================
7598 */
7599 static void R_RenderView_UpdateViewVectors(void)
7600 {
7601         // break apart the view matrix into vectors for various purposes
7602         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7603         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7604         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7605         VectorNegate(r_refdef.view.left, r_refdef.view.right);
7606         // make an inverted copy of the view matrix for tracking sprites
7607         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7608 }
7609
7610 void R_RenderScene(void);
7611 void R_RenderWaterPlanes(void);
7612
7613 static void R_Water_StartFrame(void)
7614 {
7615         int i;
7616         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7617         r_waterstate_waterplane_t *p;
7618
7619         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7620                 return;
7621
7622         switch(vid.renderpath)
7623         {
7624         case RENDERPATH_GL20:
7625         case RENDERPATH_CGGL:
7626                 break;
7627         case RENDERPATH_GL13:
7628         case RENDERPATH_GL11:
7629                 return;
7630         }
7631
7632         // set waterwidth and waterheight to the water resolution that will be
7633         // used (often less than the screen resolution for faster rendering)
7634         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7635         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7636
7637         // calculate desired texture sizes
7638         // can't use water if the card does not support the texture size
7639         if (!r_water.integer || r_showsurfaces.integer)
7640                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7641         else if (vid.support.arb_texture_non_power_of_two)
7642         {
7643                 texturewidth = waterwidth;
7644                 textureheight = waterheight;
7645                 camerawidth = waterwidth;
7646                 cameraheight = waterheight;
7647         }
7648         else
7649         {
7650                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7651                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7652                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
7653                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
7654         }
7655
7656         // allocate textures as needed
7657         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7658         {
7659                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7660                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7661                 {
7662                         if (p->texture_refraction)
7663                                 R_FreeTexture(p->texture_refraction);
7664                         p->texture_refraction = NULL;
7665                         if (p->texture_reflection)
7666                                 R_FreeTexture(p->texture_reflection);
7667                         p->texture_reflection = NULL;
7668                         if (p->texture_camera)
7669                                 R_FreeTexture(p->texture_camera);
7670                         p->texture_camera = NULL;
7671                 }
7672                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7673                 r_waterstate.texturewidth = texturewidth;
7674                 r_waterstate.textureheight = textureheight;
7675                 r_waterstate.camerawidth = camerawidth;
7676                 r_waterstate.cameraheight = cameraheight;
7677         }
7678
7679         if (r_waterstate.texturewidth)
7680         {
7681                 r_waterstate.enabled = true;
7682
7683                 // when doing a reduced render (HDR) we want to use a smaller area
7684                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7685                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7686
7687                 // set up variables that will be used in shader setup
7688                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7689                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7690                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7691                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7692         }
7693
7694         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7695         r_waterstate.numwaterplanes = 0;
7696 }
7697
7698 void R_Water_AddWaterPlane(msurface_t *surface)
7699 {
7700         int triangleindex, planeindex;
7701         const int *e;
7702         vec3_t vert[3];
7703         vec3_t normal;
7704         vec3_t center;
7705         mplane_t plane;
7706         int cam_ent;
7707         r_waterstate_waterplane_t *p;
7708         texture_t *t = R_GetCurrentTexture(surface->texture);
7709         cam_ent = t->camera_entity;
7710         if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7711                 cam_ent = 0;
7712
7713         // just use the first triangle with a valid normal for any decisions
7714         VectorClear(normal);
7715         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7716         {
7717                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7718                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7719                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7720                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7721                 if (VectorLength2(normal) >= 0.001)
7722                         break;
7723         }
7724
7725         VectorCopy(normal, plane.normal);
7726         VectorNormalize(plane.normal);
7727         plane.dist = DotProduct(vert[0], plane.normal);
7728         PlaneClassify(&plane);
7729         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7730         {
7731                 // skip backfaces (except if nocullface is set)
7732                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7733                         return;
7734                 VectorNegate(plane.normal, plane.normal);
7735                 plane.dist *= -1;
7736                 PlaneClassify(&plane);
7737         }
7738
7739
7740         // find a matching plane if there is one
7741         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7742                 if(p->camera_entity == t->camera_entity)
7743                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7744                                 break;
7745         if (planeindex >= r_waterstate.maxwaterplanes)
7746                 return; // nothing we can do, out of planes
7747
7748         // if this triangle does not fit any known plane rendered this frame, add one
7749         if (planeindex >= r_waterstate.numwaterplanes)
7750         {
7751                 // store the new plane
7752                 r_waterstate.numwaterplanes++;
7753                 p->plane = plane;
7754                 // clear materialflags and pvs
7755                 p->materialflags = 0;
7756                 p->pvsvalid = false;
7757                 p->camera_entity = t->camera_entity;
7758         }
7759         // merge this surface's materialflags into the waterplane
7760         p->materialflags |= t->currentmaterialflags;
7761         if(!(p->materialflags & MATERIALFLAG_CAMERA))
7762         {
7763                 // merge this surface's PVS into the waterplane
7764                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7765                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7766                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7767                 {
7768                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7769                         p->pvsvalid = true;
7770                 }
7771         }
7772 }
7773
7774 static void R_Water_ProcessPlanes(void)
7775 {
7776         r_refdef_view_t originalview;
7777         r_refdef_view_t myview;
7778         int planeindex;
7779         r_waterstate_waterplane_t *p;
7780         vec3_t visorigin;
7781
7782         originalview = r_refdef.view;
7783
7784         // make sure enough textures are allocated
7785         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7786         {
7787                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7788                 {
7789                         if (!p->texture_refraction)
7790                                 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);
7791                         if (!p->texture_refraction)
7792                                 goto error;
7793                 }
7794                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7795                 {
7796                         if (!p->texture_camera)
7797                                 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);
7798                         if (!p->texture_camera)
7799                                 goto error;
7800                 }
7801
7802                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7803                 {
7804                         if (!p->texture_reflection)
7805                                 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);
7806                         if (!p->texture_reflection)
7807                                 goto error;
7808                 }
7809         }
7810
7811         // render views
7812         r_refdef.view = originalview;
7813         r_refdef.view.showdebug = false;
7814         r_refdef.view.width = r_waterstate.waterwidth;
7815         r_refdef.view.height = r_waterstate.waterheight;
7816         r_refdef.view.useclipplane = true;
7817         myview = r_refdef.view;
7818         r_waterstate.renderingscene = true;
7819         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7820         {
7821                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7822                 {
7823                         r_refdef.view = myview;
7824                         // render reflected scene and copy into texture
7825                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7826                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7827                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7828                         r_refdef.view.clipplane = p->plane;
7829                         // reverse the cullface settings for this render
7830                         r_refdef.view.cullface_front = GL_FRONT;
7831                         r_refdef.view.cullface_back = GL_BACK;
7832                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7833                         {
7834                                 r_refdef.view.usecustompvs = true;
7835                                 if (p->pvsvalid)
7836                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7837                                 else
7838                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7839                         }
7840
7841                         R_ResetViewRendering3D();
7842                         R_ClearScreen(r_refdef.fogenabled);
7843                         R_View_Update();
7844                         R_RenderScene();
7845
7846                         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);
7847                 }
7848
7849                 // render the normal view scene and copy into texture
7850                 // (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)
7851                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7852                 {
7853                         r_waterstate.renderingrefraction = true;
7854                         r_refdef.view = myview;
7855
7856                         r_refdef.view.clipplane = p->plane;
7857                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7858                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7859
7860                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7861                         {
7862                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7863                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7864                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7865                                 R_RenderView_UpdateViewVectors();
7866                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
7867                                 {
7868                                         r_refdef.view.usecustompvs = true;
7869                                         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);
7870                                 }
7871                         }
7872
7873                         PlaneClassify(&r_refdef.view.clipplane);
7874
7875                         R_ResetViewRendering3D();
7876                         R_ClearScreen(r_refdef.fogenabled);
7877                         R_View_Update();
7878                         R_RenderScene();
7879
7880                         R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7881                         r_waterstate.renderingrefraction = false;
7882                 }
7883                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7884                 {
7885                         r_refdef.view = myview;
7886
7887                         r_refdef.view.clipplane = p->plane;
7888                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7889                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7890
7891                         r_refdef.view.width = r_waterstate.camerawidth;
7892                         r_refdef.view.height = r_waterstate.cameraheight;
7893                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7894                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7895
7896                         if(p->camera_entity)
7897                         {
7898                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7899                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7900                         }
7901
7902                         // reverse the cullface settings for this render
7903                         r_refdef.view.cullface_front = GL_FRONT;
7904                         r_refdef.view.cullface_back = GL_BACK;
7905                         // also reverse the view matrix
7906                         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
7907                         R_RenderView_UpdateViewVectors();
7908                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
7909                         {
7910                                 r_refdef.view.usecustompvs = true;
7911                                 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);
7912                         }
7913                         
7914                         // camera needs no clipplane
7915                         r_refdef.view.useclipplane = false;
7916
7917                         PlaneClassify(&r_refdef.view.clipplane);
7918
7919                         R_ResetViewRendering3D();
7920                         R_ClearScreen(r_refdef.fogenabled);
7921                         R_View_Update();
7922                         R_RenderScene();
7923
7924                         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);
7925                         r_waterstate.renderingrefraction = false;
7926                 }
7927
7928         }
7929         r_waterstate.renderingscene = false;
7930         r_refdef.view = originalview;
7931         R_ResetViewRendering3D();
7932         R_ClearScreen(r_refdef.fogenabled);
7933         R_View_Update();
7934         return;
7935 error:
7936         r_refdef.view = originalview;
7937         r_waterstate.renderingscene = false;
7938         Cvar_SetValueQuick(&r_water, 0);
7939         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7940         return;
7941 }
7942
7943 void R_Bloom_StartFrame(void)
7944 {
7945         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7946
7947         switch(vid.renderpath)
7948         {
7949         case RENDERPATH_GL20:
7950         case RENDERPATH_CGGL:
7951                 break;
7952         case RENDERPATH_GL13:
7953         case RENDERPATH_GL11:
7954                 return;
7955         }
7956
7957         // set bloomwidth and bloomheight to the bloom resolution that will be
7958         // used (often less than the screen resolution for faster rendering)
7959         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7960         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7961         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7962         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7963         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7964
7965         // calculate desired texture sizes
7966         if (vid.support.arb_texture_non_power_of_two)
7967         {
7968                 screentexturewidth = r_refdef.view.width;
7969                 screentextureheight = r_refdef.view.height;
7970                 bloomtexturewidth = r_bloomstate.bloomwidth;
7971                 bloomtextureheight = r_bloomstate.bloomheight;
7972         }
7973         else
7974         {
7975                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7976                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7977                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7978                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7979         }
7980
7981         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))
7982         {
7983                 Cvar_SetValueQuick(&r_hdr, 0);
7984                 Cvar_SetValueQuick(&r_bloom, 0);
7985                 Cvar_SetValueQuick(&r_motionblur, 0);
7986                 Cvar_SetValueQuick(&r_damageblur, 0);
7987         }
7988
7989         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)))
7990                 screentexturewidth = screentextureheight = 0;
7991         if (!r_hdr.integer && !r_bloom.integer)
7992                 bloomtexturewidth = bloomtextureheight = 0;
7993
7994         // allocate textures as needed
7995         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7996         {
7997                 if (r_bloomstate.texture_screen)
7998                         R_FreeTexture(r_bloomstate.texture_screen);
7999                 r_bloomstate.texture_screen = NULL;
8000                 r_bloomstate.screentexturewidth = screentexturewidth;
8001                 r_bloomstate.screentextureheight = screentextureheight;
8002                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8003                         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);
8004         }
8005         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8006         {
8007                 if (r_bloomstate.texture_bloom)
8008                         R_FreeTexture(r_bloomstate.texture_bloom);
8009                 r_bloomstate.texture_bloom = NULL;
8010                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8011                 r_bloomstate.bloomtextureheight = bloomtextureheight;
8012                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8013                         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);
8014         }
8015
8016         // when doing a reduced render (HDR) we want to use a smaller area
8017         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8018         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8019         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8020         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8021         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8022
8023         // set up a texcoord array for the full resolution screen image
8024         // (we have to keep this around to copy back during final render)
8025         r_bloomstate.screentexcoord2f[0] = 0;
8026         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8027         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8028         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
8029         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
8030         r_bloomstate.screentexcoord2f[5] = 0;
8031         r_bloomstate.screentexcoord2f[6] = 0;
8032         r_bloomstate.screentexcoord2f[7] = 0;
8033
8034         // set up a texcoord array for the reduced resolution bloom image
8035         // (which will be additive blended over the screen image)
8036         r_bloomstate.bloomtexcoord2f[0] = 0;
8037         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8038         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
8039         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8040         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
8041         r_bloomstate.bloomtexcoord2f[5] = 0;
8042         r_bloomstate.bloomtexcoord2f[6] = 0;
8043         r_bloomstate.bloomtexcoord2f[7] = 0;
8044
8045         if (r_hdr.integer || r_bloom.integer)
8046         {
8047                 r_bloomstate.enabled = true;
8048                 r_bloomstate.hdr = r_hdr.integer != 0;
8049         }
8050
8051         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);
8052 }
8053
8054 void R_Bloom_CopyBloomTexture(float colorscale)
8055 {
8056         r_refdef.stats.bloom++;
8057
8058         // scale down screen texture to the bloom texture size
8059         CHECKGLERROR
8060         R_SetViewport(&r_bloomstate.viewport);
8061         GL_BlendFunc(GL_ONE, GL_ZERO);
8062         GL_Color(colorscale, colorscale, colorscale, 1);
8063         // TODO: optimize with multitexture or GLSL
8064         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8065         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8066         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8067         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8068
8069         // we now have a bloom image in the framebuffer
8070         // copy it into the bloom image texture for later processing
8071         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);
8072         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8073 }
8074
8075 void R_Bloom_CopyHDRTexture(void)
8076 {
8077         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);
8078         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8079 }
8080
8081 void R_Bloom_MakeTexture(void)
8082 {
8083         int x, range, dir;
8084         float xoffset, yoffset, r, brighten;
8085
8086         r_refdef.stats.bloom++;
8087
8088         R_ResetViewRendering2D();
8089         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8090         R_Mesh_ColorPointer(NULL, 0, 0);
8091
8092         // we have a bloom image in the framebuffer
8093         CHECKGLERROR
8094         R_SetViewport(&r_bloomstate.viewport);
8095
8096         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8097         {
8098                 x *= 2;
8099                 r = bound(0, r_bloom_colorexponent.value / x, 1);
8100                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8101                 GL_Color(r, r, r, 1);
8102                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8103                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8104                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8105                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8106
8107                 // copy the vertically blurred bloom view to a texture
8108                 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);
8109                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8110         }
8111
8112         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8113         brighten = r_bloom_brighten.value;
8114         if (r_hdr.integer)
8115                 brighten *= r_hdr_range.value;
8116         brighten = sqrt(brighten);
8117         if(range >= 1)
8118                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8119         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8120         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
8121
8122         for (dir = 0;dir < 2;dir++)
8123         {
8124                 // blend on at multiple vertical offsets to achieve a vertical blur
8125                 // TODO: do offset blends using GLSL
8126                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8127                 GL_BlendFunc(GL_ONE, GL_ZERO);
8128                 for (x = -range;x <= range;x++)
8129                 {
8130                         if (!dir){xoffset = 0;yoffset = x;}
8131                         else {xoffset = x;yoffset = 0;}
8132                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
8133                         yoffset /= (float)r_bloomstate.bloomtextureheight;
8134                         // compute a texcoord array with the specified x and y offset
8135                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8136                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8137                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8138                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8139                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8140                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8141                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8142                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8143                         // this r value looks like a 'dot' particle, fading sharply to
8144                         // black at the edges
8145                         // (probably not realistic but looks good enough)
8146                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8147                         //r = brighten/(range*2+1);
8148                         r = brighten / (range * 2 + 1);
8149                         if(range >= 1)
8150                                 r *= (1 - x*x/(float)(range*range));
8151                         GL_Color(r, r, r, 1);
8152                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8153                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8154                         GL_BlendFunc(GL_ONE, GL_ONE);
8155                 }
8156
8157                 // copy the vertically blurred bloom view to a texture
8158                 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);
8159                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8160         }
8161
8162         // apply subtract last
8163         // (just like it would be in a GLSL shader)
8164         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
8165         {
8166                 GL_BlendFunc(GL_ONE, GL_ZERO);
8167                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8168                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8169                 GL_Color(1, 1, 1, 1);
8170                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8171                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8172
8173                 GL_BlendFunc(GL_ONE, GL_ONE);
8174                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
8175                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8176                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8177                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
8178                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8179                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8180                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8181
8182                 // copy the darkened bloom view to a texture
8183                 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);
8184                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8185         }
8186 }
8187
8188 void R_HDR_RenderBloomTexture(void)
8189 {
8190         int oldwidth, oldheight;
8191         float oldcolorscale;
8192
8193         oldcolorscale = r_refdef.view.colorscale;
8194         oldwidth = r_refdef.view.width;
8195         oldheight = r_refdef.view.height;
8196         r_refdef.view.width = r_bloomstate.bloomwidth;
8197         r_refdef.view.height = r_bloomstate.bloomheight;
8198
8199         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
8200         // TODO: add exposure compensation features
8201         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8202
8203         r_refdef.view.showdebug = false;
8204         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8205
8206         R_ResetViewRendering3D();
8207
8208         R_ClearScreen(r_refdef.fogenabled);
8209         if (r_timereport_active)
8210                 R_TimeReport("HDRclear");
8211
8212         R_View_Update();
8213         if (r_timereport_active)
8214                 R_TimeReport("visibility");
8215
8216         // only do secondary renders with HDR if r_hdr is 2 or higher
8217         r_waterstate.numwaterplanes = 0;
8218         if (r_waterstate.enabled && r_hdr.integer >= 2)
8219                 R_RenderWaterPlanes();
8220
8221         r_refdef.view.showdebug = true;
8222         R_RenderScene();
8223         r_waterstate.numwaterplanes = 0;
8224
8225         R_ResetViewRendering2D();
8226
8227         R_Bloom_CopyHDRTexture();
8228         R_Bloom_MakeTexture();
8229
8230         // restore the view settings
8231         r_refdef.view.width = oldwidth;
8232         r_refdef.view.height = oldheight;
8233         r_refdef.view.colorscale = oldcolorscale;
8234
8235         R_ResetViewRendering3D();
8236
8237         R_ClearScreen(r_refdef.fogenabled);
8238         if (r_timereport_active)
8239                 R_TimeReport("viewclear");
8240 }
8241
8242 static void R_BlendView(void)
8243 {
8244         unsigned int permutation;
8245         float uservecs[4][4];
8246
8247         switch (vid.renderpath)
8248         {
8249         case RENDERPATH_GL20:
8250         case RENDERPATH_CGGL:
8251                 permutation =
8252                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8253                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8254                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8255                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8256                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8257
8258                 if (r_bloomstate.texture_screen)
8259                 {
8260                         // make sure the buffer is available
8261                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8262
8263                         R_ResetViewRendering2D();
8264                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8265                         R_Mesh_ColorPointer(NULL, 0, 0);
8266
8267                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8268                         {
8269                                 // declare variables
8270                                 float speed;
8271                                 static float avgspeed;
8272
8273                                 speed = VectorLength(cl.movement_velocity);
8274
8275                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8276                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8277
8278                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8279                                 speed = bound(0, speed, 1);
8280                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8281
8282                                 // calculate values into a standard alpha
8283                                 cl.motionbluralpha = 1 - exp(-
8284                                                 (
8285                                                  (r_motionblur.value * speed / 80)
8286                                                  +
8287                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8288                                                 )
8289                                                 /
8290                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
8291                                            );
8292
8293                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8294                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8295                                 // apply the blur
8296                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8297                                 {
8298                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8299                                         GL_Color(1, 1, 1, cl.motionbluralpha);
8300                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8301                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8302                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8303                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8304                                 }
8305                         }
8306
8307                         // copy view into the screen texture
8308                         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);
8309                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8310                 }
8311                 else if (!r_bloomstate.texture_bloom)
8312                 {
8313                         // we may still have to do view tint...
8314                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8315                         {
8316                                 // apply a color tint to the whole view
8317                                 R_ResetViewRendering2D();
8318                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8319                                 R_Mesh_ColorPointer(NULL, 0, 0);
8320                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8321                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8322                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8323                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8324                         }
8325                         break; // no screen processing, no bloom, skip it
8326                 }
8327
8328                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8329                 {
8330                         // render simple bloom effect
8331                         // copy the screen and shrink it and darken it for the bloom process
8332                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8333                         // make the bloom texture
8334                         R_Bloom_MakeTexture();
8335                 }
8336
8337 #if _MSC_VER >= 1400
8338 #define sscanf sscanf_s
8339 #endif
8340                 memset(uservecs, 0, sizeof(uservecs));
8341                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8342                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8343                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8344                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8345
8346                 R_ResetViewRendering2D();
8347                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8348                 R_Mesh_ColorPointer(NULL, 0, 0);
8349                 GL_Color(1, 1, 1, 1);
8350                 GL_BlendFunc(GL_ONE, GL_ZERO);
8351                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8352                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8353
8354                 switch(vid.renderpath)
8355                 {
8356                 case RENDERPATH_GL20:
8357                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8358                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
8359                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
8360                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
8361                         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]);
8362                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8363                         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]);
8364                         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]);
8365                         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]);
8366                         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]);
8367                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
8368                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8369                         break;
8370                 case RENDERPATH_CGGL:
8371 #ifdef SUPPORTCG
8372                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8373                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
8374                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
8375                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
8376                         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
8377                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8378                         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
8379                         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
8380                         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
8381                         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
8382                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
8383                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8384 #endif
8385                         break;
8386                 default:
8387                         break;
8388                 }
8389                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8390                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8391                 break;
8392         case RENDERPATH_GL13:
8393         case RENDERPATH_GL11:
8394                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8395                 {
8396                         // apply a color tint to the whole view
8397                         R_ResetViewRendering2D();
8398                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8399                         R_Mesh_ColorPointer(NULL, 0, 0);
8400                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8401                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8402                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8403                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8404                 }
8405                 break;
8406         }
8407 }
8408
8409 matrix4x4_t r_waterscrollmatrix;
8410
8411 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8412 {
8413         if (r_refdef.fog_density)
8414         {
8415                 r_refdef.fogcolor[0] = r_refdef.fog_red;
8416                 r_refdef.fogcolor[1] = r_refdef.fog_green;
8417                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8418
8419                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8420                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8421                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8422                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8423
8424                 {
8425                         vec3_t fogvec;
8426                         VectorCopy(r_refdef.fogcolor, fogvec);
8427                         //   color.rgb *= ContrastBoost * SceneBrightness;
8428                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8429                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8430                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8431                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8432                 }
8433         }
8434 }
8435
8436 void R_UpdateVariables(void)
8437 {
8438         R_Textures_Frame();
8439
8440         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8441
8442         r_refdef.farclip = r_farclip_base.value;
8443         if (r_refdef.scene.worldmodel)
8444                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8445         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8446
8447         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8448                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8449         r_refdef.polygonfactor = 0;
8450         r_refdef.polygonoffset = 0;
8451         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8452         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8453
8454         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8455         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8456         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8457         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8458         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8459         if (FAKELIGHT_ENABLED)
8460         {
8461                 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
8462         }
8463         if (r_showsurfaces.integer)
8464         {
8465                 r_refdef.scene.rtworld = false;
8466                 r_refdef.scene.rtworldshadows = false;
8467                 r_refdef.scene.rtdlight = false;
8468                 r_refdef.scene.rtdlightshadows = false;
8469                 r_refdef.lightmapintensity = 0;
8470         }
8471
8472         if (gamemode == GAME_NEHAHRA)
8473         {
8474                 if (gl_fogenable.integer)
8475                 {
8476                         r_refdef.oldgl_fogenable = true;
8477                         r_refdef.fog_density = gl_fogdensity.value;
8478                         r_refdef.fog_red = gl_fogred.value;
8479                         r_refdef.fog_green = gl_foggreen.value;
8480                         r_refdef.fog_blue = gl_fogblue.value;
8481                         r_refdef.fog_alpha = 1;
8482                         r_refdef.fog_start = 0;
8483                         r_refdef.fog_end = gl_skyclip.value;
8484                         r_refdef.fog_height = 1<<30;
8485                         r_refdef.fog_fadedepth = 128;
8486                 }
8487                 else if (r_refdef.oldgl_fogenable)
8488                 {
8489                         r_refdef.oldgl_fogenable = false;
8490                         r_refdef.fog_density = 0;
8491                         r_refdef.fog_red = 0;
8492                         r_refdef.fog_green = 0;
8493                         r_refdef.fog_blue = 0;
8494                         r_refdef.fog_alpha = 0;
8495                         r_refdef.fog_start = 0;
8496                         r_refdef.fog_end = 0;
8497                         r_refdef.fog_height = 1<<30;
8498                         r_refdef.fog_fadedepth = 128;
8499                 }
8500         }
8501
8502         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8503         r_refdef.fog_start = max(0, r_refdef.fog_start);
8504         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8505
8506         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8507
8508         if (r_refdef.fog_density && r_drawfog.integer)
8509         {
8510                 r_refdef.fogenabled = true;
8511                 // this is the point where the fog reaches 0.9986 alpha, which we
8512                 // consider a good enough cutoff point for the texture
8513                 // (0.9986 * 256 == 255.6)
8514                 if (r_fog_exp2.integer)
8515                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8516                 else
8517                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8518                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8519                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8520                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8521                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8522                         R_BuildFogHeightTexture();
8523                 // fog color was already set
8524                 // update the fog texture
8525                 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)
8526                         R_BuildFogTexture();
8527                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8528                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8529         }
8530         else
8531                 r_refdef.fogenabled = false;
8532
8533         switch(vid.renderpath)
8534         {
8535         case RENDERPATH_GL20:
8536         case RENDERPATH_CGGL:
8537                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8538                 {
8539                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8540                         {
8541                                 // build GLSL gamma texture
8542 #define RAMPWIDTH 256
8543                                 unsigned short ramp[RAMPWIDTH * 3];
8544                                 unsigned char rampbgr[RAMPWIDTH][4];
8545                                 int i;
8546
8547                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8548
8549                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8550                                 for(i = 0; i < RAMPWIDTH; ++i)
8551                                 {
8552                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8553                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8554                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8555                                         rampbgr[i][3] = 0;
8556                                 }
8557                                 if (r_texture_gammaramps)
8558                                 {
8559                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8560                                 }
8561                                 else
8562                                 {
8563                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
8564                                 }
8565                         }
8566                 }
8567                 else
8568                 {
8569                         // remove GLSL gamma texture
8570                 }
8571                 break;
8572         case RENDERPATH_GL13:
8573         case RENDERPATH_GL11:
8574                 break;
8575         }
8576 }
8577
8578 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8579 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8580 /*
8581 ================
8582 R_SelectScene
8583 ================
8584 */
8585 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8586         if( scenetype != r_currentscenetype ) {
8587                 // store the old scenetype
8588                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8589                 r_currentscenetype = scenetype;
8590                 // move in the new scene
8591                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8592         }
8593 }
8594
8595 /*
8596 ================
8597 R_GetScenePointer
8598 ================
8599 */
8600 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8601 {
8602         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8603         if( scenetype == r_currentscenetype ) {
8604                 return &r_refdef.scene;
8605         } else {
8606                 return &r_scenes_store[ scenetype ];
8607         }
8608 }
8609
8610 /*
8611 ================
8612 R_RenderView
8613 ================
8614 */
8615 void R_RenderView(void)
8616 {
8617         if (r_timereport_active)
8618                 R_TimeReport("start");
8619         r_textureframe++; // used only by R_GetCurrentTexture
8620         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8621
8622         if (!r_drawentities.integer)
8623                 r_refdef.scene.numentities = 0;
8624
8625         R_AnimCache_ClearCache();
8626         R_FrameData_NewFrame();
8627
8628         if (r_refdef.view.isoverlay)
8629         {
8630                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8631                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8632                 R_TimeReport("depthclear");
8633
8634                 r_refdef.view.showdebug = false;
8635
8636                 r_waterstate.enabled = false;
8637                 r_waterstate.numwaterplanes = 0;
8638
8639                 R_RenderScene();
8640
8641                 CHECKGLERROR
8642                 return;
8643         }
8644
8645         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8646                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8647
8648         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8649
8650         R_RenderView_UpdateViewVectors();
8651
8652         R_Shadow_UpdateWorldLightSelection();
8653
8654         R_Bloom_StartFrame();
8655         R_Water_StartFrame();
8656
8657         CHECKGLERROR
8658         if (r_timereport_active)
8659                 R_TimeReport("viewsetup");
8660
8661         R_ResetViewRendering3D();
8662
8663         if (r_refdef.view.clear || r_refdef.fogenabled)
8664         {
8665                 R_ClearScreen(r_refdef.fogenabled);
8666                 if (r_timereport_active)
8667                         R_TimeReport("viewclear");
8668         }
8669         r_refdef.view.clear = true;
8670
8671         // this produces a bloom texture to be used in R_BlendView() later
8672         if (r_hdr.integer && r_bloomstate.bloomwidth)
8673         {
8674                 R_HDR_RenderBloomTexture();
8675                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8676                 r_textureframe++; // used only by R_GetCurrentTexture
8677         }
8678
8679         r_refdef.view.showdebug = true;
8680
8681         R_View_Update();
8682         if (r_timereport_active)
8683                 R_TimeReport("visibility");
8684
8685         r_waterstate.numwaterplanes = 0;
8686         if (r_waterstate.enabled)
8687                 R_RenderWaterPlanes();
8688
8689         R_RenderScene();
8690         r_waterstate.numwaterplanes = 0;
8691
8692         R_BlendView();
8693         if (r_timereport_active)
8694                 R_TimeReport("blendview");
8695
8696         GL_Scissor(0, 0, vid.width, vid.height);
8697         GL_ScissorTest(false);
8698         CHECKGLERROR
8699 }
8700
8701 void R_RenderWaterPlanes(void)
8702 {
8703         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8704         {
8705                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8706                 if (r_timereport_active)
8707                         R_TimeReport("waterworld");
8708         }
8709
8710         // don't let sound skip if going slow
8711         if (r_refdef.scene.extraupdate)
8712                 S_ExtraUpdate ();
8713
8714         R_DrawModelsAddWaterPlanes();
8715         if (r_timereport_active)
8716                 R_TimeReport("watermodels");
8717
8718         if (r_waterstate.numwaterplanes)
8719         {
8720                 R_Water_ProcessPlanes();
8721                 if (r_timereport_active)
8722                         R_TimeReport("waterscenes");
8723         }
8724 }
8725
8726 extern void R_DrawLightningBeams (void);
8727 extern void VM_CL_AddPolygonsToMeshQueue (void);
8728 extern void R_DrawPortals (void);
8729 extern cvar_t cl_locs_show;
8730 static void R_DrawLocs(void);
8731 static void R_DrawEntityBBoxes(void);
8732 static void R_DrawModelDecals(void);
8733 extern void R_DrawModelShadows(void);
8734 extern void R_DrawModelShadowMaps(void);
8735 extern cvar_t cl_decals_newsystem;
8736 extern qboolean r_shadow_usingdeferredprepass;
8737 void R_RenderScene(void)
8738 {
8739         qboolean shadowmapping = false;
8740
8741         if (r_timereport_active)
8742                 R_TimeReport("beginscene");
8743
8744         r_refdef.stats.renders++;
8745
8746         R_UpdateFogColor();
8747
8748         // don't let sound skip if going slow
8749         if (r_refdef.scene.extraupdate)
8750                 S_ExtraUpdate ();
8751
8752         R_MeshQueue_BeginScene();
8753
8754         R_SkyStartFrame();
8755
8756         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);
8757
8758         if (r_timereport_active)
8759                 R_TimeReport("skystartframe");
8760
8761         if (cl.csqc_vidvars.drawworld)
8762         {
8763                 // don't let sound skip if going slow
8764                 if (r_refdef.scene.extraupdate)
8765                         S_ExtraUpdate ();
8766
8767                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8768                 {
8769                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8770                         if (r_timereport_active)
8771                                 R_TimeReport("worldsky");
8772                 }
8773
8774                 if (R_DrawBrushModelsSky() && r_timereport_active)
8775                         R_TimeReport("bmodelsky");
8776
8777                 if (skyrendermasked && skyrenderlater)
8778                 {
8779                         // we have to force off the water clipping plane while rendering sky
8780                         R_SetupView(false);
8781                         R_Sky();
8782                         R_SetupView(true);
8783                         if (r_timereport_active)
8784                                 R_TimeReport("sky");
8785                 }
8786         }
8787
8788         R_AnimCache_CacheVisibleEntities();
8789         if (r_timereport_active)
8790                 R_TimeReport("animation");
8791
8792         R_Shadow_PrepareLights();
8793         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8794                 R_Shadow_PrepareModelShadows();
8795         if (r_timereport_active)
8796                 R_TimeReport("preparelights");
8797
8798         if (R_Shadow_ShadowMappingEnabled())
8799                 shadowmapping = true;
8800
8801         if (r_shadow_usingdeferredprepass)
8802                 R_Shadow_DrawPrepass();
8803
8804         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8805         {
8806                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8807                 if (r_timereport_active)
8808                         R_TimeReport("worlddepth");
8809         }
8810         if (r_depthfirst.integer >= 2)
8811         {
8812                 R_DrawModelsDepth();
8813                 if (r_timereport_active)
8814                         R_TimeReport("modeldepth");
8815         }
8816
8817         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8818         {
8819                 R_DrawModelShadowMaps();
8820                 R_ResetViewRendering3D();
8821                 // don't let sound skip if going slow
8822                 if (r_refdef.scene.extraupdate)
8823                         S_ExtraUpdate ();
8824         }
8825
8826         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8827         {
8828                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8829                 if (r_timereport_active)
8830                         R_TimeReport("world");
8831         }
8832
8833         // don't let sound skip if going slow
8834         if (r_refdef.scene.extraupdate)
8835                 S_ExtraUpdate ();
8836
8837         R_DrawModels();
8838         if (r_timereport_active)
8839                 R_TimeReport("models");
8840
8841         // don't let sound skip if going slow
8842         if (r_refdef.scene.extraupdate)
8843                 S_ExtraUpdate ();
8844
8845         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8846         {
8847                 R_DrawModelShadows();
8848                 R_ResetViewRendering3D();
8849                 // don't let sound skip if going slow
8850                 if (r_refdef.scene.extraupdate)
8851                         S_ExtraUpdate ();
8852         }
8853
8854         if (!r_shadow_usingdeferredprepass)
8855         {
8856                 R_Shadow_DrawLights();
8857                 if (r_timereport_active)
8858                         R_TimeReport("rtlights");
8859         }
8860
8861         // don't let sound skip if going slow
8862         if (r_refdef.scene.extraupdate)
8863                 S_ExtraUpdate ();
8864
8865         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8866         {
8867                 R_DrawModelShadows();
8868                 R_ResetViewRendering3D();
8869                 // don't let sound skip if going slow
8870                 if (r_refdef.scene.extraupdate)
8871                         S_ExtraUpdate ();
8872         }
8873
8874         if (cl.csqc_vidvars.drawworld)
8875         {
8876                 if (cl_decals_newsystem.integer)
8877                 {
8878                         R_DrawModelDecals();
8879                         if (r_timereport_active)
8880                                 R_TimeReport("modeldecals");
8881                 }
8882                 else
8883                 {
8884                         R_DrawDecals();
8885                         if (r_timereport_active)
8886                                 R_TimeReport("decals");
8887                 }
8888
8889                 R_DrawParticles();
8890                 if (r_timereport_active)
8891                         R_TimeReport("particles");
8892
8893                 R_DrawExplosions();
8894                 if (r_timereport_active)
8895                         R_TimeReport("explosions");
8896
8897                 R_DrawLightningBeams();
8898                 if (r_timereport_active)
8899                         R_TimeReport("lightning");
8900         }
8901
8902         VM_CL_AddPolygonsToMeshQueue();
8903
8904         if (r_refdef.view.showdebug)
8905         {
8906                 if (cl_locs_show.integer)
8907                 {
8908                         R_DrawLocs();
8909                         if (r_timereport_active)
8910                                 R_TimeReport("showlocs");
8911                 }
8912
8913                 if (r_drawportals.integer)
8914                 {
8915                         R_DrawPortals();
8916                         if (r_timereport_active)
8917                                 R_TimeReport("portals");
8918                 }
8919
8920                 if (r_showbboxes.value > 0)
8921                 {
8922                         R_DrawEntityBBoxes();
8923                         if (r_timereport_active)
8924                                 R_TimeReport("bboxes");
8925                 }
8926         }
8927
8928         R_MeshQueue_RenderTransparent();
8929         if (r_timereport_active)
8930                 R_TimeReport("drawtrans");
8931
8932         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))
8933         {
8934                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8935                 if (r_timereport_active)
8936                         R_TimeReport("worlddebug");
8937                 R_DrawModelsDebug();
8938                 if (r_timereport_active)
8939                         R_TimeReport("modeldebug");
8940         }
8941
8942         if (cl.csqc_vidvars.drawworld)
8943         {
8944                 R_Shadow_DrawCoronas();
8945                 if (r_timereport_active)
8946                         R_TimeReport("coronas");
8947         }
8948
8949         // don't let sound skip if going slow
8950         if (r_refdef.scene.extraupdate)
8951                 S_ExtraUpdate ();
8952
8953         R_ResetViewRendering2D();
8954 }
8955
8956 static const unsigned short bboxelements[36] =
8957 {
8958         5, 1, 3, 5, 3, 7,
8959         6, 2, 0, 6, 0, 4,
8960         7, 3, 2, 7, 2, 6,
8961         4, 0, 1, 4, 1, 5,
8962         4, 5, 7, 4, 7, 6,
8963         1, 0, 2, 1, 2, 3,
8964 };
8965
8966 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8967 {
8968         int i;
8969         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8970
8971         RSurf_ActiveWorldEntity();
8972
8973         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8974         GL_DepthMask(false);
8975         GL_DepthRange(0, 1);
8976         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8977         R_Mesh_ResetTextureState();
8978
8979         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8980         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8981         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8982         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8983         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8984         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8985         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8986         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8987         R_FillColors(color4f, 8, cr, cg, cb, ca);
8988         if (r_refdef.fogenabled)
8989         {
8990                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8991                 {
8992                         f1 = RSurf_FogVertex(v);
8993                         f2 = 1 - f1;
8994                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8995                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8996                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8997                 }
8998         }
8999         R_Mesh_VertexPointer(vertex3f, 0, 0);
9000         R_Mesh_ColorPointer(color4f, 0, 0);
9001         R_Mesh_ResetTextureState();
9002         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9003         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
9004 }
9005
9006 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9007 {
9008         int i;
9009         float color[4];
9010         prvm_edict_t *edict;
9011         prvm_prog_t *prog_save = prog;
9012
9013         // this function draws bounding boxes of server entities
9014         if (!sv.active)
9015                 return;
9016
9017         GL_CullFace(GL_NONE);
9018         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9019
9020         prog = 0;
9021         SV_VM_Begin();
9022         for (i = 0;i < numsurfaces;i++)
9023         {
9024                 edict = PRVM_EDICT_NUM(surfacelist[i]);
9025                 switch ((int)edict->fields.server->solid)
9026                 {
9027                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
9028                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
9029                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
9030                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9031                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
9032                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
9033                 }
9034                 color[3] *= r_showbboxes.value;
9035                 color[3] = bound(0, color[3], 1);
9036                 GL_DepthTest(!r_showdisabledepthtest.integer);
9037                 GL_CullFace(r_refdef.view.cullface_front);
9038                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9039         }
9040         SV_VM_End();
9041         prog = prog_save;
9042 }
9043
9044 static void R_DrawEntityBBoxes(void)
9045 {
9046         int i;
9047         prvm_edict_t *edict;
9048         vec3_t center;
9049         prvm_prog_t *prog_save = prog;
9050
9051         // this function draws bounding boxes of server entities
9052         if (!sv.active)
9053                 return;
9054
9055         prog = 0;
9056         SV_VM_Begin();
9057         for (i = 0;i < prog->num_edicts;i++)
9058         {
9059                 edict = PRVM_EDICT_NUM(i);
9060                 if (edict->priv.server->free)
9061                         continue;
9062                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9063                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9064                         continue;
9065                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9066                         continue;
9067                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9068                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9069         }
9070         SV_VM_End();
9071         prog = prog_save;
9072 }
9073
9074 static const int nomodelelement3i[24] =
9075 {
9076         5, 2, 0,
9077         5, 1, 2,
9078         5, 0, 3,
9079         5, 3, 1,
9080         0, 2, 4,
9081         2, 1, 4,
9082         3, 0, 4,
9083         1, 3, 4
9084 };
9085
9086 static const unsigned short nomodelelement3s[24] =
9087 {
9088         5, 2, 0,
9089         5, 1, 2,
9090         5, 0, 3,
9091         5, 3, 1,
9092         0, 2, 4,
9093         2, 1, 4,
9094         3, 0, 4,
9095         1, 3, 4
9096 };
9097
9098 static const float nomodelvertex3f[6*3] =
9099 {
9100         -16,   0,   0,
9101          16,   0,   0,
9102           0, -16,   0,
9103           0,  16,   0,
9104           0,   0, -16,
9105           0,   0,  16
9106 };
9107
9108 static const float nomodelcolor4f[6*4] =
9109 {
9110         0.0f, 0.0f, 0.5f, 1.0f,
9111         0.0f, 0.0f, 0.5f, 1.0f,
9112         0.0f, 0.5f, 0.0f, 1.0f,
9113         0.0f, 0.5f, 0.0f, 1.0f,
9114         0.5f, 0.0f, 0.0f, 1.0f,
9115         0.5f, 0.0f, 0.0f, 1.0f
9116 };
9117
9118 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9119 {
9120         int i;
9121         float f1, f2, *c;
9122         float color4f[6*4];
9123
9124         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);
9125
9126         // this is only called once per entity so numsurfaces is always 1, and
9127         // surfacelist is always {0}, so this code does not handle batches
9128
9129         if (rsurface.ent_flags & RENDER_ADDITIVE)
9130         {
9131                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9132                 GL_DepthMask(false);
9133         }
9134         else if (rsurface.colormod[3] < 1)
9135         {
9136                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9137                 GL_DepthMask(false);
9138         }
9139         else
9140         {
9141                 GL_BlendFunc(GL_ONE, GL_ZERO);
9142                 GL_DepthMask(true);
9143         }
9144         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9145         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9146         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9147         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9148         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9149         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
9150         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9151         R_Mesh_ColorPointer(color4f, 0, 0);
9152         for (i = 0, c = color4f;i < 6;i++, c += 4)
9153         {
9154                 c[0] *= rsurface.colormod[0];
9155                 c[1] *= rsurface.colormod[1];
9156                 c[2] *= rsurface.colormod[2];
9157                 c[3] *= rsurface.colormod[3];
9158         }
9159         if (r_refdef.fogenabled)
9160         {
9161                 for (i = 0, c = color4f;i < 6;i++, c += 4)
9162                 {
9163                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
9164                         f2 = 1 - f1;
9165                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9166                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9167                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9168                 }
9169         }
9170         R_Mesh_ResetTextureState();
9171         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
9172 }
9173
9174 void R_DrawNoModel(entity_render_t *ent)
9175 {
9176         vec3_t org;
9177         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9178         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9179                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9180         else
9181                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9182 }
9183
9184 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9185 {
9186         vec3_t right1, right2, diff, normal;
9187
9188         VectorSubtract (org2, org1, normal);
9189
9190         // calculate 'right' vector for start
9191         VectorSubtract (r_refdef.view.origin, org1, diff);
9192         CrossProduct (normal, diff, right1);
9193         VectorNormalize (right1);
9194
9195         // calculate 'right' vector for end
9196         VectorSubtract (r_refdef.view.origin, org2, diff);
9197         CrossProduct (normal, diff, right2);
9198         VectorNormalize (right2);
9199
9200         vert[ 0] = org1[0] + width * right1[0];
9201         vert[ 1] = org1[1] + width * right1[1];
9202         vert[ 2] = org1[2] + width * right1[2];
9203         vert[ 3] = org1[0] - width * right1[0];
9204         vert[ 4] = org1[1] - width * right1[1];
9205         vert[ 5] = org1[2] - width * right1[2];
9206         vert[ 6] = org2[0] - width * right2[0];
9207         vert[ 7] = org2[1] - width * right2[1];
9208         vert[ 8] = org2[2] - width * right2[2];
9209         vert[ 9] = org2[0] + width * right2[0];
9210         vert[10] = org2[1] + width * right2[1];
9211         vert[11] = org2[2] + width * right2[2];
9212 }
9213
9214 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)
9215 {
9216         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9217         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9218         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9219         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9220         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9221         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9222         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9223         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9224         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9225         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9226         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9227         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9228 }
9229
9230 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9231 {
9232         int i;
9233         float *vertex3f;
9234         float v[3];
9235         VectorSet(v, x, y, z);
9236         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9237                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9238                         break;
9239         if (i == mesh->numvertices)
9240         {
9241                 if (mesh->numvertices < mesh->maxvertices)
9242                 {
9243                         VectorCopy(v, vertex3f);
9244                         mesh->numvertices++;
9245                 }
9246                 return mesh->numvertices;
9247         }
9248         else
9249                 return i;
9250 }
9251
9252 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9253 {
9254         int i;
9255         int *e, element[3];
9256         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9257         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9258         e = mesh->element3i + mesh->numtriangles * 3;
9259         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9260         {
9261                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9262                 if (mesh->numtriangles < mesh->maxtriangles)
9263                 {
9264                         *e++ = element[0];
9265                         *e++ = element[1];
9266                         *e++ = element[2];
9267                         mesh->numtriangles++;
9268                 }
9269                 element[1] = element[2];
9270         }
9271 }
9272
9273 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9274 {
9275         int i;
9276         int *e, element[3];
9277         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9278         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9279         e = mesh->element3i + mesh->numtriangles * 3;
9280         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9281         {
9282                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9283                 if (mesh->numtriangles < mesh->maxtriangles)
9284                 {
9285                         *e++ = element[0];
9286                         *e++ = element[1];
9287                         *e++ = element[2];
9288                         mesh->numtriangles++;
9289                 }
9290                 element[1] = element[2];
9291         }
9292 }
9293
9294 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9295 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9296 {
9297         int planenum, planenum2;
9298         int w;
9299         int tempnumpoints;
9300         mplane_t *plane, *plane2;
9301         double maxdist;
9302         double temppoints[2][256*3];
9303         // figure out how large a bounding box we need to properly compute this brush
9304         maxdist = 0;
9305         for (w = 0;w < numplanes;w++)
9306                 maxdist = max(maxdist, fabs(planes[w].dist));
9307         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9308         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9309         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9310         {
9311                 w = 0;
9312                 tempnumpoints = 4;
9313                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9314                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9315                 {
9316                         if (planenum2 == planenum)
9317                                 continue;
9318                         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);
9319                         w = !w;
9320                 }
9321                 if (tempnumpoints < 3)
9322                         continue;
9323                 // generate elements forming a triangle fan for this polygon
9324                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9325         }
9326 }
9327
9328 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)
9329 {
9330         texturelayer_t *layer;
9331         layer = t->currentlayers + t->currentnumlayers++;
9332         layer->type = type;
9333         layer->depthmask = depthmask;
9334         layer->blendfunc1 = blendfunc1;
9335         layer->blendfunc2 = blendfunc2;
9336         layer->texture = texture;
9337         layer->texmatrix = *matrix;
9338         layer->color[0] = r;
9339         layer->color[1] = g;
9340         layer->color[2] = b;
9341         layer->color[3] = a;
9342 }
9343
9344 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9345 {
9346         if(parms[0] == 0 && parms[1] == 0)
9347                 return false;
9348         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9349                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9350                         return false;
9351         return true;
9352 }
9353
9354 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9355 {
9356         double index, f;
9357         index = parms[2] + r_refdef.scene.time * parms[3];
9358         index -= floor(index);
9359         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9360         {
9361         default:
9362         case Q3WAVEFUNC_NONE:
9363         case Q3WAVEFUNC_NOISE:
9364         case Q3WAVEFUNC_COUNT:
9365                 f = 0;
9366                 break;
9367         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9368         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9369         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9370         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9371         case Q3WAVEFUNC_TRIANGLE:
9372                 index *= 4;
9373                 f = index - floor(index);
9374                 if (index < 1)
9375                         f = f;
9376                 else if (index < 2)
9377                         f = 1 - f;
9378                 else if (index < 3)
9379                         f = -f;
9380                 else
9381                         f = -(1 - f);
9382                 break;
9383         }
9384         f = parms[0] + parms[1] * f;
9385         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9386                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9387         return (float) f;
9388 }
9389
9390 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9391 {
9392         int w, h, idx;
9393         float f;
9394         float tcmat[12];
9395         matrix4x4_t matrix, temp;
9396         switch(tcmod->tcmod)
9397         {
9398                 case Q3TCMOD_COUNT:
9399                 case Q3TCMOD_NONE:
9400                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9401                                 matrix = r_waterscrollmatrix;
9402                         else
9403                                 matrix = identitymatrix;
9404                         break;
9405                 case Q3TCMOD_ENTITYTRANSLATE:
9406                         // this is used in Q3 to allow the gamecode to control texcoord
9407                         // scrolling on the entity, which is not supported in darkplaces yet.
9408                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9409                         break;
9410                 case Q3TCMOD_ROTATE:
9411                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9412                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9413                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9414                         break;
9415                 case Q3TCMOD_SCALE:
9416                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9417                         break;
9418                 case Q3TCMOD_SCROLL:
9419                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9420                         break;
9421                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9422                         w = (int) tcmod->parms[0];
9423                         h = (int) tcmod->parms[1];
9424                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9425                         f = f - floor(f);
9426                         idx = (int) floor(f * w * h);
9427                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9428                         break;
9429                 case Q3TCMOD_STRETCH:
9430                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9431                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9432                         break;
9433                 case Q3TCMOD_TRANSFORM:
9434                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
9435                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
9436                         VectorSet(tcmat +  6, 0                   , 0                , 1);
9437                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
9438                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9439                         break;
9440                 case Q3TCMOD_TURBULENT:
9441                         // this is handled in the RSurf_PrepareVertices function
9442                         matrix = identitymatrix;
9443                         break;
9444         }
9445         temp = *texmatrix;
9446         Matrix4x4_Concat(texmatrix, &matrix, &temp);
9447 }
9448
9449 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9450 {
9451         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9452         char name[MAX_QPATH];
9453         skinframe_t *skinframe;
9454         unsigned char pixels[296*194];
9455         strlcpy(cache->name, skinname, sizeof(cache->name));
9456         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9457         if (developer_loading.integer)
9458                 Con_Printf("loading %s\n", name);
9459         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9460         if (!skinframe || !skinframe->base)
9461         {
9462                 unsigned char *f;
9463                 fs_offset_t filesize;
9464                 skinframe = NULL;
9465                 f = FS_LoadFile(name, tempmempool, true, &filesize);
9466                 if (f)
9467                 {
9468                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9469                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9470                         Mem_Free(f);
9471                 }
9472         }
9473         cache->skinframe = skinframe;
9474 }
9475
9476 texture_t *R_GetCurrentTexture(texture_t *t)
9477 {
9478         int i;
9479         const entity_render_t *ent = rsurface.entity;
9480         dp_model_t *model = ent->model;
9481         q3shaderinfo_layer_tcmod_t *tcmod;
9482
9483         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9484                 return t->currentframe;
9485         t->update_lastrenderframe = r_textureframe;
9486         t->update_lastrenderentity = (void *)ent;
9487
9488         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9489                 t->camera_entity = ent->entitynumber;
9490         else
9491                 t->camera_entity = 0;
9492
9493         // switch to an alternate material if this is a q1bsp animated material
9494         {
9495                 texture_t *texture = t;
9496                 int s = rsurface.ent_skinnum;
9497                 if ((unsigned int)s >= (unsigned int)model->numskins)
9498                         s = 0;
9499                 if (model->skinscenes)
9500                 {
9501                         if (model->skinscenes[s].framecount > 1)
9502                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9503                         else
9504                                 s = model->skinscenes[s].firstframe;
9505                 }
9506                 if (s > 0)
9507                         t = t + s * model->num_surfaces;
9508                 if (t->animated)
9509                 {
9510                         // use an alternate animation if the entity's frame is not 0,
9511                         // and only if the texture has an alternate animation
9512                         if (rsurface.ent_alttextures && t->anim_total[1])
9513                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9514                         else
9515                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9516                 }
9517                 texture->currentframe = t;
9518         }
9519
9520         // update currentskinframe to be a qw skin or animation frame
9521         if (rsurface.ent_qwskin >= 0)
9522         {
9523                 i = rsurface.ent_qwskin;
9524                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9525                 {
9526                         r_qwskincache_size = cl.maxclients;
9527                         if (r_qwskincache)
9528                                 Mem_Free(r_qwskincache);
9529                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9530                 }
9531                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9532                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9533                 t->currentskinframe = r_qwskincache[i].skinframe;
9534                 if (t->currentskinframe == NULL)
9535                         t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9536         }
9537         else if (t->numskinframes >= 2)
9538                 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9539         if (t->backgroundnumskinframes >= 2)
9540                 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9541
9542         t->currentmaterialflags = t->basematerialflags;
9543         t->currentalpha = rsurface.colormod[3];
9544         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9545                 t->currentalpha *= r_wateralpha.value;
9546         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9547                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
9548         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9549                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9550         if (!(rsurface.ent_flags & RENDER_LIGHT))
9551                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9552         else if (FAKELIGHT_ENABLED)
9553         {
9554                         // no modellight if using fakelight for the map
9555         }
9556         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9557         {
9558                 // pick a model lighting mode
9559                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9560                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9561                 else
9562                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9563         }
9564         if (rsurface.ent_flags & RENDER_ADDITIVE)
9565                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9566         else if (t->currentalpha < 1)
9567                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9568         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9569                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9570         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9571                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9572         if (t->backgroundnumskinframes)
9573                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9574         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9575         {
9576                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9577                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9578         }
9579         else
9580                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9581         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9582                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9583
9584         // there is no tcmod
9585         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9586         {
9587                 t->currenttexmatrix = r_waterscrollmatrix;
9588                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9589         }
9590         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9591         {
9592                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9593                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9594         }
9595
9596         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9597                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9598         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9599                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9600
9601         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9602         if (t->currentskinframe->qpixels)
9603                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9604         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9605         if (!t->basetexture)
9606                 t->basetexture = r_texture_notexture;
9607         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9608         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9609         t->nmaptexture = t->currentskinframe->nmap;
9610         if (!t->nmaptexture)
9611                 t->nmaptexture = r_texture_blanknormalmap;
9612         t->glosstexture = r_texture_black;
9613         t->glowtexture = t->currentskinframe->glow;
9614         t->fogtexture = t->currentskinframe->fog;
9615         t->reflectmasktexture = t->currentskinframe->reflect;
9616         if (t->backgroundnumskinframes)
9617         {
9618                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9619                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9620                 t->backgroundglosstexture = r_texture_black;
9621                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9622                 if (!t->backgroundnmaptexture)
9623                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9624         }
9625         else
9626         {
9627                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9628                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9629                 t->backgroundglosstexture = r_texture_black;
9630                 t->backgroundglowtexture = NULL;
9631         }
9632         t->specularpower = r_shadow_glossexponent.value;
9633         // TODO: store reference values for these in the texture?
9634         t->specularscale = 0;
9635         if (r_shadow_gloss.integer > 0)
9636         {
9637                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9638                 {
9639                         if (r_shadow_glossintensity.value > 0)
9640                         {
9641                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9642                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9643                                 t->specularscale = r_shadow_glossintensity.value;
9644                         }
9645                 }
9646                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9647                 {
9648                         t->glosstexture = r_texture_white;
9649                         t->backgroundglosstexture = r_texture_white;
9650                         t->specularscale = r_shadow_gloss2intensity.value;
9651                         t->specularpower = r_shadow_gloss2exponent.value;
9652                 }
9653         }
9654         t->specularscale *= t->specularscalemod;
9655         t->specularpower *= t->specularpowermod;
9656
9657         // lightmaps mode looks bad with dlights using actual texturing, so turn
9658         // off the colormap and glossmap, but leave the normalmap on as it still
9659         // accurately represents the shading involved
9660         if (gl_lightmaps.integer)
9661         {
9662                 t->basetexture = r_texture_grey128;
9663                 t->pantstexture = r_texture_black;
9664                 t->shirttexture = r_texture_black;
9665                 t->nmaptexture = r_texture_blanknormalmap;
9666                 t->glosstexture = r_texture_black;
9667                 t->glowtexture = NULL;
9668                 t->fogtexture = NULL;
9669                 t->reflectmasktexture = NULL;
9670                 t->backgroundbasetexture = NULL;
9671                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9672                 t->backgroundglosstexture = r_texture_black;
9673                 t->backgroundglowtexture = NULL;
9674                 t->specularscale = 0;
9675                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9676         }
9677
9678         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9679         VectorClear(t->dlightcolor);
9680         t->currentnumlayers = 0;
9681         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9682         {
9683                 int blendfunc1, blendfunc2;
9684                 qboolean depthmask;
9685                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9686                 {
9687                         blendfunc1 = GL_SRC_ALPHA;
9688                         blendfunc2 = GL_ONE;
9689                 }
9690                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9691                 {
9692                         blendfunc1 = GL_SRC_ALPHA;
9693                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9694                 }
9695                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9696                 {
9697                         blendfunc1 = t->customblendfunc[0];
9698                         blendfunc2 = t->customblendfunc[1];
9699                 }
9700                 else
9701                 {
9702                         blendfunc1 = GL_ONE;
9703                         blendfunc2 = GL_ZERO;
9704                 }
9705                 // don't colormod evilblend textures
9706                 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
9707                         VectorSet(t->lightmapcolor, 1, 1, 1);
9708                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9709                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9710                 {
9711                         // fullbright is not affected by r_refdef.lightmapintensity
9712                         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]);
9713                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9714                                 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]);
9715                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9716                                 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]);
9717                 }
9718                 else
9719                 {
9720                         vec3_t ambientcolor;
9721                         float colorscale;
9722                         // set the color tint used for lights affecting this surface
9723                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9724                         colorscale = 2;
9725                         // q3bsp has no lightmap updates, so the lightstylevalue that
9726                         // would normally be baked into the lightmap must be
9727                         // applied to the color
9728                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9729                         if (model->type == mod_brushq3)
9730                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9731                         colorscale *= r_refdef.lightmapintensity;
9732                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9733                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9734                         // basic lit geometry
9735                         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]);
9736                         // add pants/shirt if needed
9737                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9738                                 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]);
9739                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9740                                 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]);
9741                         // now add ambient passes if needed
9742                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9743                         {
9744                                 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]);
9745                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9746                                         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]);
9747                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9748                                         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]);
9749                         }
9750                 }
9751                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9752                         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]);
9753                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9754                 {
9755                         // if this is opaque use alpha blend which will darken the earlier
9756                         // passes cheaply.
9757                         //
9758                         // if this is an alpha blended material, all the earlier passes
9759                         // were darkened by fog already, so we only need to add the fog
9760                         // color ontop through the fog mask texture
9761                         //
9762                         // if this is an additive blended material, all the earlier passes
9763                         // were darkened by fog already, and we should not add fog color
9764                         // (because the background was not darkened, there is no fog color
9765                         // that was lost behind it).
9766                         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]);
9767                 }
9768         }
9769
9770         return t->currentframe;
9771 }
9772
9773 rsurfacestate_t rsurface;
9774
9775 void R_Mesh_ResizeArrays(int newvertices)
9776 {
9777         float *base;
9778         if (rsurface.array_size >= newvertices)
9779                 return;
9780         if (rsurface.array_modelvertex3f)
9781                 Mem_Free(rsurface.array_modelvertex3f);
9782         rsurface.array_size = (newvertices + 1023) & ~1023;
9783         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9784         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9785         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9786         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9787         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9788         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9789         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9790         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9791         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9792         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9793         rsurface.array_color4f           = base + rsurface.array_size * 27;
9794         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9795 }
9796
9797 void RSurf_ActiveWorldEntity(void)
9798 {
9799         dp_model_t *model = r_refdef.scene.worldmodel;
9800         //if (rsurface.entity == r_refdef.scene.worldentity)
9801         //      return;
9802         rsurface.entity = r_refdef.scene.worldentity;
9803         rsurface.skeleton = NULL;
9804         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9805         rsurface.ent_skinnum = 0;
9806         rsurface.ent_qwskin = -1;
9807         rsurface.ent_shadertime = 0;
9808         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9809         if (rsurface.array_size < model->surfmesh.num_vertices)
9810                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9811         rsurface.matrix = identitymatrix;
9812         rsurface.inversematrix = identitymatrix;
9813         rsurface.matrixscale = 1;
9814         rsurface.inversematrixscale = 1;
9815         R_EntityMatrix(&identitymatrix);
9816         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9817         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9818         rsurface.fograngerecip = r_refdef.fograngerecip;
9819         rsurface.fogheightfade = r_refdef.fogheightfade;
9820         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9821         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9822         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9823         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9824         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9825         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9826         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9827         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9828         rsurface.colormod[3] = 1;
9829         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);
9830         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9831         rsurface.frameblend[0].lerp = 1;
9832         rsurface.ent_alttextures = false;
9833         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9834         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9835         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9836         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9837         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9838         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9839         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9840         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9841         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9842         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9843         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9844         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9845         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9846         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9847         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9848         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9849         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9850         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9851         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9852         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9853         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9854         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9855         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9856         rsurface.modelelement3i = model->surfmesh.data_element3i;
9857         rsurface.modelelement3s = model->surfmesh.data_element3s;
9858         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9859         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9860         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9861         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9862         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9863         rsurface.modelsurfaces = model->data_surfaces;
9864         rsurface.generatedvertex = false;
9865         rsurface.vertex3f  = rsurface.modelvertex3f;
9866         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9867         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9868         rsurface.svector3f = rsurface.modelsvector3f;
9869         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9870         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9871         rsurface.tvector3f = rsurface.modeltvector3f;
9872         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9873         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9874         rsurface.normal3f  = rsurface.modelnormal3f;
9875         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9876         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9877         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9878 }
9879
9880 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9881 {
9882         dp_model_t *model = ent->model;
9883         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9884         //      return;
9885         rsurface.entity = (entity_render_t *)ent;
9886         rsurface.skeleton = ent->skeleton;
9887         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
9888         rsurface.ent_skinnum = ent->skinnum;
9889         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;
9890         rsurface.ent_shadertime = ent->shadertime;
9891         rsurface.ent_flags = ent->flags;
9892         if (rsurface.array_size < model->surfmesh.num_vertices)
9893                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9894         rsurface.matrix = ent->matrix;
9895         rsurface.inversematrix = ent->inversematrix;
9896         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9897         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9898         R_EntityMatrix(&rsurface.matrix);
9899         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9900         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9901         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9902         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9903         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9904         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9905         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9906         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9907         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9908         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9909         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9910         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9911         rsurface.colormod[3] = ent->alpha;
9912         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9913         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9914         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9915         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9916         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9917         if (ent->model->brush.submodel && !prepass)
9918         {
9919                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9920                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9921         }
9922         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9923         {
9924                 if (ent->animcache_vertex3f && !r_framedata_failed)
9925                 {
9926                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9927                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9928                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9929                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9930                 }
9931                 else if (wanttangents)
9932                 {
9933                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9934                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9935                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9936                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9937                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9938                 }
9939                 else if (wantnormals)
9940                 {
9941                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9942                         rsurface.modelsvector3f = NULL;
9943                         rsurface.modeltvector3f = NULL;
9944                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9945                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9946                 }
9947                 else
9948                 {
9949                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9950                         rsurface.modelsvector3f = NULL;
9951                         rsurface.modeltvector3f = NULL;
9952                         rsurface.modelnormal3f = NULL;
9953                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9954                 }
9955                 rsurface.modelvertex3f_bufferobject = 0;
9956                 rsurface.modelvertex3f_bufferoffset = 0;
9957                 rsurface.modelsvector3f_bufferobject = 0;
9958                 rsurface.modelsvector3f_bufferoffset = 0;
9959                 rsurface.modeltvector3f_bufferobject = 0;
9960                 rsurface.modeltvector3f_bufferoffset = 0;
9961                 rsurface.modelnormal3f_bufferobject = 0;
9962                 rsurface.modelnormal3f_bufferoffset = 0;
9963                 rsurface.generatedvertex = true;
9964         }
9965         else
9966         {
9967                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9968                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9969                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9970                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9971                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9972                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9973                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9974                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9975                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9976                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9977                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9978                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9979                 rsurface.generatedvertex = false;
9980         }
9981         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9982         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9983         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9984         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9985         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9986         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9987         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9988         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9989         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9990         rsurface.modelelement3i = model->surfmesh.data_element3i;
9991         rsurface.modelelement3s = model->surfmesh.data_element3s;
9992         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9993         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9994         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9995         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9996         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9997         rsurface.modelsurfaces = model->data_surfaces;
9998         rsurface.vertex3f  = rsurface.modelvertex3f;
9999         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10000         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10001         rsurface.svector3f = rsurface.modelsvector3f;
10002         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10003         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10004         rsurface.tvector3f = rsurface.modeltvector3f;
10005         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10006         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10007         rsurface.normal3f  = rsurface.modelnormal3f;
10008         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10009         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10010         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10011 }
10012
10013 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)
10014 {
10015         rsurface.entity = r_refdef.scene.worldentity;
10016         rsurface.skeleton = NULL;
10017         rsurface.ent_skinnum = 0;
10018         rsurface.ent_qwskin = -1;
10019         rsurface.ent_shadertime = shadertime;
10020         rsurface.ent_flags = entflags;
10021         rsurface.modelnum_vertices = numvertices;
10022         rsurface.modelnum_triangles = numtriangles;
10023         if (rsurface.array_size < rsurface.modelnum_vertices)
10024                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
10025         rsurface.matrix = *matrix;
10026         rsurface.inversematrix = *inversematrix;
10027         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10028         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10029         R_EntityMatrix(&rsurface.matrix);
10030         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10031         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10032         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10033         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10034         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10035         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10036         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10037         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10038         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10039         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10040         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10041         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
10042         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);
10043         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10044         rsurface.frameblend[0].lerp = 1;
10045         rsurface.ent_alttextures = false;
10046         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10047         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10048         if (wanttangents)
10049         {
10050                 rsurface.modelvertex3f = vertex3f;
10051                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
10052                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
10053                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10054         }
10055         else if (wantnormals)
10056         {
10057                 rsurface.modelvertex3f = vertex3f;
10058                 rsurface.modelsvector3f = NULL;
10059                 rsurface.modeltvector3f = NULL;
10060                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10061         }
10062         else
10063         {
10064                 rsurface.modelvertex3f = vertex3f;
10065                 rsurface.modelsvector3f = NULL;
10066                 rsurface.modeltvector3f = NULL;
10067                 rsurface.modelnormal3f = NULL;
10068         }
10069         rsurface.modelvertex3f_bufferobject = 0;
10070         rsurface.modelvertex3f_bufferoffset = 0;
10071         rsurface.modelsvector3f_bufferobject = 0;
10072         rsurface.modelsvector3f_bufferoffset = 0;
10073         rsurface.modeltvector3f_bufferobject = 0;
10074         rsurface.modeltvector3f_bufferoffset = 0;
10075         rsurface.modelnormal3f_bufferobject = 0;
10076         rsurface.modelnormal3f_bufferoffset = 0;
10077         rsurface.generatedvertex = true;
10078         rsurface.modellightmapcolor4f  = color4f;
10079         rsurface.modellightmapcolor4f_bufferobject = 0;
10080         rsurface.modellightmapcolor4f_bufferoffset = 0;
10081         rsurface.modeltexcoordtexture2f  = texcoord2f;
10082         rsurface.modeltexcoordtexture2f_bufferobject = 0;
10083         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10084         rsurface.modeltexcoordlightmap2f  = NULL;
10085         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
10086         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10087         rsurface.modelelement3i = element3i;
10088         rsurface.modelelement3s = element3s;
10089         rsurface.modelelement3i_bufferobject = 0;
10090         rsurface.modelelement3s_bufferobject = 0;
10091         rsurface.modellightmapoffsets = NULL;
10092         rsurface.modelsurfaces = NULL;
10093         rsurface.vertex3f  = rsurface.modelvertex3f;
10094         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10095         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10096         rsurface.svector3f = rsurface.modelsvector3f;
10097         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10098         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10099         rsurface.tvector3f = rsurface.modeltvector3f;
10100         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10101         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10102         rsurface.normal3f  = rsurface.modelnormal3f;
10103         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10104         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10105         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
10106
10107         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
10108         {
10109                 if ((wantnormals || wanttangents) && !normal3f)
10110                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10111                 if (wanttangents && !svector3f)
10112                         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);
10113         }
10114 }
10115
10116 float RSurf_FogPoint(const float *v)
10117 {
10118         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10119         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10120         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10121         float FogHeightFade = r_refdef.fogheightfade;
10122         float fogfrac;
10123         unsigned int fogmasktableindex;
10124         if (r_refdef.fogplaneviewabove)
10125                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10126         else
10127                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10128         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10129         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10130 }
10131
10132 float RSurf_FogVertex(const float *v)
10133 {
10134         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10135         float FogPlaneViewDist = rsurface.fogplaneviewdist;
10136         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10137         float FogHeightFade = rsurface.fogheightfade;
10138         float fogfrac;
10139         unsigned int fogmasktableindex;
10140         if (r_refdef.fogplaneviewabove)
10141                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10142         else
10143                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10144         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10145         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10146 }
10147
10148 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10149 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10150 {
10151         int deformindex;
10152         int texturesurfaceindex;
10153         int i, j;
10154         float amplitude;
10155         float animpos;
10156         float scale;
10157         const float *v1, *in_tc;
10158         float *out_tc;
10159         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10160         float waveparms[4];
10161         q3shaderinfo_deform_t *deform;
10162         // 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
10163         if (rsurface.generatedvertex)
10164         {
10165                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
10166                         generatenormals = true;
10167                 for (i = 0;i < Q3MAXDEFORMS;i++)
10168                 {
10169                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
10170                         {
10171                                 generatetangents = true;
10172                                 generatenormals = true;
10173                         }
10174                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
10175                                 generatenormals = true;
10176                 }
10177                 if (generatenormals && !rsurface.modelnormal3f)
10178                 {
10179                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10180                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
10181                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
10182                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10183                 }
10184                 if (generatetangents && !rsurface.modelsvector3f)
10185                 {
10186                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10187                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
10188                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
10189                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10190                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
10191                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
10192                         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);
10193                 }
10194         }
10195         rsurface.vertex3f  = rsurface.modelvertex3f;
10196         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10197         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10198         rsurface.svector3f = rsurface.modelsvector3f;
10199         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10200         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10201         rsurface.tvector3f = rsurface.modeltvector3f;
10202         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10203         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10204         rsurface.normal3f  = rsurface.modelnormal3f;
10205         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10206         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10207         // if vertices are deformed (sprite flares and things in maps, possibly
10208         // water waves, bulges and other deformations), generate them into
10209         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
10210         // (may be static model data or generated data for an animated model, or
10211         //  the previous deform pass)
10212         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10213         {
10214                 switch (deform->deform)
10215                 {
10216                 default:
10217                 case Q3DEFORM_PROJECTIONSHADOW:
10218                 case Q3DEFORM_TEXT0:
10219                 case Q3DEFORM_TEXT1:
10220                 case Q3DEFORM_TEXT2:
10221                 case Q3DEFORM_TEXT3:
10222                 case Q3DEFORM_TEXT4:
10223                 case Q3DEFORM_TEXT5:
10224                 case Q3DEFORM_TEXT6:
10225                 case Q3DEFORM_TEXT7:
10226                 case Q3DEFORM_NONE:
10227                         break;
10228                 case Q3DEFORM_AUTOSPRITE:
10229                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10230                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10231                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10232                         VectorNormalize(newforward);
10233                         VectorNormalize(newright);
10234                         VectorNormalize(newup);
10235                         // make deformed versions of only the model vertices used by the specified surfaces
10236                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10237                         {
10238                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10239                                 // a single autosprite surface can contain multiple sprites...
10240                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
10241                                 {
10242                                         VectorClear(center);
10243                                         for (i = 0;i < 4;i++)
10244                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10245                                         VectorScale(center, 0.25f, center);
10246                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
10247                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10248                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10249                                         for (i = 0;i < 4;i++)
10250                                         {
10251                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10252                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10253                                         }
10254                                 }
10255                                 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);
10256                                 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);
10257                         }
10258                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10259                         rsurface.vertex3f_bufferobject = 0;
10260                         rsurface.vertex3f_bufferoffset = 0;
10261                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10262                         rsurface.svector3f_bufferobject = 0;
10263                         rsurface.svector3f_bufferoffset = 0;
10264                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10265                         rsurface.tvector3f_bufferobject = 0;
10266                         rsurface.tvector3f_bufferoffset = 0;
10267                         rsurface.normal3f = rsurface.array_deformednormal3f;
10268                         rsurface.normal3f_bufferobject = 0;
10269                         rsurface.normal3f_bufferoffset = 0;
10270                         break;
10271                 case Q3DEFORM_AUTOSPRITE2:
10272                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10273                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10274                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10275                         VectorNormalize(newforward);
10276                         VectorNormalize(newright);
10277                         VectorNormalize(newup);
10278                         // make deformed versions of only the model vertices used by the specified surfaces
10279                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10280                         {
10281                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10282                                 const float *v1, *v2;
10283                                 vec3_t start, end;
10284                                 float f, l;
10285                                 struct
10286                                 {
10287                                         float length2;
10288                                         const float *v1;
10289                                         const float *v2;
10290                                 }
10291                                 shortest[2];
10292                                 memset(shortest, 0, sizeof(shortest));
10293                                 // a single autosprite surface can contain multiple sprites...
10294                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
10295                                 {
10296                                         VectorClear(center);
10297                                         for (i = 0;i < 4;i++)
10298                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10299                                         VectorScale(center, 0.25f, center);
10300                                         // find the two shortest edges, then use them to define the
10301                                         // axis vectors for rotating around the central axis
10302                                         for (i = 0;i < 6;i++)
10303                                         {
10304                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10305                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10306 #if 0
10307                                                 Debug_PolygonBegin(NULL, 0);
10308                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10309                                                 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);
10310                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10311                                                 Debug_PolygonEnd();
10312 #endif
10313                                                 l = VectorDistance2(v1, v2);
10314                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10315                                                 if (v1[2] != v2[2])
10316                                                         l += (1.0f / 1024.0f);
10317                                                 if (shortest[0].length2 > l || i == 0)
10318                                                 {
10319                                                         shortest[1] = shortest[0];
10320                                                         shortest[0].length2 = l;
10321                                                         shortest[0].v1 = v1;
10322                                                         shortest[0].v2 = v2;
10323                                                 }
10324                                                 else if (shortest[1].length2 > l || i == 1)
10325                                                 {
10326                                                         shortest[1].length2 = l;
10327                                                         shortest[1].v1 = v1;
10328                                                         shortest[1].v2 = v2;
10329                                                 }
10330                                         }
10331                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10332                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10333 #if 0
10334                                         Debug_PolygonBegin(NULL, 0);
10335                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10336                                         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);
10337                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10338                                         Debug_PolygonEnd();
10339 #endif
10340                                         // this calculates the right vector from the shortest edge
10341                                         // and the up vector from the edge midpoints
10342                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10343                                         VectorNormalize(right);
10344                                         VectorSubtract(end, start, up);
10345                                         VectorNormalize(up);
10346                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10347                                         VectorSubtract(rsurface.localvieworigin, center, forward);
10348                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10349                                         VectorNegate(forward, forward);
10350                                         VectorReflect(forward, 0, up, forward);
10351                                         VectorNormalize(forward);
10352                                         CrossProduct(up, forward, newright);
10353                                         VectorNormalize(newright);
10354 #if 0
10355                                         Debug_PolygonBegin(NULL, 0);
10356                                         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);
10357                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10358                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
10359                                         Debug_PolygonEnd();
10360 #endif
10361 #if 0
10362                                         Debug_PolygonBegin(NULL, 0);
10363                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10364                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10365                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
10366                                         Debug_PolygonEnd();
10367 #endif
10368                                         // rotate the quad around the up axis vector, this is made
10369                                         // especially easy by the fact we know the quad is flat,
10370                                         // so we only have to subtract the center position and
10371                                         // measure distance along the right vector, and then
10372                                         // multiply that by the newright vector and add back the
10373                                         // center position
10374                                         // we also need to subtract the old position to undo the
10375                                         // displacement from the center, which we do with a
10376                                         // DotProduct, the subtraction/addition of center is also
10377                                         // optimized into DotProducts here
10378                                         l = DotProduct(right, center);
10379                                         for (i = 0;i < 4;i++)
10380                                         {
10381                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10382                                                 f = DotProduct(right, v1) - l;
10383                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10384                                         }
10385                                 }
10386                                 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);
10387                                 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);
10388                         }
10389                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10390                         rsurface.vertex3f_bufferobject = 0;
10391                         rsurface.vertex3f_bufferoffset = 0;
10392                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10393                         rsurface.svector3f_bufferobject = 0;
10394                         rsurface.svector3f_bufferoffset = 0;
10395                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10396                         rsurface.tvector3f_bufferobject = 0;
10397                         rsurface.tvector3f_bufferoffset = 0;
10398                         rsurface.normal3f = rsurface.array_deformednormal3f;
10399                         rsurface.normal3f_bufferobject = 0;
10400                         rsurface.normal3f_bufferoffset = 0;
10401                         break;
10402                 case Q3DEFORM_NORMAL:
10403                         // deform the normals to make reflections wavey
10404                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10405                         {
10406                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10407                                 for (j = 0;j < surface->num_vertices;j++)
10408                                 {
10409                                         float vertex[3];
10410                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
10411                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10412                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
10413                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10414                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10415                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10416                                         VectorNormalize(normal);
10417                                 }
10418                                 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);
10419                         }
10420                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10421                         rsurface.svector3f_bufferobject = 0;
10422                         rsurface.svector3f_bufferoffset = 0;
10423                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10424                         rsurface.tvector3f_bufferobject = 0;
10425                         rsurface.tvector3f_bufferoffset = 0;
10426                         rsurface.normal3f = rsurface.array_deformednormal3f;
10427                         rsurface.normal3f_bufferobject = 0;
10428                         rsurface.normal3f_bufferoffset = 0;
10429                         break;
10430                 case Q3DEFORM_WAVE:
10431                         // deform vertex array to make wavey water and flags and such
10432                         waveparms[0] = deform->waveparms[0];
10433                         waveparms[1] = deform->waveparms[1];
10434                         waveparms[2] = deform->waveparms[2];
10435                         waveparms[3] = deform->waveparms[3];
10436                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10437                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10438                         // this is how a divisor of vertex influence on deformation
10439                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10440                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10441                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10442                         {
10443                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10444                                 for (j = 0;j < surface->num_vertices;j++)
10445                                 {
10446                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
10447                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
10448                                         // if the wavefunc depends on time, evaluate it per-vertex
10449                                         if (waveparms[3])
10450                                         {
10451                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10452                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10453                                         }
10454                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
10455                                 }
10456                         }
10457                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10458                         rsurface.vertex3f_bufferobject = 0;
10459                         rsurface.vertex3f_bufferoffset = 0;
10460                         break;
10461                 case Q3DEFORM_BULGE:
10462                         // deform vertex array to make the surface have moving bulges
10463                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10464                         {
10465                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10466                                 for (j = 0;j < surface->num_vertices;j++)
10467                                 {
10468                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10469                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10470                                 }
10471                         }
10472                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10473                         rsurface.vertex3f_bufferobject = 0;
10474                         rsurface.vertex3f_bufferoffset = 0;
10475                         break;
10476                 case Q3DEFORM_MOVE:
10477                         // deform vertex array
10478                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10479                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10480                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10481                         VectorScale(deform->parms, scale, waveparms);
10482                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10483                         {
10484                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10485                                 for (j = 0;j < surface->num_vertices;j++)
10486                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10487                         }
10488                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10489                         rsurface.vertex3f_bufferobject = 0;
10490                         rsurface.vertex3f_bufferoffset = 0;
10491                         break;
10492                 }
10493         }
10494         // generate texcoords based on the chosen texcoord source
10495         switch(rsurface.texture->tcgen.tcgen)
10496         {
10497         default:
10498         case Q3TCGEN_TEXTURE:
10499                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
10500                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
10501                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
10502                 break;
10503         case Q3TCGEN_LIGHTMAP:
10504                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
10505                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
10506                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
10507                 break;
10508         case Q3TCGEN_VECTOR:
10509                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10510                 {
10511                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10512                         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)
10513                         {
10514                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10515                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10516                         }
10517                 }
10518                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10519                 rsurface.texcoordtexture2f_bufferobject  = 0;
10520                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10521                 break;
10522         case Q3TCGEN_ENVIRONMENT:
10523                 // make environment reflections using a spheremap
10524                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10525                 {
10526                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10527                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10528                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10529                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10530                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10531                         {
10532                                 // identical to Q3A's method, but executed in worldspace so
10533                                 // carried models can be shiny too
10534
10535                                 float viewer[3], d, reflected[3], worldreflected[3];
10536
10537                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10538                                 // VectorNormalize(viewer);
10539
10540                                 d = DotProduct(normal, viewer);
10541
10542                                 reflected[0] = normal[0]*2*d - viewer[0];
10543                                 reflected[1] = normal[1]*2*d - viewer[1];
10544                                 reflected[2] = normal[2]*2*d - viewer[2];
10545                                 // note: this is proportinal to viewer, so we can normalize later
10546
10547                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10548                                 VectorNormalize(worldreflected);
10549
10550                                 // note: this sphere map only uses world x and z!
10551                                 // so positive and negative y will LOOK THE SAME.
10552                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10553                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10554                         }
10555                 }
10556                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10557                 rsurface.texcoordtexture2f_bufferobject  = 0;
10558                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10559                 break;
10560         }
10561         // the only tcmod that needs software vertex processing is turbulent, so
10562         // check for it here and apply the changes if needed
10563         // and we only support that as the first one
10564         // (handling a mixture of turbulent and other tcmods would be problematic
10565         //  without punting it entirely to a software path)
10566         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10567         {
10568                 amplitude = rsurface.texture->tcmods[0].parms[1];
10569                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10570                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10571                 {
10572                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10573                         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)
10574                         {
10575                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10576                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10577                         }
10578                 }
10579                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10580                 rsurface.texcoordtexture2f_bufferobject  = 0;
10581                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10582         }
10583         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
10584         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10585         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10586         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10587 }
10588
10589 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10590 {
10591         int i, j;
10592         const msurface_t *surface = texturesurfacelist[0];
10593         const msurface_t *surface2;
10594         int firstvertex;
10595         int endvertex;
10596         int numvertices;
10597         int numtriangles;
10598         // TODO: lock all array ranges before render, rather than on each surface
10599         if (texturenumsurfaces == 1)
10600                 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);
10601         else if (r_batchmode.integer == 2)
10602         {
10603                 #define MAXBATCHTRIANGLES 65536
10604                 int batchtriangles = 0;
10605                 static int batchelements[MAXBATCHTRIANGLES*3];
10606                 for (i = 0;i < texturenumsurfaces;i = j)
10607                 {
10608                         surface = texturesurfacelist[i];
10609                         j = i + 1;
10610                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10611                         {
10612                                 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);
10613                                 continue;
10614                         }
10615                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10616                         batchtriangles = surface->num_triangles;
10617                         firstvertex = surface->num_firstvertex;
10618                         endvertex = surface->num_firstvertex + surface->num_vertices;
10619                         for (;j < texturenumsurfaces;j++)
10620                         {
10621                                 surface2 = texturesurfacelist[j];
10622                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10623                                         break;
10624                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10625                                 batchtriangles += surface2->num_triangles;
10626                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10627                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10628                         }
10629                         surface2 = texturesurfacelist[j-1];
10630                         numvertices = endvertex - firstvertex;
10631                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10632                 }
10633         }
10634         else if (r_batchmode.integer == 1)
10635         {
10636                 for (i = 0;i < texturenumsurfaces;i = j)
10637                 {
10638                         surface = texturesurfacelist[i];
10639                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10640                                 if (texturesurfacelist[j] != surface2)
10641                                         break;
10642                         surface2 = texturesurfacelist[j-1];
10643                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10644                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10645                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10646                 }
10647         }
10648         else
10649         {
10650                 for (i = 0;i < texturenumsurfaces;i++)
10651                 {
10652                         surface = texturesurfacelist[i];
10653                         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);
10654                 }
10655         }
10656 }
10657
10658 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10659 {
10660         switch(vid.renderpath)
10661         {
10662         case RENDERPATH_CGGL:
10663 #ifdef SUPPORTCG
10664                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10665                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10666 #endif
10667                 break;
10668         case RENDERPATH_GL20:
10669                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10670                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10671                 break;
10672         case RENDERPATH_GL13:
10673         case RENDERPATH_GL11:
10674                 R_Mesh_TexBind(0, surface->lightmaptexture);
10675                 break;
10676         }
10677 }
10678
10679 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10680 {
10681         // pick the closest matching water plane and bind textures
10682         int planeindex, vertexindex;
10683         float d, bestd;
10684         vec3_t vert;
10685         const float *v;
10686         r_waterstate_waterplane_t *p, *bestp;
10687         bestd = 0;
10688         bestp = NULL;
10689         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10690         {
10691                 if(p->camera_entity != rsurface.texture->camera_entity)
10692                         continue;
10693                 d = 0;
10694                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10695                 {
10696                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10697                         d += fabs(PlaneDiff(vert, &p->plane));
10698                 }
10699                 if (bestd > d || !bestp)
10700                 {
10701                         bestd = d;
10702                         bestp = p;
10703                 }
10704         }
10705         switch(vid.renderpath)
10706         {
10707         case RENDERPATH_CGGL:
10708 #ifdef SUPPORTCG
10709                 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10710                 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10711                 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10712 #endif
10713                 break;
10714         case RENDERPATH_GL20:
10715                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10716                 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10717                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10718                 break;
10719         case RENDERPATH_GL13:
10720         case RENDERPATH_GL11:
10721                 break;
10722         }
10723 }
10724
10725 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10726 {
10727         int i;
10728         const msurface_t *surface;
10729         if (r_waterstate.renderingscene)
10730                 return;
10731         for (i = 0;i < texturenumsurfaces;i++)
10732         {
10733                 surface = texturesurfacelist[i];
10734                 RSurf_BindLightmapForSurface(surface);
10735                 RSurf_BindReflectionForSurface(surface);
10736                 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);
10737         }
10738 }
10739
10740 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10741 {
10742         int i;
10743         int j;
10744         const msurface_t *surface = texturesurfacelist[0];
10745         const msurface_t *surface2;
10746         int firstvertex;
10747         int endvertex;
10748         int numvertices;
10749         int numtriangles;
10750         if (texturenumsurfaces == 1)
10751         {
10752                 RSurf_BindLightmapForSurface(surface);
10753                 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);
10754         }
10755         else if (r_batchmode.integer == 2)
10756         {
10757                 int batchtriangles = 0;
10758                 static int batchelements[MAXBATCHTRIANGLES*3];
10759                 for (i = 0;i < texturenumsurfaces;i = j)
10760                 {
10761                         surface = texturesurfacelist[i];
10762                         RSurf_BindLightmapForSurface(surface);
10763                         j = i + 1;
10764                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10765                         {
10766                                 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);
10767                                 continue;
10768                         }
10769                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10770                         batchtriangles = surface->num_triangles;
10771                         firstvertex = surface->num_firstvertex;
10772                         endvertex = surface->num_firstvertex + surface->num_vertices;
10773                         for (;j < texturenumsurfaces;j++)
10774                         {
10775                                 surface2 = texturesurfacelist[j];
10776                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10777                                         break;
10778                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10779                                 batchtriangles += surface2->num_triangles;
10780                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10781                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10782                         }
10783                         surface2 = texturesurfacelist[j-1];
10784                         numvertices = endvertex - firstvertex;
10785                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10786                 }
10787         }
10788         else if (r_batchmode.integer == 1)
10789         {
10790 #if 0
10791                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10792                 for (i = 0;i < texturenumsurfaces;i = j)
10793                 {
10794                         surface = texturesurfacelist[i];
10795                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10796                                 if (texturesurfacelist[j] != surface2)
10797                                         break;
10798                         Con_Printf(" %i", j - i);
10799                 }
10800                 Con_Printf("\n");
10801                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10802 #endif
10803                 for (i = 0;i < texturenumsurfaces;i = j)
10804                 {
10805                         surface = texturesurfacelist[i];
10806                         RSurf_BindLightmapForSurface(surface);
10807                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10808                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10809                                         break;
10810 #if 0
10811                         Con_Printf(" %i", j - i);
10812 #endif
10813                         surface2 = texturesurfacelist[j-1];
10814                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10815                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10816                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10817                 }
10818 #if 0
10819                 Con_Printf("\n");
10820 #endif
10821         }
10822         else
10823         {
10824                 for (i = 0;i < texturenumsurfaces;i++)
10825                 {
10826                         surface = texturesurfacelist[i];
10827                         RSurf_BindLightmapForSurface(surface);
10828                         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);
10829                 }
10830         }
10831 }
10832
10833 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10834 {
10835         int j;
10836         int texturesurfaceindex;
10837         if (r_showsurfaces.integer == 2)
10838         {
10839                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10840                 {
10841                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10842                         for (j = 0;j < surface->num_triangles;j++)
10843                         {
10844                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10845                                 GL_Color(f, f, f, 1);
10846                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10847                         }
10848                 }
10849         }
10850         else
10851         {
10852                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10853                 {
10854                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10855                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
10856                         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);
10857                         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);
10858                 }
10859         }
10860 }
10861
10862 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10863 {
10864         int texturesurfaceindex;
10865         int i;
10866         const float *v;
10867         float *c2;
10868         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10869         {
10870                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10871                 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)
10872                 {
10873                         c2[0] = 0.5;
10874                         c2[1] = 0.5;
10875                         c2[2] = 0.5;
10876                         c2[3] = 1;
10877                 }
10878         }
10879         rsurface.lightmapcolor4f = rsurface.array_color4f;
10880         rsurface.lightmapcolor4f_bufferobject = 0;
10881         rsurface.lightmapcolor4f_bufferoffset = 0;
10882 }
10883
10884 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10885 {
10886         int texturesurfaceindex;
10887         int i;
10888         float f;
10889         const float *v;
10890         const float *c;
10891         float *c2;
10892         if (rsurface.lightmapcolor4f)
10893         {
10894                 // generate color arrays for the surfaces in this list
10895                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10896                 {
10897                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10898                         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)
10899                         {
10900                                 f = RSurf_FogVertex(v);
10901                                 c2[0] = c[0] * f;
10902                                 c2[1] = c[1] * f;
10903                                 c2[2] = c[2] * f;
10904                                 c2[3] = c[3];
10905                         }
10906                 }
10907         }
10908         else
10909         {
10910                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10911                 {
10912                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10913                         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)
10914                         {
10915                                 f = RSurf_FogVertex(v);
10916                                 c2[0] = f;
10917                                 c2[1] = f;
10918                                 c2[2] = f;
10919                                 c2[3] = 1;
10920                         }
10921                 }
10922         }
10923         rsurface.lightmapcolor4f = rsurface.array_color4f;
10924         rsurface.lightmapcolor4f_bufferobject = 0;
10925         rsurface.lightmapcolor4f_bufferoffset = 0;
10926 }
10927
10928 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10929 {
10930         int texturesurfaceindex;
10931         int i;
10932         float f;
10933         const float *v;
10934         const float *c;
10935         float *c2;
10936         if (!rsurface.lightmapcolor4f)
10937                 return;
10938         // generate color arrays for the surfaces in this list
10939         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10940         {
10941                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10942                 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)
10943                 {
10944                         f = RSurf_FogVertex(v);
10945                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10946                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10947                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10948                         c2[3] = c[3];
10949                 }
10950         }
10951         rsurface.lightmapcolor4f = rsurface.array_color4f;
10952         rsurface.lightmapcolor4f_bufferobject = 0;
10953         rsurface.lightmapcolor4f_bufferoffset = 0;
10954 }
10955
10956 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10957 {
10958         int texturesurfaceindex;
10959         int i;
10960         const float *c;
10961         float *c2;
10962         if (!rsurface.lightmapcolor4f)
10963                 return;
10964         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10965         {
10966                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10967                 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)
10968                 {
10969                         c2[0] = c[0] * r;
10970                         c2[1] = c[1] * g;
10971                         c2[2] = c[2] * b;
10972                         c2[3] = c[3] * a;
10973                 }
10974         }
10975         rsurface.lightmapcolor4f = rsurface.array_color4f;
10976         rsurface.lightmapcolor4f_bufferobject = 0;
10977         rsurface.lightmapcolor4f_bufferoffset = 0;
10978 }
10979
10980 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10981 {
10982         int texturesurfaceindex;
10983         int i;
10984         const float *c;
10985         float *c2;
10986         if (!rsurface.lightmapcolor4f)
10987                 return;
10988         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10989         {
10990                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10991                 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)
10992                 {
10993                         c2[0] = c[0] + r_refdef.scene.ambient;
10994                         c2[1] = c[1] + r_refdef.scene.ambient;
10995                         c2[2] = c[2] + r_refdef.scene.ambient;
10996                         c2[3] = c[3];
10997                 }
10998         }
10999         rsurface.lightmapcolor4f = rsurface.array_color4f;
11000         rsurface.lightmapcolor4f_bufferobject = 0;
11001         rsurface.lightmapcolor4f_bufferoffset = 0;
11002 }
11003
11004 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11005 {
11006         // TODO: optimize
11007         rsurface.lightmapcolor4f = NULL;
11008         rsurface.lightmapcolor4f_bufferobject = 0;
11009         rsurface.lightmapcolor4f_bufferoffset = 0;
11010         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11011         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11012         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11013         GL_Color(r, g, b, a);
11014         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11015 }
11016
11017 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11018 {
11019         // TODO: optimize applyfog && applycolor case
11020         // just apply fog if necessary, and tint the fog color array if necessary
11021         rsurface.lightmapcolor4f = NULL;
11022         rsurface.lightmapcolor4f_bufferobject = 0;
11023         rsurface.lightmapcolor4f_bufferoffset = 0;
11024         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11025         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11026         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11027         GL_Color(r, g, b, a);
11028         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11029 }
11030
11031 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11032 {
11033         int texturesurfaceindex;
11034         int i;
11035         float *c;
11036         // TODO: optimize
11037         if (texturesurfacelist[0]->lightmapinfo)
11038         {
11039                 // generate color arrays for the surfaces in this list
11040                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11041                 {
11042                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11043                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
11044                         {
11045                                 if (surface->lightmapinfo->samples)
11046                                 {
11047                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
11048                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
11049                                         VectorScale(lm, scale, c);
11050                                         if (surface->lightmapinfo->styles[1] != 255)
11051                                         {
11052                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11053                                                 lm += size3;
11054                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
11055                                                 VectorMA(c, scale, lm, c);
11056                                                 if (surface->lightmapinfo->styles[2] != 255)
11057                                                 {
11058                                                         lm += size3;
11059                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
11060                                                         VectorMA(c, scale, lm, c);
11061                                                         if (surface->lightmapinfo->styles[3] != 255)
11062                                                         {
11063                                                                 lm += size3;
11064                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
11065                                                                 VectorMA(c, scale, lm, c);
11066                                                         }
11067                                                 }
11068                                         }
11069                                 }
11070                                 else
11071                                         VectorClear(c);
11072                                 c[3] = 1;
11073                         }
11074                 }
11075                 rsurface.lightmapcolor4f = rsurface.array_color4f;
11076                 rsurface.lightmapcolor4f_bufferobject = 0;
11077                 rsurface.lightmapcolor4f_bufferoffset = 0;
11078         }
11079         else
11080         {
11081                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11082                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11083                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11084         }
11085         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11086         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11087         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11088         GL_Color(r, g, b, a);
11089         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11090 }
11091
11092 static void RSurf_DrawBatch_GL11_ApplyFakeLight(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11093 {
11094         int texturesurfaceindex;
11095         int i;
11096         float f;
11097         const float *v;
11098         const float *n;
11099         float *c;
11100         //vec3_t eyedir;
11101
11102         // fake shading
11103         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11104         {
11105                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11106                 int numverts = surface->num_vertices;
11107                 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
11108                 n = rsurface.normal3f + 3 * surface->num_firstvertex;
11109                 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
11110                 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
11111                 {
11112                         f = -DotProduct(r_refdef.view.forward, n);
11113                         f = max(0, f);
11114                         f = f * 0.85 + 0.15; // work around so stuff won't get black
11115                         f *= r_refdef.lightmapintensity;
11116                         Vector4Set(c, f, f, f, 1);
11117                 }
11118         }
11119
11120         rsurface.lightmapcolor4f = rsurface.array_color4f;
11121         rsurface.lightmapcolor4f_bufferobject = 0;
11122         rsurface.lightmapcolor4f_bufferoffset = 0;
11123 }
11124
11125 static void RSurf_DrawBatch_GL11_FakeLight(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11126 {
11127         RSurf_DrawBatch_GL11_ApplyFakeLight(texturenumsurfaces, texturesurfacelist);
11128         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11129         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11130         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11131         GL_Color(r, g, b, a);
11132         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11133 }
11134
11135 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
11136 {
11137         int texturesurfaceindex;
11138         int i;
11139         float f;
11140         float alpha;
11141         const float *v;
11142         const float *n;
11143         float *c;
11144         vec3_t ambientcolor;
11145         vec3_t diffusecolor;
11146         vec3_t lightdir;
11147         // TODO: optimize
11148         // model lighting
11149         VectorCopy(rsurface.modellight_lightdir, lightdir);
11150         f = 0.5f * r_refdef.lightmapintensity;
11151         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11152         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11153         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11154         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11155         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11156         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11157         alpha = *a;
11158         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
11159         {
11160                 // generate color arrays for the surfaces in this list
11161                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11162                 {
11163                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11164                         int numverts = surface->num_vertices;
11165                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
11166                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
11167                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
11168                         // q3-style directional shading
11169                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
11170                         {
11171                                 if ((f = DotProduct(n, lightdir)) > 0)
11172                                         VectorMA(ambientcolor, f, diffusecolor, c);
11173                                 else
11174                                         VectorCopy(ambientcolor, c);
11175                                 c[3] = alpha;
11176                         }
11177                 }
11178                 *r = 1;
11179                 *g = 1;
11180                 *b = 1;
11181                 *a = 1;
11182                 rsurface.lightmapcolor4f = rsurface.array_color4f;
11183                 rsurface.lightmapcolor4f_bufferobject = 0;
11184                 rsurface.lightmapcolor4f_bufferoffset = 0;
11185                 *applycolor = false;
11186         }
11187         else
11188         {
11189                 *r = ambientcolor[0];
11190                 *g = ambientcolor[1];
11191                 *b = ambientcolor[2];
11192                 rsurface.lightmapcolor4f = NULL;
11193                 rsurface.lightmapcolor4f_bufferobject = 0;
11194                 rsurface.lightmapcolor4f_bufferoffset = 0;
11195         }
11196 }
11197
11198 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11199 {
11200         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
11201         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
11202         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
11203         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11204         GL_Color(r, g, b, a);
11205         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11206 }
11207
11208 void RSurf_SetupDepthAndCulling(void)
11209 {
11210         // submodels are biased to avoid z-fighting with world surfaces that they
11211         // may be exactly overlapping (avoids z-fighting artifacts on certain
11212         // doors and things in Quake maps)
11213         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11214         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11215         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11216         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11217 }
11218
11219 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11220 {
11221         // transparent sky would be ridiculous
11222         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11223                 return;
11224         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11225         skyrenderlater = true;
11226         RSurf_SetupDepthAndCulling();
11227         GL_DepthMask(true);
11228         // LordHavoc: HalfLife maps have freaky skypolys so don't use
11229         // skymasking on them, and Quake3 never did sky masking (unlike
11230         // software Quake and software Quake2), so disable the sky masking
11231         // in Quake3 maps as it causes problems with q3map2 sky tricks,
11232         // and skymasking also looks very bad when noclipping outside the
11233         // level, so don't use it then either.
11234         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11235         {
11236                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11237                 R_Mesh_ColorPointer(NULL, 0, 0);
11238                 R_Mesh_ResetTextureState();
11239                 if (skyrendermasked)
11240                 {
11241                         R_SetupShader_DepthOrShadow();
11242                         // depth-only (masking)
11243                         GL_ColorMask(0,0,0,0);
11244                         // just to make sure that braindead drivers don't draw
11245                         // anything despite that colormask...
11246                         GL_BlendFunc(GL_ZERO, GL_ONE);
11247                 }
11248                 else
11249                 {
11250                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11251                         // fog sky
11252                         GL_BlendFunc(GL_ONE, GL_ZERO);
11253                 }
11254                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11255                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11256                 if (skyrendermasked)
11257                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11258         }
11259         R_Mesh_ResetTextureState();
11260         GL_Color(1, 1, 1, 1);
11261 }
11262
11263 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11264 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11265 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11266 {
11267         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11268                 return;
11269         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
11270         if (prepass)
11271         {
11272                 // render screenspace normalmap to texture
11273                 GL_DepthMask(true);
11274                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
11275                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11276         }
11277         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11278         {
11279                 // render water or distortion background, then blend surface on top
11280                 GL_DepthMask(true);
11281                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11282                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11283                 GL_DepthMask(false);
11284                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11285                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11286                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11287                 else
11288                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11289         }
11290         else
11291         {
11292                 // render surface normally
11293                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11294                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11295                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11296                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11297                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11298                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11299                 else
11300                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11301         }
11302 }
11303
11304 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11305 {
11306         // OpenGL 1.3 path - anything not completely ancient
11307         int texturesurfaceindex;
11308         qboolean applycolor;
11309         qboolean applyfog;
11310         int layerindex;
11311         const texturelayer_t *layer;
11312         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11313
11314         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11315         {
11316                 vec4_t layercolor;
11317                 int layertexrgbscale;
11318                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11319                 {
11320                         if (layerindex == 0)
11321                                 GL_AlphaTest(true);
11322                         else
11323                         {
11324                                 GL_AlphaTest(false);
11325                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11326                         }
11327                 }
11328                 GL_DepthMask(layer->depthmask && writedepth);
11329                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11330                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11331                 {
11332                         layertexrgbscale = 4;
11333                         VectorScale(layer->color, 0.25f, layercolor);
11334                 }
11335                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11336                 {
11337                         layertexrgbscale = 2;
11338                         VectorScale(layer->color, 0.5f, layercolor);
11339                 }
11340                 else
11341                 {
11342                         layertexrgbscale = 1;
11343                         VectorScale(layer->color, 1.0f, layercolor);
11344                 }
11345                 layercolor[3] = layer->color[3];
11346                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11347                 R_Mesh_ColorPointer(NULL, 0, 0);
11348                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11349                 switch (layer->type)
11350                 {
11351                 case TEXTURELAYERTYPE_LITTEXTURE:
11352                         // single-pass lightmapped texture with 2x rgbscale
11353                         R_Mesh_TexBind(0, r_texture_white);
11354                         R_Mesh_TexMatrix(0, NULL);
11355                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11356                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11357                         R_Mesh_TexBind(1, layer->texture);
11358                         R_Mesh_TexMatrix(1, &layer->texmatrix);
11359                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11360                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11361                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11362                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11363                         else if (FAKELIGHT_ENABLED)
11364                                 RSurf_DrawBatch_GL11_FakeLight(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11365                         else if (rsurface.uselightmaptexture)
11366                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11367                         else
11368                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11369                         break;
11370                 case TEXTURELAYERTYPE_TEXTURE:
11371                         // singletexture unlit texture with transparency support
11372                         R_Mesh_TexBind(0, layer->texture);
11373                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11374                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11375                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11376                         R_Mesh_TexBind(1, 0);
11377                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11378                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11379                         break;
11380                 case TEXTURELAYERTYPE_FOG:
11381                         // singletexture fogging
11382                         if (layer->texture)
11383                         {
11384                                 R_Mesh_TexBind(0, layer->texture);
11385                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11386                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11387                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11388                         }
11389                         else
11390                         {
11391                                 R_Mesh_TexBind(0, 0);
11392                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11393                         }
11394                         R_Mesh_TexBind(1, 0);
11395                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11396                         // generate a color array for the fog pass
11397                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11398                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11399                         {
11400                                 int i;
11401                                 float f;
11402                                 const float *v;
11403                                 float *c;
11404                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11405                                 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)
11406                                 {
11407                                         f = 1 - RSurf_FogVertex(v);
11408                                         c[0] = layercolor[0];
11409                                         c[1] = layercolor[1];
11410                                         c[2] = layercolor[2];
11411                                         c[3] = f * layercolor[3];
11412                                 }
11413                         }
11414                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11415                         break;
11416                 default:
11417                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11418                 }
11419         }
11420         CHECKGLERROR
11421         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11422         {
11423                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11424                 GL_AlphaTest(false);
11425         }
11426 }
11427
11428 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11429 {
11430         // OpenGL 1.1 - crusty old voodoo path
11431         int texturesurfaceindex;
11432         qboolean applyfog;
11433         int layerindex;
11434         const texturelayer_t *layer;
11435         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11436
11437         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11438         {
11439                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11440                 {
11441                         if (layerindex == 0)
11442                                 GL_AlphaTest(true);
11443                         else
11444                         {
11445                                 GL_AlphaTest(false);
11446                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11447                         }
11448                 }
11449                 GL_DepthMask(layer->depthmask && writedepth);
11450                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11451                 R_Mesh_ColorPointer(NULL, 0, 0);
11452                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11453                 switch (layer->type)
11454                 {
11455                 case TEXTURELAYERTYPE_LITTEXTURE:
11456                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11457                         {
11458                                 // two-pass lit texture with 2x rgbscale
11459                                 // first the lightmap pass
11460                                 R_Mesh_TexBind(0, r_texture_white);
11461                                 R_Mesh_TexMatrix(0, NULL);
11462                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11463                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11464                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11465                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11466                                 else if (FAKELIGHT_ENABLED)
11467                                         RSurf_DrawBatch_GL11_FakeLight(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11468                                 else if (rsurface.uselightmaptexture)
11469                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11470                                 else
11471                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11472                                 // then apply the texture to it
11473                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11474                                 R_Mesh_TexBind(0, layer->texture);
11475                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11476                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11477                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11478                                 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);
11479                         }
11480                         else
11481                         {
11482                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11483                                 R_Mesh_TexBind(0, layer->texture);
11484                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11485                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11486                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11487                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11488                                         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);
11489                                 else
11490                                         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);
11491                         }
11492                         break;
11493                 case TEXTURELAYERTYPE_TEXTURE:
11494                         // singletexture unlit texture with transparency support
11495                         R_Mesh_TexBind(0, layer->texture);
11496                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11497                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11498                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11499                         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);
11500                         break;
11501                 case TEXTURELAYERTYPE_FOG:
11502                         // singletexture fogging
11503                         if (layer->texture)
11504                         {
11505                                 R_Mesh_TexBind(0, layer->texture);
11506                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11507                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11508                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11509                         }
11510                         else
11511                         {
11512                                 R_Mesh_TexBind(0, 0);
11513                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11514                         }
11515                         // generate a color array for the fog pass
11516                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11517                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11518                         {
11519                                 int i;
11520                                 float f;
11521                                 const float *v;
11522                                 float *c;
11523                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11524                                 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)
11525                                 {
11526                                         f = 1 - RSurf_FogVertex(v);
11527                                         c[0] = layer->color[0];
11528                                         c[1] = layer->color[1];
11529                                         c[2] = layer->color[2];
11530                                         c[3] = f * layer->color[3];
11531                                 }
11532                         }
11533                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11534                         break;
11535                 default:
11536                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11537                 }
11538         }
11539         CHECKGLERROR
11540         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11541         {
11542                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11543                 GL_AlphaTest(false);
11544         }
11545 }
11546
11547 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11548 {
11549         float c[4];
11550
11551         GL_AlphaTest(false);
11552         R_Mesh_ColorPointer(NULL, 0, 0);
11553         R_Mesh_ResetTextureState();
11554         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11555
11556         if(rsurface.texture && rsurface.texture->currentskinframe)
11557         {
11558                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11559                 c[3] *= rsurface.texture->currentalpha;
11560         }
11561         else
11562         {
11563                 c[0] = 1;
11564                 c[1] = 0;
11565                 c[2] = 1;
11566                 c[3] = 1;
11567         }
11568
11569         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11570         {
11571                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11572                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11573                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11574         }
11575
11576         // brighten it up (as texture value 127 means "unlit")
11577         c[0] *= 2 * r_refdef.view.colorscale;
11578         c[1] *= 2 * r_refdef.view.colorscale;
11579         c[2] *= 2 * r_refdef.view.colorscale;
11580
11581         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11582                 c[3] *= r_wateralpha.value;
11583
11584         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11585         {
11586                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11587                 GL_DepthMask(false);
11588         }
11589         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11590         {
11591                 GL_BlendFunc(GL_ONE, GL_ONE);
11592                 GL_DepthMask(false);
11593         }
11594         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11595         {
11596                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11597                 GL_DepthMask(false);
11598         }
11599         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11600         {
11601                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11602                 GL_DepthMask(false);
11603         }
11604         else
11605         {
11606                 GL_BlendFunc(GL_ONE, GL_ZERO);
11607                 GL_DepthMask(writedepth);
11608         }
11609
11610         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11611         {
11612                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11613
11614                 rsurface.lightmapcolor4f = NULL;
11615                 rsurface.lightmapcolor4f_bufferobject = 0;
11616                 rsurface.lightmapcolor4f_bufferoffset = 0;
11617         }
11618         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11619         {
11620                 qboolean applycolor = true;
11621                 float one = 1.0;
11622
11623                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11624
11625                 r_refdef.lightmapintensity = 1;
11626                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11627                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11628         }
11629         else if (FAKELIGHT_ENABLED)
11630         {
11631                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11632
11633                 r_refdef.lightmapintensity = r_fakelight_intensity.value;
11634                 RSurf_DrawBatch_GL11_ApplyFakeLight(texturenumsurfaces, texturesurfacelist);
11635                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11636         }
11637         else
11638         {
11639                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11640
11641                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11642                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11643                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11644         }
11645
11646         if(!rsurface.lightmapcolor4f)
11647                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11648
11649         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11650         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11651         if(r_refdef.fogenabled)
11652                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11653
11654         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11655         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11656 }
11657
11658 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11659 {
11660         CHECKGLERROR
11661         RSurf_SetupDepthAndCulling();
11662         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11663         {
11664                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11665                 return;
11666         }
11667         switch (vid.renderpath)
11668         {
11669         case RENDERPATH_GL20:
11670         case RENDERPATH_CGGL:
11671                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11672                 break;
11673         case RENDERPATH_GL13:
11674                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11675                 break;
11676         case RENDERPATH_GL11:
11677                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11678                 break;
11679         }
11680         CHECKGLERROR
11681 }
11682
11683 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11684 {
11685         CHECKGLERROR
11686         RSurf_SetupDepthAndCulling();
11687         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11688         {
11689                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11690                 return;
11691         }
11692         switch (vid.renderpath)
11693         {
11694         case RENDERPATH_GL20:
11695         case RENDERPATH_CGGL:
11696                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11697                 break;
11698         case RENDERPATH_GL13:
11699                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11700                 break;
11701         case RENDERPATH_GL11:
11702                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11703                 break;
11704         }
11705         CHECKGLERROR
11706 }
11707
11708 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11709 {
11710         int i, j;
11711         int texturenumsurfaces, endsurface;
11712         texture_t *texture;
11713         const msurface_t *surface;
11714 #define MAXBATCH_TRANSPARENTSURFACES 256
11715         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11716
11717         // if the model is static it doesn't matter what value we give for
11718         // wantnormals and wanttangents, so this logic uses only rules applicable
11719         // to a model, knowing that they are meaningless otherwise
11720         if (ent == r_refdef.scene.worldentity)
11721                 RSurf_ActiveWorldEntity();
11722         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11723                 RSurf_ActiveModelEntity(ent, false, false, false);
11724         else
11725         {
11726                 switch (vid.renderpath)
11727                 {
11728                 case RENDERPATH_GL20:
11729                 case RENDERPATH_CGGL:
11730                         RSurf_ActiveModelEntity(ent, true, true, false);
11731                         break;
11732                 case RENDERPATH_GL13:
11733                 case RENDERPATH_GL11:
11734                         RSurf_ActiveModelEntity(ent, true, false, false);
11735                         break;
11736                 }
11737         }
11738
11739         if (r_transparentdepthmasking.integer)
11740         {
11741                 qboolean setup = false;
11742                 for (i = 0;i < numsurfaces;i = j)
11743                 {
11744                         j = i + 1;
11745                         surface = rsurface.modelsurfaces + surfacelist[i];
11746                         texture = surface->texture;
11747                         rsurface.texture = R_GetCurrentTexture(texture);
11748                         // scan ahead until we find a different texture
11749                         endsurface = min(i + 1024, numsurfaces);
11750                         texturenumsurfaces = 0;
11751                         texturesurfacelist[texturenumsurfaces++] = surface;
11752                         if(FAKELIGHT_ENABLED)
11753                         {
11754                                 rsurface.uselightmaptexture = false;
11755                                 for (;j < endsurface;j++)
11756                                 {
11757                                         surface = rsurface.modelsurfaces + surfacelist[j];
11758                                         if (texture != surface->texture)
11759                                                 break;
11760                                         texturesurfacelist[texturenumsurfaces++] = surface;
11761                                 }
11762                         }
11763                         else
11764                         {
11765                                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11766                                 for (;j < endsurface;j++)
11767                                 {
11768                                         surface = rsurface.modelsurfaces + surfacelist[j];
11769                                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11770                                                 break;
11771                                         texturesurfacelist[texturenumsurfaces++] = surface;
11772                                 }
11773                         }
11774                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11775                                 continue;
11776                         // render the range of surfaces as depth
11777                         if (!setup)
11778                         {
11779                                 setup = true;
11780                                 GL_ColorMask(0,0,0,0);
11781                                 GL_Color(1,1,1,1);
11782                                 GL_DepthTest(true);
11783                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11784                                 GL_DepthMask(true);
11785                                 GL_AlphaTest(false);
11786                                 R_Mesh_ColorPointer(NULL, 0, 0);
11787                                 R_Mesh_ResetTextureState();
11788                                 R_SetupShader_DepthOrShadow();
11789                         }
11790                         RSurf_SetupDepthAndCulling();
11791                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11792                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11793                 }
11794                 if (setup)
11795                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11796         }
11797
11798         for (i = 0;i < numsurfaces;i = j)
11799         {
11800                 j = i + 1;
11801                 surface = rsurface.modelsurfaces + surfacelist[i];
11802                 texture = surface->texture;
11803                 rsurface.texture = R_GetCurrentTexture(texture);
11804                 // scan ahead until we find a different texture
11805                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11806                 texturenumsurfaces = 0;
11807                 texturesurfacelist[texturenumsurfaces++] = surface;
11808                 if(FAKELIGHT_ENABLED)
11809                 {
11810                         rsurface.uselightmaptexture = false;
11811                         for (;j < endsurface;j++)
11812                         {
11813                                 surface = rsurface.modelsurfaces + surfacelist[j];
11814                                 if (texture != surface->texture)
11815                                         break;
11816                                 texturesurfacelist[texturenumsurfaces++] = surface;
11817                         }
11818                 }
11819                 else
11820                 {
11821                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11822                         for (;j < endsurface;j++)
11823                         {
11824                                 surface = rsurface.modelsurfaces + surfacelist[j];
11825                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11826                                         break;
11827                                 texturesurfacelist[texturenumsurfaces++] = surface;
11828                         }
11829                 }
11830                 // render the range of surfaces
11831                 if (ent == r_refdef.scene.worldentity)
11832                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11833                 else
11834                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11835         }
11836         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11837         GL_AlphaTest(false);
11838 }
11839
11840 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11841 {
11842         // transparent surfaces get pushed off into the transparent queue
11843         int surfacelistindex;
11844         const msurface_t *surface;
11845         vec3_t tempcenter, center;
11846         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11847         {
11848                 surface = texturesurfacelist[surfacelistindex];
11849                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11850                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11851                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11852                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11853                 if (queueentity->transparent_offset) // transparent offset
11854                 {
11855                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11856                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11857                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11858                 }
11859                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11860         }
11861 }
11862
11863 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11864 {
11865         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11866         CHECKGLERROR
11867         if (depthonly)
11868         {
11869                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11870                         return;
11871                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11872                         return;
11873                 RSurf_SetupDepthAndCulling();
11874                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11875                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11876         }
11877         else if (prepass)
11878         {
11879                 if (!rsurface.texture->currentnumlayers)
11880                         return;
11881                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11882                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11883                 else
11884                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11885         }
11886         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11887         {
11888                 RSurf_SetupDepthAndCulling();
11889                 GL_AlphaTest(false);
11890                 R_Mesh_ColorPointer(NULL, 0, 0);
11891                 R_Mesh_ResetTextureState();
11892                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11893                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11894                 GL_DepthMask(true);
11895                 GL_BlendFunc(GL_ONE, GL_ZERO);
11896                 GL_Color(0, 0, 0, 1);
11897                 GL_DepthTest(writedepth);
11898                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11899         }
11900         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11901         {
11902                 RSurf_SetupDepthAndCulling();
11903                 GL_AlphaTest(false);
11904                 R_Mesh_ColorPointer(NULL, 0, 0);
11905                 R_Mesh_ResetTextureState();
11906                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11907                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11908                 GL_DepthMask(true);
11909                 GL_BlendFunc(GL_ONE, GL_ZERO);
11910                 GL_DepthTest(true);
11911                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11912         }
11913         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11914                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11915         else if (!rsurface.texture->currentnumlayers)
11916                 return;
11917         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11918         {
11919                 // in the deferred case, transparent surfaces were queued during prepass
11920                 if (!r_shadow_usingdeferredprepass)
11921                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11922         }
11923         else
11924         {
11925                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11926                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11927         }
11928         CHECKGLERROR
11929 }
11930
11931 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11932 {
11933         int i, j;
11934         texture_t *texture;
11935         // break the surface list down into batches by texture and use of lightmapping
11936         for (i = 0;i < numsurfaces;i = j)
11937         {
11938                 j = i + 1;
11939                 // texture is the base texture pointer, rsurface.texture is the
11940                 // current frame/skin the texture is directing us to use (for example
11941                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11942                 // use skin 1 instead)
11943                 texture = surfacelist[i]->texture;
11944                 rsurface.texture = R_GetCurrentTexture(texture);
11945                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11946                 {
11947                         // if this texture is not the kind we want, skip ahead to the next one
11948                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11949                                 ;
11950                         continue;
11951                 }
11952                 if(FAKELIGHT_ENABLED || depthonly || prepass)
11953                 {
11954                         rsurface.uselightmaptexture = false;
11955                         // simply scan ahead until we find a different texture or lightmap state
11956                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11957                                 ;
11958                 }
11959                 else
11960                 {
11961                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11962                         // simply scan ahead until we find a different texture or lightmap state
11963                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11964                                 ;
11965                 }
11966                 // render the range of surfaces
11967                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11968         }
11969 }
11970
11971 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11972 {
11973         CHECKGLERROR
11974         if (depthonly)
11975         {
11976                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11977                         return;
11978                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11979                         return;
11980                 RSurf_SetupDepthAndCulling();
11981                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11982                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11983         }
11984         else if (prepass)
11985         {
11986                 if (!rsurface.texture->currentnumlayers)
11987                         return;
11988                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11989                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11990                 else
11991                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11992         }
11993         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11994         {
11995                 RSurf_SetupDepthAndCulling();
11996                 GL_AlphaTest(false);
11997                 R_Mesh_ColorPointer(NULL, 0, 0);
11998                 R_Mesh_ResetTextureState();
11999                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12000                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12001                 GL_DepthMask(true);
12002                 GL_BlendFunc(GL_ONE, GL_ZERO);
12003                 GL_Color(0, 0, 0, 1);
12004                 GL_DepthTest(writedepth);
12005                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
12006         }
12007         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12008         {
12009                 RSurf_SetupDepthAndCulling();
12010                 GL_AlphaTest(false);
12011                 R_Mesh_ColorPointer(NULL, 0, 0);
12012                 R_Mesh_ResetTextureState();
12013                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12014                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
12015                 GL_DepthMask(true);
12016                 GL_BlendFunc(GL_ONE, GL_ZERO);
12017                 GL_DepthTest(true);
12018                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
12019         }
12020         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
12021                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12022         else if (!rsurface.texture->currentnumlayers)
12023                 return;
12024         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12025         {
12026                 // in the deferred case, transparent surfaces were queued during prepass
12027                 if (!r_shadow_usingdeferredprepass)
12028                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12029         }
12030         else
12031         {
12032                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12033                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12034         }
12035         CHECKGLERROR
12036 }
12037
12038 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12039 {
12040         int i, j;
12041         texture_t *texture;
12042         // break the surface list down into batches by texture and use of lightmapping
12043         for (i = 0;i < numsurfaces;i = j)
12044         {
12045                 j = i + 1;
12046                 // texture is the base texture pointer, rsurface.texture is the
12047                 // current frame/skin the texture is directing us to use (for example
12048                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12049                 // use skin 1 instead)
12050                 texture = surfacelist[i]->texture;
12051                 rsurface.texture = R_GetCurrentTexture(texture);
12052                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12053                 {
12054                         // if this texture is not the kind we want, skip ahead to the next one
12055                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12056                                 ;
12057                         continue;
12058                 }
12059                 if(FAKELIGHT_ENABLED || depthonly || prepass)
12060                 {
12061                         rsurface.uselightmaptexture = false;
12062                         // simply scan ahead until we find a different texture or lightmap state
12063                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12064                                 ;
12065                 }
12066                 else
12067                 {
12068                         rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
12069                         // simply scan ahead until we find a different texture or lightmap state
12070                         for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
12071                                 ;
12072                 }
12073                 // render the range of surfaces
12074                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12075         }
12076 }
12077
12078 float locboxvertex3f[6*4*3] =
12079 {
12080         1,0,1, 1,0,0, 1,1,0, 1,1,1,
12081         0,1,1, 0,1,0, 0,0,0, 0,0,1,
12082         1,1,1, 1,1,0, 0,1,0, 0,1,1,
12083         0,0,1, 0,0,0, 1,0,0, 1,0,1,
12084         0,0,1, 1,0,1, 1,1,1, 0,1,1,
12085         1,0,0, 0,0,0, 0,1,0, 1,1,0
12086 };
12087
12088 unsigned short locboxelements[6*2*3] =
12089 {
12090          0, 1, 2, 0, 2, 3,
12091          4, 5, 6, 4, 6, 7,
12092          8, 9,10, 8,10,11,
12093         12,13,14, 12,14,15,
12094         16,17,18, 16,18,19,
12095         20,21,22, 20,22,23
12096 };
12097
12098 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12099 {
12100         int i, j;
12101         cl_locnode_t *loc = (cl_locnode_t *)ent;
12102         vec3_t mins, size;
12103         float vertex3f[6*4*3];
12104         CHECKGLERROR
12105         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12106         GL_DepthMask(false);
12107         GL_DepthRange(0, 1);
12108         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12109         GL_DepthTest(true);
12110         GL_CullFace(GL_NONE);
12111         R_EntityMatrix(&identitymatrix);
12112
12113         R_Mesh_VertexPointer(vertex3f, 0, 0);
12114         R_Mesh_ColorPointer(NULL, 0, 0);
12115         R_Mesh_ResetTextureState();
12116         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12117
12118         i = surfacelist[0];
12119         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12120                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12121                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12122                         surfacelist[0] < 0 ? 0.5f : 0.125f);
12123
12124         if (VectorCompare(loc->mins, loc->maxs))
12125         {
12126                 VectorSet(size, 2, 2, 2);
12127                 VectorMA(loc->mins, -0.5f, size, mins);
12128         }
12129         else
12130         {
12131                 VectorCopy(loc->mins, mins);
12132                 VectorSubtract(loc->maxs, loc->mins, size);
12133         }
12134
12135         for (i = 0;i < 6*4*3;)
12136                 for (j = 0;j < 3;j++, i++)
12137                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12138
12139         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
12140 }
12141
12142 void R_DrawLocs(void)
12143 {
12144         int index;
12145         cl_locnode_t *loc, *nearestloc;
12146         vec3_t center;
12147         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12148         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12149         {
12150                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12151                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12152         }
12153 }
12154
12155 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12156 {
12157         if (decalsystem->decals)
12158                 Mem_Free(decalsystem->decals);
12159         memset(decalsystem, 0, sizeof(*decalsystem));
12160 }
12161
12162 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)
12163 {
12164         tridecal_t *decal;
12165         tridecal_t *decals;
12166         int i;
12167
12168         // expand or initialize the system
12169         if (decalsystem->maxdecals <= decalsystem->numdecals)
12170         {
12171                 decalsystem_t old = *decalsystem;
12172                 qboolean useshortelements;
12173                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12174                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12175                 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)));
12176                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12177                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12178                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12179                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12180                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12181                 if (decalsystem->numdecals)
12182                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12183                 if (old.decals)
12184                         Mem_Free(old.decals);
12185                 for (i = 0;i < decalsystem->maxdecals*3;i++)
12186                         decalsystem->element3i[i] = i;
12187                 if (useshortelements)
12188                         for (i = 0;i < decalsystem->maxdecals*3;i++)
12189                                 decalsystem->element3s[i] = i;
12190         }
12191
12192         // grab a decal and search for another free slot for the next one
12193         decals = decalsystem->decals;
12194         decal = decalsystem->decals + (i = decalsystem->freedecal++);
12195         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12196                 ;
12197         decalsystem->freedecal = i;
12198         if (decalsystem->numdecals <= i)
12199                 decalsystem->numdecals = i + 1;
12200
12201         // initialize the decal
12202         decal->lived = 0;
12203         decal->triangleindex = triangleindex;
12204         decal->surfaceindex = surfaceindex;
12205         decal->decalsequence = decalsequence;
12206         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12207         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12208         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12209         decal->color4ub[0][3] = 255;
12210         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12211         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12212         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12213         decal->color4ub[1][3] = 255;
12214         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12215         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12216         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12217         decal->color4ub[2][3] = 255;
12218         decal->vertex3f[0][0] = v0[0];
12219         decal->vertex3f[0][1] = v0[1];
12220         decal->vertex3f[0][2] = v0[2];
12221         decal->vertex3f[1][0] = v1[0];
12222         decal->vertex3f[1][1] = v1[1];
12223         decal->vertex3f[1][2] = v1[2];
12224         decal->vertex3f[2][0] = v2[0];
12225         decal->vertex3f[2][1] = v2[1];
12226         decal->vertex3f[2][2] = v2[2];
12227         decal->texcoord2f[0][0] = t0[0];
12228         decal->texcoord2f[0][1] = t0[1];
12229         decal->texcoord2f[1][0] = t1[0];
12230         decal->texcoord2f[1][1] = t1[1];
12231         decal->texcoord2f[2][0] = t2[0];
12232         decal->texcoord2f[2][1] = t2[1];
12233 }
12234
12235 extern cvar_t cl_decals_bias;
12236 extern cvar_t cl_decals_models;
12237 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12238 // baseparms, parms, temps
12239 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)
12240 {
12241         int cornerindex;
12242         int index;
12243         float v[9][3];
12244         const float *vertex3f;
12245         int numpoints;
12246         float points[2][9][3];
12247         float temp[3];
12248         float tc[9][2];
12249         float f;
12250         float c[9][4];
12251         const int *e;
12252
12253         e = rsurface.modelelement3i + 3*triangleindex;
12254
12255         vertex3f = rsurface.modelvertex3f;
12256
12257         for (cornerindex = 0;cornerindex < 3;cornerindex++)
12258         {
12259                 index = 3*e[cornerindex];
12260                 VectorCopy(vertex3f + index, v[cornerindex]);
12261         }
12262         // cull backfaces
12263         //TriangleNormal(v[0], v[1], v[2], normal);
12264         //if (DotProduct(normal, localnormal) < 0.0f)
12265         //      continue;
12266         // clip by each of the box planes formed from the projection matrix
12267         // if anything survives, we emit the decal
12268         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]);
12269         if (numpoints < 3)
12270                 return;
12271         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]);
12272         if (numpoints < 3)
12273                 return;
12274         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]);
12275         if (numpoints < 3)
12276                 return;
12277         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]);
12278         if (numpoints < 3)
12279                 return;
12280         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]);
12281         if (numpoints < 3)
12282                 return;
12283         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]);
12284         if (numpoints < 3)
12285                 return;
12286         // some part of the triangle survived, so we have to accept it...
12287         if (dynamic)
12288         {
12289                 // dynamic always uses the original triangle
12290                 numpoints = 3;
12291                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12292                 {
12293                         index = 3*e[cornerindex];
12294                         VectorCopy(vertex3f + index, v[cornerindex]);
12295                 }
12296         }
12297         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12298         {
12299                 // convert vertex positions to texcoords
12300                 Matrix4x4_Transform(projection, v[cornerindex], temp);
12301                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12302                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12303                 // calculate distance fade from the projection origin
12304                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12305                 f = bound(0.0f, f, 1.0f);
12306                 c[cornerindex][0] = r * f;
12307                 c[cornerindex][1] = g * f;
12308                 c[cornerindex][2] = b * f;
12309                 c[cornerindex][3] = 1.0f;
12310                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12311         }
12312         if (dynamic)
12313                 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);
12314         else
12315                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12316                         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);
12317 }
12318 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)
12319 {
12320         matrix4x4_t projection;
12321         decalsystem_t *decalsystem;
12322         qboolean dynamic;
12323         dp_model_t *model;
12324         const msurface_t *surface;
12325         const msurface_t *surfaces;
12326         const int *surfacelist;
12327         const texture_t *texture;
12328         int numtriangles;
12329         int numsurfacelist;
12330         int surfacelistindex;
12331         int surfaceindex;
12332         int triangleindex;
12333         float localorigin[3];
12334         float localnormal[3];
12335         float localmins[3];
12336         float localmaxs[3];
12337         float localsize;
12338         //float normal[3];
12339         float planes[6][4];
12340         float angles[3];
12341         bih_t *bih;
12342         int bih_triangles_count;
12343         int bih_triangles[256];
12344         int bih_surfaces[256];
12345
12346         decalsystem = &ent->decalsystem;
12347         model = ent->model;
12348         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12349         {
12350                 R_DecalSystem_Reset(&ent->decalsystem);
12351                 return;
12352         }
12353
12354         if (!model->brush.data_nodes && !cl_decals_models.integer)
12355         {
12356                 if (decalsystem->model)
12357                         R_DecalSystem_Reset(decalsystem);
12358                 return;
12359         }
12360
12361         if (decalsystem->model != model)
12362                 R_DecalSystem_Reset(decalsystem);
12363         decalsystem->model = model;
12364
12365         RSurf_ActiveModelEntity(ent, false, false, false);
12366
12367         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12368         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12369         VectorNormalize(localnormal);
12370         localsize = worldsize*rsurface.inversematrixscale;
12371         localmins[0] = localorigin[0] - localsize;
12372         localmins[1] = localorigin[1] - localsize;
12373         localmins[2] = localorigin[2] - localsize;
12374         localmaxs[0] = localorigin[0] + localsize;
12375         localmaxs[1] = localorigin[1] + localsize;
12376         localmaxs[2] = localorigin[2] + localsize;
12377
12378         //VectorCopy(localnormal, planes[4]);
12379         //VectorVectors(planes[4], planes[2], planes[0]);
12380         AnglesFromVectors(angles, localnormal, NULL, false);
12381         AngleVectors(angles, planes[0], planes[2], planes[4]);
12382         VectorNegate(planes[0], planes[1]);
12383         VectorNegate(planes[2], planes[3]);
12384         VectorNegate(planes[4], planes[5]);
12385         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12386         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12387         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12388         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12389         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12390         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12391
12392 #if 1
12393 // works
12394 {
12395         matrix4x4_t forwardprojection;
12396         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12397         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12398 }
12399 #else
12400 // broken
12401 {
12402         float projectionvector[4][3];
12403         VectorScale(planes[0], ilocalsize, projectionvector[0]);
12404         VectorScale(planes[2], ilocalsize, projectionvector[1]);
12405         VectorScale(planes[4], ilocalsize, projectionvector[2]);
12406         projectionvector[0][0] = planes[0][0] * ilocalsize;
12407         projectionvector[0][1] = planes[1][0] * ilocalsize;
12408         projectionvector[0][2] = planes[2][0] * ilocalsize;
12409         projectionvector[1][0] = planes[0][1] * ilocalsize;
12410         projectionvector[1][1] = planes[1][1] * ilocalsize;
12411         projectionvector[1][2] = planes[2][1] * ilocalsize;
12412         projectionvector[2][0] = planes[0][2] * ilocalsize;
12413         projectionvector[2][1] = planes[1][2] * ilocalsize;
12414         projectionvector[2][2] = planes[2][2] * ilocalsize;
12415         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12416         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12417         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12418         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12419 }
12420 #endif
12421
12422         dynamic = model->surfmesh.isanimated;
12423         numsurfacelist = model->nummodelsurfaces;
12424         surfacelist = model->sortedmodelsurfaces;
12425         surfaces = model->data_surfaces;
12426
12427         bih = NULL;
12428         bih_triangles_count = -1;
12429         if(!dynamic)
12430         {
12431                 if(model->render_bih.numleafs)
12432                         bih = &model->render_bih;
12433                 else if(model->collision_bih.numleafs)
12434                         bih = &model->collision_bih;
12435         }
12436         if(bih)
12437                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
12438         if(bih_triangles_count == 0)
12439                 return;
12440         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
12441                 return;
12442         if(bih_triangles_count > 0)
12443         {
12444                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
12445                 {
12446                         surfaceindex = bih_surfaces[triangleindex];
12447                         surface = surfaces + surfaceindex;
12448                         texture = surface->texture;
12449                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12450                                 continue;
12451                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12452                                 continue;
12453                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
12454                 }
12455         }
12456         else
12457         {
12458                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12459                 {
12460                         surfaceindex = surfacelist[surfacelistindex];
12461                         surface = surfaces + surfaceindex;
12462                         // check cull box first because it rejects more than any other check
12463                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12464                                 continue;
12465                         // skip transparent surfaces
12466                         texture = surface->texture;
12467                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12468                                 continue;
12469                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12470                                 continue;
12471                         numtriangles = surface->num_triangles;
12472                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
12473                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
12474                 }
12475         }
12476 }
12477
12478 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12479 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)
12480 {
12481         int renderentityindex;
12482         float worldmins[3];
12483         float worldmaxs[3];
12484         entity_render_t *ent;
12485
12486         if (!cl_decals_newsystem.integer)
12487                 return;
12488
12489         worldmins[0] = worldorigin[0] - worldsize;
12490         worldmins[1] = worldorigin[1] - worldsize;
12491         worldmins[2] = worldorigin[2] - worldsize;
12492         worldmaxs[0] = worldorigin[0] + worldsize;
12493         worldmaxs[1] = worldorigin[1] + worldsize;
12494         worldmaxs[2] = worldorigin[2] + worldsize;
12495
12496         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12497
12498         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12499         {
12500                 ent = r_refdef.scene.entities[renderentityindex];
12501                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12502                         continue;
12503
12504                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12505         }
12506 }
12507
12508 typedef struct r_decalsystem_splatqueue_s
12509 {
12510         vec3_t worldorigin;
12511         vec3_t worldnormal;
12512         float color[4];
12513         float tcrange[4];
12514         float worldsize;
12515         int decalsequence;
12516 }
12517 r_decalsystem_splatqueue_t;
12518
12519 int r_decalsystem_numqueued = 0;
12520 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12521
12522 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)
12523 {
12524         r_decalsystem_splatqueue_t *queue;
12525
12526         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12527                 return;
12528
12529         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12530         VectorCopy(worldorigin, queue->worldorigin);
12531         VectorCopy(worldnormal, queue->worldnormal);
12532         Vector4Set(queue->color, r, g, b, a);
12533         Vector4Set(queue->tcrange, s1, t1, s2, t2);
12534         queue->worldsize = worldsize;
12535         queue->decalsequence = cl.decalsequence++;
12536 }
12537
12538 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12539 {
12540         int i;
12541         r_decalsystem_splatqueue_t *queue;
12542
12543         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12544                 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);
12545         r_decalsystem_numqueued = 0;
12546 }
12547
12548 extern cvar_t cl_decals_max;
12549 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12550 {
12551         int i;
12552         decalsystem_t *decalsystem = &ent->decalsystem;
12553         int numdecals;
12554         int killsequence;
12555         tridecal_t *decal;
12556         float frametime;
12557         float lifetime;
12558
12559         if (!decalsystem->numdecals)
12560                 return;
12561
12562         if (r_showsurfaces.integer)
12563                 return;
12564
12565         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12566         {
12567                 R_DecalSystem_Reset(decalsystem);
12568                 return;
12569         }
12570
12571         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12572         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12573
12574         if (decalsystem->lastupdatetime)
12575                 frametime = (cl.time - decalsystem->lastupdatetime);
12576         else
12577                 frametime = 0;
12578         decalsystem->lastupdatetime = cl.time;
12579         decal = decalsystem->decals;
12580         numdecals = decalsystem->numdecals;
12581
12582         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12583         {
12584                 if (decal->color4ub[0][3])
12585                 {
12586                         decal->lived += frametime;
12587                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12588                         {
12589                                 memset(decal, 0, sizeof(*decal));
12590                                 if (decalsystem->freedecal > i)
12591                                         decalsystem->freedecal = i;
12592                         }
12593                 }
12594         }
12595         decal = decalsystem->decals;
12596         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12597                 numdecals--;
12598
12599         // collapse the array by shuffling the tail decals into the gaps
12600         for (;;)
12601         {
12602                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12603                         decalsystem->freedecal++;
12604                 if (decalsystem->freedecal == numdecals)
12605                         break;
12606                 decal[decalsystem->freedecal] = decal[--numdecals];
12607         }
12608
12609         decalsystem->numdecals = numdecals;
12610
12611         if (numdecals <= 0)
12612         {
12613                 // if there are no decals left, reset decalsystem
12614                 R_DecalSystem_Reset(decalsystem);
12615         }
12616 }
12617
12618 extern skinframe_t *decalskinframe;
12619 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12620 {
12621         int i;
12622         decalsystem_t *decalsystem = &ent->decalsystem;
12623         int numdecals;
12624         tridecal_t *decal;
12625         float faderate;
12626         float alpha;
12627         float *v3f;
12628         float *c4f;
12629         float *t2f;
12630         const int *e;
12631         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12632         int numtris = 0;
12633
12634         numdecals = decalsystem->numdecals;
12635         if (!numdecals)
12636                 return;
12637
12638         if (r_showsurfaces.integer)
12639                 return;
12640
12641         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12642         {
12643                 R_DecalSystem_Reset(decalsystem);
12644                 return;
12645         }
12646
12647         // if the model is static it doesn't matter what value we give for
12648         // wantnormals and wanttangents, so this logic uses only rules applicable
12649         // to a model, knowing that they are meaningless otherwise
12650         if (ent == r_refdef.scene.worldentity)
12651                 RSurf_ActiveWorldEntity();
12652         else
12653                 RSurf_ActiveModelEntity(ent, false, false, false);
12654
12655         decalsystem->lastupdatetime = cl.time;
12656         decal = decalsystem->decals;
12657
12658         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12659
12660         // update vertex positions for animated models
12661         v3f = decalsystem->vertex3f;
12662         c4f = decalsystem->color4f;
12663         t2f = decalsystem->texcoord2f;
12664         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12665         {
12666                 if (!decal->color4ub[0][3])
12667                         continue;
12668
12669                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12670                         continue;
12671
12672                 // update color values for fading decals
12673                 if (decal->lived >= cl_decals_time.value)
12674                 {
12675                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12676                         alpha *= (1.0f/255.0f);
12677                 }
12678                 else
12679                         alpha = 1.0f/255.0f;
12680
12681                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12682                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12683                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12684                 c4f[ 3] = 1;
12685                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12686                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12687                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12688                 c4f[ 7] = 1;
12689                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12690                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12691                 c4f[10] = decal->color4ub[2][2] * alpha;
12692                 c4f[11] = 1;
12693
12694                 t2f[0] = decal->texcoord2f[0][0];
12695                 t2f[1] = decal->texcoord2f[0][1];
12696                 t2f[2] = decal->texcoord2f[1][0];
12697                 t2f[3] = decal->texcoord2f[1][1];
12698                 t2f[4] = decal->texcoord2f[2][0];
12699                 t2f[5] = decal->texcoord2f[2][1];
12700
12701                 // update vertex positions for animated models
12702                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12703                 {
12704                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12705                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12706                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12707                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12708                 }
12709                 else
12710                 {
12711                         VectorCopy(decal->vertex3f[0], v3f);
12712                         VectorCopy(decal->vertex3f[1], v3f + 3);
12713                         VectorCopy(decal->vertex3f[2], v3f + 6);
12714                 }
12715
12716                 if (r_refdef.fogenabled)
12717                 {
12718                         alpha = RSurf_FogVertex(v3f);
12719                         VectorScale(c4f, alpha, c4f);
12720                         alpha = RSurf_FogVertex(v3f + 3);
12721                         VectorScale(c4f + 4, alpha, c4f + 4);
12722                         alpha = RSurf_FogVertex(v3f + 6);
12723                         VectorScale(c4f + 8, alpha, c4f + 8);
12724                 }
12725
12726                 v3f += 9;
12727                 c4f += 12;
12728                 t2f += 6;
12729                 numtris++;
12730         }
12731
12732         if (numtris > 0)
12733         {
12734                 r_refdef.stats.drawndecals += numtris;
12735
12736                 // now render the decals all at once
12737                 // (this assumes they all use one particle font texture!)
12738                 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);
12739                 R_Mesh_ResetTextureState();
12740                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12741                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12742                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12743                 GL_DepthMask(false);
12744                 GL_DepthRange(0, 1);
12745                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12746                 GL_DepthTest(true);
12747                 GL_CullFace(GL_NONE);
12748                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12749                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12750                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12751         }
12752 }
12753
12754 static void R_DrawModelDecals(void)
12755 {
12756         int i, numdecals;
12757
12758         // fade faster when there are too many decals
12759         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12760         for (i = 0;i < r_refdef.scene.numentities;i++)
12761                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12762
12763         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12764         for (i = 0;i < r_refdef.scene.numentities;i++)
12765                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12766                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12767
12768         R_DecalSystem_ApplySplatEntitiesQueue();
12769
12770         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12771         for (i = 0;i < r_refdef.scene.numentities;i++)
12772                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12773
12774         r_refdef.stats.totaldecals += numdecals;
12775
12776         if (r_showsurfaces.integer)
12777                 return;
12778
12779         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12780
12781         for (i = 0;i < r_refdef.scene.numentities;i++)
12782         {
12783                 if (!r_refdef.viewcache.entityvisible[i])
12784                         continue;
12785                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12786                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12787         }
12788 }
12789
12790 extern cvar_t mod_collision_bih;
12791 void R_DrawDebugModel(void)
12792 {
12793         entity_render_t *ent = rsurface.entity;
12794         int i, j, k, l, flagsmask;
12795         const msurface_t *surface;
12796         dp_model_t *model = ent->model;
12797         vec3_t v;
12798
12799         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12800
12801         R_Mesh_ColorPointer(NULL, 0, 0);
12802         R_Mesh_ResetTextureState();
12803         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12804         GL_DepthRange(0, 1);
12805         GL_DepthTest(!r_showdisabledepthtest.integer);
12806         GL_DepthMask(false);
12807         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12808
12809         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12810         {
12811                 int triangleindex;
12812                 int bihleafindex;
12813                 qboolean cullbox = ent == r_refdef.scene.worldentity;
12814                 const q3mbrush_t *brush;
12815                 const bih_t *bih = &model->collision_bih;
12816                 const bih_leaf_t *bihleaf;
12817                 float vertex3f[3][3];
12818                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12819                 cullbox = false;
12820                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12821                 {
12822                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12823                                 continue;
12824                         switch (bihleaf->type)
12825                         {
12826                         case BIH_BRUSH:
12827                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12828                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12829                                 {
12830                                         R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12831                                         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);
12832                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12833                                 }
12834                                 break;
12835                         case BIH_COLLISIONTRIANGLE:
12836                                 triangleindex = bihleaf->itemindex;
12837                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12838                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12839                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12840                                 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12841                                 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);
12842                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12843                                 break;
12844                         case BIH_RENDERTRIANGLE:
12845                                 triangleindex = bihleaf->itemindex;
12846                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12847                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12848                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12849                                 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12850                                 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);
12851                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12852                                 break;
12853                         }
12854                 }
12855         }
12856
12857         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12858
12859         if (r_showtris.integer || r_shownormals.integer)
12860         {
12861                 if (r_showdisabledepthtest.integer)
12862                 {
12863                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12864                         GL_DepthMask(false);
12865                 }
12866                 else
12867                 {
12868                         GL_BlendFunc(GL_ONE, GL_ZERO);
12869                         GL_DepthMask(true);
12870                 }
12871                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12872                 {
12873                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12874                                 continue;
12875                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12876                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12877                         {
12878                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12879                                 if (r_showtris.value > 0)
12880                                 {
12881                                         if (!rsurface.texture->currentlayers->depthmask)
12882                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12883                                         else if (ent == r_refdef.scene.worldentity)
12884                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12885                                         else
12886                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12887                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12888                                         R_Mesh_ColorPointer(NULL, 0, 0);
12889                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12890                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12891                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12892                                         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);
12893                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12894                                         CHECKGLERROR
12895                                 }
12896                                 if (r_shownormals.value < 0)
12897                                 {
12898                                         qglBegin(GL_LINES);
12899                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12900                                         {
12901                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12902                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12903                                                 qglVertex3f(v[0], v[1], v[2]);
12904                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12905                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12906                                                 qglVertex3f(v[0], v[1], v[2]);
12907                                         }
12908                                         qglEnd();
12909                                         CHECKGLERROR
12910                                 }
12911                                 if (r_shownormals.value > 0)
12912                                 {
12913                                         qglBegin(GL_LINES);
12914                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12915                                         {
12916                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12917                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12918                                                 qglVertex3f(v[0], v[1], v[2]);
12919                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12920                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12921                                                 qglVertex3f(v[0], v[1], v[2]);
12922                                         }
12923                                         qglEnd();
12924                                         CHECKGLERROR
12925                                         qglBegin(GL_LINES);
12926                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12927                                         {
12928                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12929                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12930                                                 qglVertex3f(v[0], v[1], v[2]);
12931                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12932                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12933                                                 qglVertex3f(v[0], v[1], v[2]);
12934                                         }
12935                                         qglEnd();
12936                                         CHECKGLERROR
12937                                         qglBegin(GL_LINES);
12938                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12939                                         {
12940                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12941                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12942                                                 qglVertex3f(v[0], v[1], v[2]);
12943                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12944                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12945                                                 qglVertex3f(v[0], v[1], v[2]);
12946                                         }
12947                                         qglEnd();
12948                                         CHECKGLERROR
12949                                 }
12950                         }
12951                 }
12952                 rsurface.texture = NULL;
12953         }
12954 }
12955
12956 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12957 int r_maxsurfacelist = 0;
12958 const msurface_t **r_surfacelist = NULL;
12959 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12960 {
12961         int i, j, endj, flagsmask;
12962         dp_model_t *model = r_refdef.scene.worldmodel;
12963         msurface_t *surfaces;
12964         unsigned char *update;
12965         int numsurfacelist = 0;
12966         if (model == NULL)
12967                 return;
12968
12969         if (r_maxsurfacelist < model->num_surfaces)
12970         {
12971                 r_maxsurfacelist = model->num_surfaces;
12972                 if (r_surfacelist)
12973                         Mem_Free((msurface_t**)r_surfacelist);
12974                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12975         }
12976
12977         RSurf_ActiveWorldEntity();
12978
12979         surfaces = model->data_surfaces;
12980         update = model->brushq1.lightmapupdateflags;
12981
12982         // update light styles on this submodel
12983         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12984         {
12985                 model_brush_lightstyleinfo_t *style;
12986                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12987                 {
12988                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12989                         {
12990                                 int *list = style->surfacelist;
12991                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12992                                 for (j = 0;j < style->numsurfaces;j++)
12993                                         update[list[j]] = true;
12994                         }
12995                 }
12996         }
12997
12998         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12999
13000         if (debug)
13001         {
13002                 R_DrawDebugModel();
13003                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13004                 return;
13005         }
13006
13007         rsurface.uselightmaptexture = false;
13008         rsurface.texture = NULL;
13009         rsurface.rtlight = NULL;
13010         numsurfacelist = 0;
13011         // add visible surfaces to draw list
13012         for (i = 0;i < model->nummodelsurfaces;i++)
13013         {
13014                 j = model->sortedmodelsurfaces[i];
13015                 if (r_refdef.viewcache.world_surfacevisible[j])
13016                         r_surfacelist[numsurfacelist++] = surfaces + j;
13017         }
13018         // update lightmaps if needed
13019         if (model->brushq1.firstrender)
13020         {
13021                 model->brushq1.firstrender = false;
13022                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13023                         if (update[j])
13024                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13025         }
13026         else if (update)
13027         {
13028                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13029                         if (r_refdef.viewcache.world_surfacevisible[j])
13030                                 if (update[j])
13031                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13032         }
13033         // don't do anything if there were no surfaces
13034         if (!numsurfacelist)
13035         {
13036                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13037                 return;
13038         }
13039         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13040         GL_AlphaTest(false);
13041
13042         // add to stats if desired
13043         if (r_speeds.integer && !skysurfaces && !depthonly)
13044         {
13045                 r_refdef.stats.world_surfaces += numsurfacelist;
13046                 for (j = 0;j < numsurfacelist;j++)
13047                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
13048         }
13049
13050         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13051 }
13052
13053 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13054 {
13055         int i, j, endj, flagsmask;
13056         dp_model_t *model = ent->model;
13057         msurface_t *surfaces;
13058         unsigned char *update;
13059         int numsurfacelist = 0;
13060         if (model == NULL)
13061                 return;
13062
13063         if (r_maxsurfacelist < model->num_surfaces)
13064         {
13065                 r_maxsurfacelist = model->num_surfaces;
13066                 if (r_surfacelist)
13067                         Mem_Free((msurface_t **)r_surfacelist);
13068                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13069         }
13070
13071         // if the model is static it doesn't matter what value we give for
13072         // wantnormals and wanttangents, so this logic uses only rules applicable
13073         // to a model, knowing that they are meaningless otherwise
13074         if (ent == r_refdef.scene.worldentity)
13075                 RSurf_ActiveWorldEntity();
13076         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13077                 RSurf_ActiveModelEntity(ent, false, false, false);
13078         else if (prepass)
13079                 RSurf_ActiveModelEntity(ent, true, true, true);
13080         else if (depthonly)
13081         {
13082                 switch (vid.renderpath)
13083                 {
13084                 case RENDERPATH_GL20:
13085                 case RENDERPATH_CGGL:
13086                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
13087                         break;
13088                 case RENDERPATH_GL13:
13089                 case RENDERPATH_GL11:
13090                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
13091                         break;
13092                 }
13093         }
13094         else
13095         {
13096                 switch (vid.renderpath)
13097                 {
13098                 case RENDERPATH_GL20:
13099                 case RENDERPATH_CGGL:
13100                         RSurf_ActiveModelEntity(ent, true, true, false);
13101                         break;
13102                 case RENDERPATH_GL13:
13103                 case RENDERPATH_GL11:
13104                         RSurf_ActiveModelEntity(ent, true, false, false);
13105                         break;
13106                 }
13107         }
13108
13109         surfaces = model->data_surfaces;
13110         update = model->brushq1.lightmapupdateflags;
13111
13112         // update light styles
13113         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13114         {
13115                 model_brush_lightstyleinfo_t *style;
13116                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13117                 {
13118                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
13119                         {
13120                                 int *list = style->surfacelist;
13121                                 style->value = r_refdef.scene.lightstylevalue[style->style];
13122                                 for (j = 0;j < style->numsurfaces;j++)
13123                                         update[list[j]] = true;
13124                         }
13125                 }
13126         }
13127
13128         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13129
13130         if (debug)
13131         {
13132                 R_DrawDebugModel();
13133                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13134                 return;
13135         }
13136
13137         rsurface.uselightmaptexture = false;
13138         rsurface.texture = NULL;
13139         rsurface.rtlight = NULL;
13140         numsurfacelist = 0;
13141         // add visible surfaces to draw list
13142         for (i = 0;i < model->nummodelsurfaces;i++)
13143                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
13144         // don't do anything if there were no surfaces
13145         if (!numsurfacelist)
13146         {
13147                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13148                 return;
13149         }
13150         // update lightmaps if needed
13151         if (update)
13152         {
13153                 int updated = 0;
13154                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13155                 {
13156                         if (update[j])
13157                         {
13158                                 updated++;
13159                                 R_BuildLightMap(ent, surfaces + j);
13160                         }
13161                 }
13162         }
13163         if (update)
13164                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13165                         if (update[j])
13166                                 R_BuildLightMap(ent, surfaces + j);
13167         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13168         GL_AlphaTest(false);
13169
13170         // add to stats if desired
13171         if (r_speeds.integer && !skysurfaces && !depthonly)
13172         {
13173                 r_refdef.stats.entities_surfaces += numsurfacelist;
13174                 for (j = 0;j < numsurfacelist;j++)
13175                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13176         }
13177
13178         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13179 }
13180
13181 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13182 {
13183         static texture_t texture;
13184         static msurface_t surface;
13185         const msurface_t *surfacelist = &surface;
13186
13187         // fake enough texture and surface state to render this geometry
13188
13189         texture.update_lastrenderframe = -1; // regenerate this texture
13190         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13191         texture.currentskinframe = skinframe;
13192         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13193         texture.offsetmapping = OFFSETMAPPING_OFF;
13194         texture.offsetscale = 1;
13195         texture.specularscalemod = 1;
13196         texture.specularpowermod = 1;
13197
13198         surface.texture = &texture;
13199         surface.num_triangles = numtriangles;
13200         surface.num_firsttriangle = firsttriangle;
13201         surface.num_vertices = numvertices;
13202         surface.num_firstvertex = firstvertex;
13203
13204         // now render it
13205         rsurface.texture = R_GetCurrentTexture(surface.texture);
13206         rsurface.uselightmaptexture = false;
13207         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13208 }
13209
13210 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)
13211 {
13212         static msurface_t surface;
13213         const msurface_t *surfacelist = &surface;
13214
13215         // fake enough texture and surface state to render this geometry
13216
13217         surface.texture = texture;
13218         surface.num_triangles = numtriangles;
13219         surface.num_firsttriangle = firsttriangle;
13220         surface.num_vertices = numvertices;
13221         surface.num_firstvertex = firstvertex;
13222
13223         // now render it
13224         rsurface.texture = R_GetCurrentTexture(surface.texture);
13225         rsurface.uselightmaptexture = false;
13226         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13227 }