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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
33
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
35
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
38 qboolean r_loadfog;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
41
42 //
43 // screen size info
44 //
45 r_refdef_t r_refdef;
46
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
55
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
61
62 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
68 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
72 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
75 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
76 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
80 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
81 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
82 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
83 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
84 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
85 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
86 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
87 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
88 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
89 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
90 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
91 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
92 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
93 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
94 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
95 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
96 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
97 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
98 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
99 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
100 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
101 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
102 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
103 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
104 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
105 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
106 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
107 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
108 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
109
110 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
111 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
112 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
113 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
114 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
115 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
116 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
117 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
118
119 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
120 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
121
122 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
125 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
126 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
127
128 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
129 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
130 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
131
132 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
133 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
134 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
135 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
136 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
137 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
138 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
139 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
140 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
141
142 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
143 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
144 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
145 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
146 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
147
148 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
149 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
150 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
151 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
152
153 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
154 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
155 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
156 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
157 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
158 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
159 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
160
161 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
162 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
163 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
164 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
165
166 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
167
168 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
169
170 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
171
172 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
173 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
174 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
175 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
176 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
177 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
178 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
179
180 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
181
182 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
183
184 extern cvar_t v_glslgamma;
185
186 extern qboolean v_flipped_state;
187
188 static struct r_bloomstate_s
189 {
190         qboolean enabled;
191         qboolean hdr;
192
193         int bloomwidth, bloomheight;
194
195         int screentexturewidth, screentextureheight;
196         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
197
198         int bloomtexturewidth, bloomtextureheight;
199         rtexture_t *texture_bloom;
200
201         // arrays for rendering the screen passes
202         float screentexcoord2f[8];
203         float bloomtexcoord2f[8];
204         float offsettexcoord2f[8];
205
206         r_viewport_t viewport;
207 }
208 r_bloomstate;
209
210 r_waterstate_t r_waterstate;
211
212 /// shadow volume bsp struct with automatically growing nodes buffer
213 svbsp_t r_svbsp;
214
215 rtexture_t *r_texture_blanknormalmap;
216 rtexture_t *r_texture_white;
217 rtexture_t *r_texture_grey128;
218 rtexture_t *r_texture_black;
219 rtexture_t *r_texture_notexture;
220 rtexture_t *r_texture_whitecube;
221 rtexture_t *r_texture_normalizationcube;
222 rtexture_t *r_texture_fogattenuation;
223 rtexture_t *r_texture_fogheighttexture;
224 rtexture_t *r_texture_gammaramps;
225 unsigned int r_texture_gammaramps_serial;
226 //rtexture_t *r_texture_fogintensity;
227 rtexture_t *r_texture_reflectcube;
228
229 // TODO: hash lookups?
230 typedef struct cubemapinfo_s
231 {
232         char basename[64];
233         rtexture_t *texture;
234 }
235 cubemapinfo_t;
236
237 int r_texture_numcubemaps;
238 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
239
240 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
241 unsigned int r_numqueries;
242 unsigned int r_maxqueries;
243
244 typedef struct r_qwskincache_s
245 {
246         char name[MAX_QPATH];
247         skinframe_t *skinframe;
248 }
249 r_qwskincache_t;
250
251 static r_qwskincache_t *r_qwskincache;
252 static int r_qwskincache_size;
253
254 /// vertex coordinates for a quad that covers the screen exactly
255 const float r_screenvertex3f[12] =
256 {
257         0, 0, 0,
258         1, 0, 0,
259         1, 1, 0,
260         0, 1, 0
261 };
262
263 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
264 {
265         int i;
266         for (i = 0;i < verts;i++)
267         {
268                 out[0] = in[0] * r;
269                 out[1] = in[1] * g;
270                 out[2] = in[2] * b;
271                 out[3] = in[3];
272                 in += 4;
273                 out += 4;
274         }
275 }
276
277 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
278 {
279         int i;
280         for (i = 0;i < verts;i++)
281         {
282                 out[0] = r;
283                 out[1] = g;
284                 out[2] = b;
285                 out[3] = a;
286                 out += 4;
287         }
288 }
289
290 // FIXME: move this to client?
291 void FOG_clear(void)
292 {
293         if (gamemode == GAME_NEHAHRA)
294         {
295                 Cvar_Set("gl_fogenable", "0");
296                 Cvar_Set("gl_fogdensity", "0.2");
297                 Cvar_Set("gl_fogred", "0.3");
298                 Cvar_Set("gl_foggreen", "0.3");
299                 Cvar_Set("gl_fogblue", "0.3");
300         }
301         r_refdef.fog_density = 0;
302         r_refdef.fog_red = 0;
303         r_refdef.fog_green = 0;
304         r_refdef.fog_blue = 0;
305         r_refdef.fog_alpha = 1;
306         r_refdef.fog_start = 0;
307         r_refdef.fog_end = 16384;
308         r_refdef.fog_height = 1<<30;
309         r_refdef.fog_fadedepth = 128;
310         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
311 }
312
313 static void R_BuildBlankTextures(void)
314 {
315         unsigned char data[4];
316         data[2] = 128; // normal X
317         data[1] = 128; // normal Y
318         data[0] = 255; // normal Z
319         data[3] = 128; // height
320         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
321         data[0] = 255;
322         data[1] = 255;
323         data[2] = 255;
324         data[3] = 255;
325         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
326         data[0] = 128;
327         data[1] = 128;
328         data[2] = 128;
329         data[3] = 255;
330         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
331         data[0] = 0;
332         data[1] = 0;
333         data[2] = 0;
334         data[3] = 255;
335         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
336 }
337
338 static void R_BuildNoTexture(void)
339 {
340         int x, y;
341         unsigned char pix[16][16][4];
342         // this makes a light grey/dark grey checkerboard texture
343         for (y = 0;y < 16;y++)
344         {
345                 for (x = 0;x < 16;x++)
346                 {
347                         if ((y < 8) ^ (x < 8))
348                         {
349                                 pix[y][x][0] = 128;
350                                 pix[y][x][1] = 128;
351                                 pix[y][x][2] = 128;
352                                 pix[y][x][3] = 255;
353                         }
354                         else
355                         {
356                                 pix[y][x][0] = 64;
357                                 pix[y][x][1] = 64;
358                                 pix[y][x][2] = 64;
359                                 pix[y][x][3] = 255;
360                         }
361                 }
362         }
363         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
364 }
365
366 static void R_BuildWhiteCube(void)
367 {
368         unsigned char data[6*1*1*4];
369         memset(data, 255, sizeof(data));
370         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
371 }
372
373 static void R_BuildNormalizationCube(void)
374 {
375         int x, y, side;
376         vec3_t v;
377         vec_t s, t, intensity;
378 #define NORMSIZE 64
379         unsigned char *data;
380         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
381         for (side = 0;side < 6;side++)
382         {
383                 for (y = 0;y < NORMSIZE;y++)
384                 {
385                         for (x = 0;x < NORMSIZE;x++)
386                         {
387                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
388                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
389                                 switch(side)
390                                 {
391                                 default:
392                                 case 0:
393                                         v[0] = 1;
394                                         v[1] = -t;
395                                         v[2] = -s;
396                                         break;
397                                 case 1:
398                                         v[0] = -1;
399                                         v[1] = -t;
400                                         v[2] = s;
401                                         break;
402                                 case 2:
403                                         v[0] = s;
404                                         v[1] = 1;
405                                         v[2] = t;
406                                         break;
407                                 case 3:
408                                         v[0] = s;
409                                         v[1] = -1;
410                                         v[2] = -t;
411                                         break;
412                                 case 4:
413                                         v[0] = s;
414                                         v[1] = -t;
415                                         v[2] = 1;
416                                         break;
417                                 case 5:
418                                         v[0] = -s;
419                                         v[1] = -t;
420                                         v[2] = -1;
421                                         break;
422                                 }
423                                 intensity = 127.0f / sqrt(DotProduct(v, v));
424                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
425                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
426                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
427                                 data[((side*64+y)*64+x)*4+3] = 255;
428                         }
429                 }
430         }
431         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
432         Mem_Free(data);
433 }
434
435 static void R_BuildFogTexture(void)
436 {
437         int x, b;
438 #define FOGWIDTH 256
439         unsigned char data1[FOGWIDTH][4];
440         //unsigned char data2[FOGWIDTH][4];
441         double d, r, alpha;
442
443         r_refdef.fogmasktable_start = r_refdef.fog_start;
444         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
445         r_refdef.fogmasktable_range = r_refdef.fogrange;
446         r_refdef.fogmasktable_density = r_refdef.fog_density;
447
448         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
449         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
450         {
451                 d = (x * r - r_refdef.fogmasktable_start);
452                 if(developer_extra.integer)
453                         Con_DPrintf("%f ", d);
454                 d = max(0, d);
455                 if (r_fog_exp2.integer)
456                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
457                 else
458                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
459                 if(developer_extra.integer)
460                         Con_DPrintf(" : %f ", alpha);
461                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
462                 if(developer_extra.integer)
463                         Con_DPrintf(" = %f\n", alpha);
464                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
465         }
466
467         for (x = 0;x < FOGWIDTH;x++)
468         {
469                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
470                 data1[x][0] = b;
471                 data1[x][1] = b;
472                 data1[x][2] = b;
473                 data1[x][3] = 255;
474                 //data2[x][0] = 255 - b;
475                 //data2[x][1] = 255 - b;
476                 //data2[x][2] = 255 - b;
477                 //data2[x][3] = 255;
478         }
479         if (r_texture_fogattenuation)
480         {
481                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
482                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
483         }
484         else
485         {
486                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
487                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
488         }
489 }
490
491 static void R_BuildFogHeightTexture(void)
492 {
493         unsigned char *inpixels;
494         int size;
495         int x;
496         int y;
497         int j;
498         float c[4];
499         float f;
500         inpixels = NULL;
501         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
502         if (r_refdef.fogheighttexturename[0])
503                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
504         if (!inpixels)
505         {
506                 r_refdef.fog_height_tablesize = 0;
507                 if (r_texture_fogheighttexture)
508                         R_FreeTexture(r_texture_fogheighttexture);
509                 r_texture_fogheighttexture = NULL;
510                 if (r_refdef.fog_height_table2d)
511                         Mem_Free(r_refdef.fog_height_table2d);
512                 r_refdef.fog_height_table2d = NULL;
513                 if (r_refdef.fog_height_table1d)
514                         Mem_Free(r_refdef.fog_height_table1d);
515                 r_refdef.fog_height_table1d = NULL;
516                 return;
517         }
518         size = image_width;
519         r_refdef.fog_height_tablesize = size;
520         r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
521         r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
522         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
523         Mem_Free(inpixels);
524         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
525         // average fog color table accounting for every fog layer between a point
526         // and the camera.  (Note: attenuation is handled separately!)
527         for (y = 0;y < size;y++)
528         {
529                 for (x = 0;x < size;x++)
530                 {
531                         Vector4Clear(c);
532                         f = 0;
533                         if (x < y)
534                         {
535                                 for (j = x;j <= y;j++)
536                                 {
537                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
538                                         f++;
539                                 }
540                         }
541                         else
542                         {
543                                 for (j = x;j >= y;j--)
544                                 {
545                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
546                                         f++;
547                                 }
548                         }
549                         f = 1.0f / f;
550                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
551                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
552                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
553                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
554                 }
555         }
556         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
557 }
558
559 //=======================================================================================================================================================
560
561 static const char *builtinshaderstring =
562 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
563 "// written by Forest 'LordHavoc' Hale\n"
564 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
565 "\n"
566 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
567 "# define USEFOG\n"
568 "#endif\n"
569 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
570 "#define USELIGHTMAP\n"
571 "#endif\n"
572 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
573 "#define USEEYEVECTOR\n"
574 "#endif\n"
575 "\n"
576 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
577 "# extension GL_ARB_texture_rectangle : enable\n"
578 "#endif\n"
579 "\n"
580 "#ifdef USESHADOWMAP2D\n"
581 "# ifdef GL_EXT_gpu_shader4\n"
582 "#   extension GL_EXT_gpu_shader4 : enable\n"
583 "# endif\n"
584 "# ifdef GL_ARB_texture_gather\n"
585 "#   extension GL_ARB_texture_gather : enable\n"
586 "# else\n"
587 "#   ifdef GL_AMD_texture_texture4\n"
588 "#     extension GL_AMD_texture_texture4 : enable\n"
589 "#   endif\n"
590 "# endif\n"
591 "#endif\n"
592 "\n"
593 "#ifdef USESHADOWMAPCUBE\n"
594 "# extension GL_EXT_gpu_shader4 : enable\n"
595 "#endif\n"
596 "\n"
597 "//#ifdef USESHADOWSAMPLER\n"
598 "//# extension GL_ARB_shadow : enable\n"
599 "//#endif\n"
600 "\n"
601 "//#ifdef __GLSL_CG_DATA_TYPES\n"
602 "//# define myhalf half\n"
603 "//# define myhalf2 half2\n"
604 "//# define myhalf3 half3\n"
605 "//# define myhalf4 half4\n"
606 "//#else\n"
607 "# define myhalf float\n"
608 "# define myhalf2 vec2\n"
609 "# define myhalf3 vec3\n"
610 "# define myhalf4 vec4\n"
611 "//#endif\n"
612 "\n"
613 "#ifdef VERTEX_SHADER\n"
614 "uniform mat4 ModelViewProjectionMatrix;\n"
615 "#endif\n"
616 "\n"
617 "#ifdef MODE_DEPTH_OR_SHADOW\n"
618 "#ifdef VERTEX_SHADER\n"
619 "void main(void)\n"
620 "{\n"
621 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
622 "}\n"
623 "#endif\n"
624 "#else // !MODE_DEPTH_ORSHADOW\n"
625 "\n"
626 "\n"
627 "\n"
628 "\n"
629 "#ifdef MODE_SHOWDEPTH\n"
630 "#ifdef VERTEX_SHADER\n"
631 "void main(void)\n"
632 "{\n"
633 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
634 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
635 "}\n"
636 "#endif\n"
637 "\n"
638 "#ifdef FRAGMENT_SHADER\n"
639 "void main(void)\n"
640 "{\n"
641 "       gl_FragColor = gl_Color;\n"
642 "}\n"
643 "#endif\n"
644 "#else // !MODE_SHOWDEPTH\n"
645 "\n"
646 "\n"
647 "\n"
648 "\n"
649 "#ifdef MODE_POSTPROCESS\n"
650 "varying vec2 TexCoord1;\n"
651 "varying vec2 TexCoord2;\n"
652 "\n"
653 "#ifdef VERTEX_SHADER\n"
654 "void main(void)\n"
655 "{\n"
656 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
657 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
658 "#ifdef USEBLOOM\n"
659 "       TexCoord2 = gl_MultiTexCoord4.xy;\n"
660 "#endif\n"
661 "}\n"
662 "#endif\n"
663 "\n"
664 "#ifdef FRAGMENT_SHADER\n"
665 "uniform sampler2D Texture_First;\n"
666 "#ifdef USEBLOOM\n"
667 "uniform sampler2D Texture_Second;\n"
668 "#endif\n"
669 "#ifdef USEGAMMARAMPS\n"
670 "uniform sampler2D Texture_GammaRamps;\n"
671 "#endif\n"
672 "#ifdef USESATURATION\n"
673 "uniform float Saturation;\n"
674 "#endif\n"
675 "#ifdef USEVIEWTINT\n"
676 "uniform vec4 ViewTintColor;\n"
677 "#endif\n"
678 "//uncomment these if you want to use them:\n"
679 "uniform vec4 UserVec1;\n"
680 "uniform vec4 UserVec2;\n"
681 "// uniform vec4 UserVec3;\n"
682 "// uniform vec4 UserVec4;\n"
683 "// uniform float ClientTime;\n"
684 "uniform vec2 PixelSize;\n"
685 "void main(void)\n"
686 "{\n"
687 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
688 "#ifdef USEBLOOM\n"
689 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
690 "#endif\n"
691 "#ifdef USEVIEWTINT\n"
692 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
693 "#endif\n"
694 "\n"
695 "#ifdef USEPOSTPROCESSING\n"
696 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
697 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
698 "       float sobel = 1.0;\n"
699 "       // vec2 ts = textureSize(Texture_First, 0);\n"
700 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
701 "       vec2 px = PixelSize;\n"
702 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
703 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
704 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
705 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
706 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
707 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
708 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
709 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
710 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
711 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
712 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
713 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
714 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
715 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
716 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
717 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
718 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
719 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
720 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
721 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
722 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
723 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
724 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
725 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
726 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
727 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
728 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
729 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
730 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
731 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
732 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
733 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
734 "#endif\n"
735 "\n"
736 "#ifdef USESATURATION\n"
737 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
738 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
739 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
740 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
741 "#endif\n"
742 "\n"
743 "#ifdef USEGAMMARAMPS\n"
744 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
745 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
746 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
747 "#endif\n"
748 "}\n"
749 "#endif\n"
750 "#else // !MODE_POSTPROCESS\n"
751 "\n"
752 "\n"
753 "\n"
754 "\n"
755 "#ifdef MODE_GENERIC\n"
756 "#ifdef USEDIFFUSE\n"
757 "varying vec2 TexCoord1;\n"
758 "#endif\n"
759 "#ifdef USESPECULAR\n"
760 "varying vec2 TexCoord2;\n"
761 "#endif\n"
762 "#ifdef VERTEX_SHADER\n"
763 "void main(void)\n"
764 "{\n"
765 "       gl_FrontColor = gl_Color;\n"
766 "#ifdef USEDIFFUSE\n"
767 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
768 "#endif\n"
769 "#ifdef USESPECULAR\n"
770 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
771 "#endif\n"
772 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
773 "}\n"
774 "#endif\n"
775 "\n"
776 "#ifdef FRAGMENT_SHADER\n"
777 "#ifdef USEDIFFUSE\n"
778 "uniform sampler2D Texture_First;\n"
779 "#endif\n"
780 "#ifdef USESPECULAR\n"
781 "uniform sampler2D Texture_Second;\n"
782 "#endif\n"
783 "\n"
784 "void main(void)\n"
785 "{\n"
786 "       gl_FragColor = gl_Color;\n"
787 "#ifdef USEDIFFUSE\n"
788 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
789 "#endif\n"
790 "\n"
791 "#ifdef USESPECULAR\n"
792 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
793 "# ifdef USECOLORMAPPING\n"
794 "       gl_FragColor *= tex2;\n"
795 "# endif\n"
796 "# ifdef USEGLOW\n"
797 "       gl_FragColor += tex2;\n"
798 "# endif\n"
799 "# ifdef USEVERTEXTEXTUREBLEND\n"
800 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
801 "# endif\n"
802 "#endif\n"
803 "}\n"
804 "#endif\n"
805 "#else // !MODE_GENERIC\n"
806 "\n"
807 "\n"
808 "\n"
809 "\n"
810 "#ifdef MODE_BLOOMBLUR\n"
811 "varying TexCoord;\n"
812 "#ifdef VERTEX_SHADER\n"
813 "void main(void)\n"
814 "{\n"
815 "       gl_FrontColor = gl_Color;\n"
816 "       TexCoord = gl_MultiTexCoord0.xy;\n"
817 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
818 "}\n"
819 "#endif\n"
820 "\n"
821 "#ifdef FRAGMENT_SHADER\n"
822 "uniform sampler2D Texture_First;\n"
823 "uniform vec4 BloomBlur_Parameters;\n"
824 "\n"
825 "void main(void)\n"
826 "{\n"
827 "       int i;\n"
828 "       vec2 tc = TexCoord;\n"
829 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
830 "       tc += BloomBlur_Parameters.xy;\n"
831 "       for (i = 1;i < SAMPLES;i++)\n"
832 "       {\n"
833 "               color += texture2D(Texture_First, tc).rgb;\n"
834 "               tc += BloomBlur_Parameters.xy;\n"
835 "       }\n"
836 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
837 "}\n"
838 "#endif\n"
839 "#else // !MODE_BLOOMBLUR\n"
840 "#ifdef MODE_REFRACTION\n"
841 "varying vec2 TexCoord;\n"
842 "varying vec4 ModelViewProjectionPosition;\n"
843 "uniform mat4 TexMatrix;\n"
844 "#ifdef VERTEX_SHADER\n"
845 "\n"
846 "void main(void)\n"
847 "{\n"
848 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
849 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
850 "       ModelViewProjectionPosition = gl_Position;\n"
851 "}\n"
852 "#endif\n"
853 "\n"
854 "#ifdef FRAGMENT_SHADER\n"
855 "uniform sampler2D Texture_Normal;\n"
856 "uniform sampler2D Texture_Refraction;\n"
857 "uniform sampler2D Texture_Reflection;\n"
858 "\n"
859 "uniform vec4 DistortScaleRefractReflect;\n"
860 "uniform vec4 ScreenScaleRefractReflect;\n"
861 "uniform vec4 ScreenCenterRefractReflect;\n"
862 "uniform vec4 RefractColor;\n"
863 "uniform vec4 ReflectColor;\n"
864 "uniform float ReflectFactor;\n"
865 "uniform float ReflectOffset;\n"
866 "\n"
867 "void main(void)\n"
868 "{\n"
869 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
870 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
871 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
872 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
873 "       // FIXME temporary hack to detect the case that the reflection\n"
874 "       // gets blackened at edges due to leaving the area that contains actual\n"
875 "       // content.\n"
876 "       // Remove this 'ack once we have a better way to stop this thing from\n"
877 "       // 'appening.\n"
878 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
879 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
880 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
881 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
882 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
883 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
884 "}\n"
885 "#endif\n"
886 "#else // !MODE_REFRACTION\n"
887 "\n"
888 "\n"
889 "\n"
890 "\n"
891 "#ifdef MODE_WATER\n"
892 "varying vec2 TexCoord;\n"
893 "varying vec3 EyeVector;\n"
894 "varying vec4 ModelViewProjectionPosition;\n"
895 "#ifdef VERTEX_SHADER\n"
896 "uniform vec3 EyePosition;\n"
897 "uniform mat4 TexMatrix;\n"
898 "\n"
899 "void main(void)\n"
900 "{\n"
901 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
902 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
903 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
904 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
905 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
906 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
907 "       ModelViewProjectionPosition = gl_Position;\n"
908 "}\n"
909 "#endif\n"
910 "\n"
911 "#ifdef FRAGMENT_SHADER\n"
912 "uniform sampler2D Texture_Normal;\n"
913 "uniform sampler2D Texture_Refraction;\n"
914 "uniform sampler2D Texture_Reflection;\n"
915 "\n"
916 "uniform vec4 DistortScaleRefractReflect;\n"
917 "uniform vec4 ScreenScaleRefractReflect;\n"
918 "uniform vec4 ScreenCenterRefractReflect;\n"
919 "uniform vec4 RefractColor;\n"
920 "uniform vec4 ReflectColor;\n"
921 "uniform float ReflectFactor;\n"
922 "uniform float ReflectOffset;\n"
923 "\n"
924 "void main(void)\n"
925 "{\n"
926 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
927 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
928 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
929 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
930 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
931 "       // FIXME temporary hack to detect the case that the reflection\n"
932 "       // gets blackened at edges due to leaving the area that contains actual\n"
933 "       // content.\n"
934 "       // Remove this 'ack once we have a better way to stop this thing from\n"
935 "       // 'appening.\n"
936 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
937 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
938 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
939 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
940 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
941 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
942 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
943 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
944 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
945 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
946 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
947 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
948 "}\n"
949 "#endif\n"
950 "#else // !MODE_WATER\n"
951 "\n"
952 "\n"
953 "\n"
954 "\n"
955 "// common definitions between vertex shader and fragment shader:\n"
956 "\n"
957 "varying vec2 TexCoord;\n"
958 "#ifdef USEVERTEXTEXTUREBLEND\n"
959 "varying vec2 TexCoord2;\n"
960 "#endif\n"
961 "#ifdef USELIGHTMAP\n"
962 "varying vec2 TexCoordLightmap;\n"
963 "#endif\n"
964 "\n"
965 "#ifdef MODE_LIGHTSOURCE\n"
966 "varying vec3 CubeVector;\n"
967 "#endif\n"
968 "\n"
969 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
970 "varying vec3 LightVector;\n"
971 "#endif\n"
972 "\n"
973 "#ifdef USEEYEVECTOR\n"
974 "varying vec3 EyeVector;\n"
975 "#endif\n"
976 "#ifdef USEFOG\n"
977 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
978 "#endif\n"
979 "\n"
980 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
981 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
982 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
983 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
984 "#endif\n"
985 "\n"
986 "#ifdef USEREFLECTION\n"
987 "varying vec4 ModelViewProjectionPosition;\n"
988 "#endif\n"
989 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
990 "uniform vec3 LightPosition;\n"
991 "varying vec4 ModelViewPosition;\n"
992 "#endif\n"
993 "\n"
994 "#ifdef MODE_LIGHTSOURCE\n"
995 "uniform vec3 LightPosition;\n"
996 "#endif\n"
997 "uniform vec3 EyePosition;\n"
998 "#ifdef MODE_LIGHTDIRECTION\n"
999 "uniform vec3 LightDir;\n"
1000 "#endif\n"
1001 "uniform vec4 FogPlane;\n"
1002 "\n"
1003 "#ifdef USESHADOWMAPORTHO\n"
1004 "varying vec3 ShadowMapTC;\n"
1005 "#endif\n"
1006 "\n"
1007 "\n"
1008 "\n"
1009 "\n"
1010 "\n"
1011 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
1012 "\n"
1013 "// fragment shader specific:\n"
1014 "#ifdef FRAGMENT_SHADER\n"
1015 "\n"
1016 "uniform sampler2D Texture_Normal;\n"
1017 "uniform sampler2D Texture_Color;\n"
1018 "uniform sampler2D Texture_Gloss;\n"
1019 "#ifdef USEGLOW\n"
1020 "uniform sampler2D Texture_Glow;\n"
1021 "#endif\n"
1022 "#ifdef USEVERTEXTEXTUREBLEND\n"
1023 "uniform sampler2D Texture_SecondaryNormal;\n"
1024 "uniform sampler2D Texture_SecondaryColor;\n"
1025 "uniform sampler2D Texture_SecondaryGloss;\n"
1026 "#ifdef USEGLOW\n"
1027 "uniform sampler2D Texture_SecondaryGlow;\n"
1028 "#endif\n"
1029 "#endif\n"
1030 "#ifdef USECOLORMAPPING\n"
1031 "uniform sampler2D Texture_Pants;\n"
1032 "uniform sampler2D Texture_Shirt;\n"
1033 "#endif\n"
1034 "#ifdef USEFOG\n"
1035 "#ifdef USEFOGHEIGHTTEXTURE\n"
1036 "uniform sampler2D Texture_FogHeightTexture;\n"
1037 "#endif\n"
1038 "uniform sampler2D Texture_FogMask;\n"
1039 "#endif\n"
1040 "#ifdef USELIGHTMAP\n"
1041 "uniform sampler2D Texture_Lightmap;\n"
1042 "#endif\n"
1043 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1044 "uniform sampler2D Texture_Deluxemap;\n"
1045 "#endif\n"
1046 "#ifdef USEREFLECTION\n"
1047 "uniform sampler2D Texture_Reflection;\n"
1048 "#endif\n"
1049 "\n"
1050 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1051 "uniform sampler2D Texture_ScreenDepth;\n"
1052 "uniform sampler2D Texture_ScreenNormalMap;\n"
1053 "#endif\n"
1054 "#ifdef USEDEFERREDLIGHTMAP\n"
1055 "uniform sampler2D Texture_ScreenDiffuse;\n"
1056 "uniform sampler2D Texture_ScreenSpecular;\n"
1057 "#endif\n"
1058 "\n"
1059 "uniform myhalf3 Color_Pants;\n"
1060 "uniform myhalf3 Color_Shirt;\n"
1061 "uniform myhalf3 FogColor;\n"
1062 "\n"
1063 "#ifdef USEFOG\n"
1064 "uniform float FogRangeRecip;\n"
1065 "uniform float FogPlaneViewDist;\n"
1066 "uniform float FogHeightFade;\n"
1067 "vec3 FogVertex(vec3 surfacecolor)\n"
1068 "{\n"
1069 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1070 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1071 "       float fogfrac;\n"
1072 "#ifdef USEFOGHEIGHTTEXTURE\n"
1073 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1074 "       fogfrac = fogheightpixel.a;\n"
1075 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1076 "#else\n"
1077 "# ifdef USEFOGOUTSIDE\n"
1078 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1079 "# else\n"
1080 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1081 "# endif\n"
1082 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1083 "#endif\n"
1084 "}\n"
1085 "#endif\n"
1086 "\n"
1087 "#ifdef USEOFFSETMAPPING\n"
1088 "uniform float OffsetMapping_Scale;\n"
1089 "vec2 OffsetMapping(vec2 TexCoord)\n"
1090 "{\n"
1091 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1092 "       // 14 sample relief mapping: linear search and then binary search\n"
1093 "       // this basically steps forward a small amount repeatedly until it finds\n"
1094 "       // itself inside solid, then jitters forward and back using decreasing\n"
1095 "       // amounts to find the impact\n"
1096 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1097 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1098 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1099 "       vec3 RT = vec3(TexCoord, 1);\n"
1100 "       OffsetVector *= 0.1;\n"
1101 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1102 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1103 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1110 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1111 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1112 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1113 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1114 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1115 "       return RT.xy;\n"
1116 "#else\n"
1117 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1118 "       // this basically moves forward the full distance, and then backs up based\n"
1119 "       // on height of samples\n"
1120 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1121 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1122 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1123 "       TexCoord += OffsetVector;\n"
1124 "       OffsetVector *= 0.333;\n"
1125 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1126 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1128 "       return TexCoord;\n"
1129 "#endif\n"
1130 "}\n"
1131 "#endif // USEOFFSETMAPPING\n"
1132 "\n"
1133 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1134 "uniform sampler2D Texture_Attenuation;\n"
1135 "uniform samplerCube Texture_Cube;\n"
1136 "#endif\n"
1137 "\n"
1138 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1139 "\n"
1140 "#ifdef USESHADOWMAPRECT\n"
1141 "# ifdef USESHADOWSAMPLER\n"
1142 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1143 "# else\n"
1144 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1145 "# endif\n"
1146 "#endif\n"
1147 "\n"
1148 "#ifdef USESHADOWMAP2D\n"
1149 "# ifdef USESHADOWSAMPLER\n"
1150 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1151 "# else\n"
1152 "uniform sampler2D Texture_ShadowMap2D;\n"
1153 "# endif\n"
1154 "#endif\n"
1155 "\n"
1156 "#ifdef USESHADOWMAPVSDCT\n"
1157 "uniform samplerCube Texture_CubeProjection;\n"
1158 "#endif\n"
1159 "\n"
1160 "#ifdef USESHADOWMAPCUBE\n"
1161 "# ifdef USESHADOWSAMPLER\n"
1162 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1163 "# else\n"
1164 "uniform samplerCube Texture_ShadowMapCube;\n"
1165 "# endif\n"
1166 "#endif\n"
1167 "\n"
1168 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1169 "uniform vec2 ShadowMap_TextureScale;\n"
1170 "uniform vec4 ShadowMap_Parameters;\n"
1171 "#endif\n"
1172 "\n"
1173 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1174 "# ifdef USESHADOWMAPORTHO\n"
1175 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1176 "# else\n"
1177 "#  ifdef USESHADOWMAPVSDCT\n"
1178 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1179 "{\n"
1180 "       vec3 adir = abs(dir);\n"
1181 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1182 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1183 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1184 "}\n"
1185 "#  else\n"
1186 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1187 "{\n"
1188 "       vec3 adir = abs(dir);\n"
1189 "       float ma = adir.z;\n"
1190 "       vec4 proj = vec4(dir, 2.5);\n"
1191 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1192 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1193 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1194 "       return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1195 "}\n"
1196 "#  endif\n"
1197 "# endif\n"
1198 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1199 "\n"
1200 "#ifdef USESHADOWMAPCUBE\n"
1201 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1202 "{\n"
1203 "       vec3 adir = abs(dir);\n"
1204 "       return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1205 "}\n"
1206 "#endif\n"
1207 "\n"
1208 "# ifdef USESHADOWMAPRECT\n"
1209 "float ShadowMapCompare(vec3 dir)\n"
1210 "{\n"
1211 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1212 "       float f;\n"
1213 "#  ifdef USESHADOWSAMPLER\n"
1214 "\n"
1215 "#    ifdef USESHADOWMAPPCF\n"
1216 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1217 "       f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1218 "#    else\n"
1219 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1220 "#    endif\n"
1221 "\n"
1222 "#  else\n"
1223 "\n"
1224 "#    ifdef USESHADOWMAPPCF\n"
1225 "#      if USESHADOWMAPPCF > 1\n"
1226 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1227 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1228 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1229 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1230 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1231 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1232 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1233 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1234 "#      else\n"
1235 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1236 "       vec2 offset = fract(shadowmaptc.xy);\n"
1237 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1238 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1239 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1240 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1241 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1242 "#      endif\n"
1243 "#    else\n"
1244 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1245 "#    endif\n"
1246 "\n"
1247 "#  endif\n"
1248 "#  ifdef USESHADOWMAPORTHO\n"
1249 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1250 "#  else\n"
1251 "       return f;\n"
1252 "#  endif\n"
1253 "}\n"
1254 "# endif\n"
1255 "\n"
1256 "# ifdef USESHADOWMAP2D\n"
1257 "float ShadowMapCompare(vec3 dir)\n"
1258 "{\n"
1259 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1260 "       float f;\n"
1261 "\n"
1262 "#  ifdef USESHADOWSAMPLER\n"
1263 "#    ifdef USESHADOWMAPPCF\n"
1264 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1265 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1266 "       f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1267 "#    else\n"
1268 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1269 "#    endif\n"
1270 "#  else\n"
1271 "#    ifdef USESHADOWMAPPCF\n"
1272 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1273 "#      ifdef GL_ARB_texture_gather\n"
1274 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1275 "#      else\n"
1276 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1277 "#      endif\n"
1278 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1279 "#      if USESHADOWMAPPCF > 1\n"
1280 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1281 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1282 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1283 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1284 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1285 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1286 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1287 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1288 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1289 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1290 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1291 "       locols.yz += group2.ab;\n"
1292 "       hicols.yz += group8.rg;\n"
1293 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1294 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1295 "                               mix(locols, hicols, offset.y);\n"
1296 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1297 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1298 "       f = dot(cols, vec4(1.0/25.0));\n"
1299 "#      else\n"
1300 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1301 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1302 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1303 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1304 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1305 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1306 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1307 "#      endif\n"
1308 "#     else\n"
1309 "#      ifdef GL_EXT_gpu_shader4\n"
1310 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1311 "#      else\n"
1312 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1313 "#      endif\n"
1314 "#      if USESHADOWMAPPCF > 1\n"
1315 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1316 "       center *= ShadowMap_TextureScale;\n"
1317 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1318 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1319 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1320 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1321 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1322 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1323 "#      else\n"
1324 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1325 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1326 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1327 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1328 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1329 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1330 "#      endif\n"
1331 "#     endif\n"
1332 "#    else\n"
1333 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1334 "#    endif\n"
1335 "#  endif\n"
1336 "#  ifdef USESHADOWMAPORTHO\n"
1337 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1338 "#  else\n"
1339 "       return f;\n"
1340 "#  endif\n"
1341 "}\n"
1342 "# endif\n"
1343 "\n"
1344 "# ifdef USESHADOWMAPCUBE\n"
1345 "float ShadowMapCompare(vec3 dir)\n"
1346 "{\n"
1347 "       // apply depth texture cubemap as light filter\n"
1348 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1349 "       float f;\n"
1350 "#  ifdef USESHADOWSAMPLER\n"
1351 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1352 "#  else\n"
1353 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1354 "#  endif\n"
1355 "       return f;\n"
1356 "}\n"
1357 "# endif\n"
1358 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1359 "#endif // FRAGMENT_SHADER\n"
1360 "\n"
1361 "\n"
1362 "\n"
1363 "\n"
1364 "#ifdef MODE_DEFERREDGEOMETRY\n"
1365 "#ifdef VERTEX_SHADER\n"
1366 "uniform mat4 TexMatrix;\n"
1367 "#ifdef USEVERTEXTEXTUREBLEND\n"
1368 "uniform mat4 BackgroundTexMatrix;\n"
1369 "#endif\n"
1370 "uniform mat4 ModelViewMatrix;\n"
1371 "void main(void)\n"
1372 "{\n"
1373 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1374 "#ifdef USEVERTEXTEXTUREBLEND\n"
1375 "       gl_FrontColor = gl_Color;\n"
1376 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1377 "#endif\n"
1378 "\n"
1379 "       // transform unnormalized eye direction into tangent space\n"
1380 "#ifdef USEOFFSETMAPPING\n"
1381 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1382 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1383 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1384 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1385 "#endif\n"
1386 "\n"
1387 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1388 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1389 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1390 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1391 "}\n"
1392 "#endif // VERTEX_SHADER\n"
1393 "\n"
1394 "#ifdef FRAGMENT_SHADER\n"
1395 "void main(void)\n"
1396 "{\n"
1397 "#ifdef USEOFFSETMAPPING\n"
1398 "       // apply offsetmapping\n"
1399 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1400 "#define TexCoord TexCoordOffset\n"
1401 "#endif\n"
1402 "\n"
1403 "#ifdef USEALPHAKILL\n"
1404 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1405 "               discard;\n"
1406 "#endif\n"
1407 "\n"
1408 "#ifdef USEVERTEXTEXTUREBLEND\n"
1409 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1410 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1411 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1412 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1413 "#endif\n"
1414 "\n"
1415 "#ifdef USEVERTEXTEXTUREBLEND\n"
1416 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1417 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1418 "#else\n"
1419 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1420 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1421 "#endif\n"
1422 "\n"
1423 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1424 "}\n"
1425 "#endif // FRAGMENT_SHADER\n"
1426 "#else // !MODE_DEFERREDGEOMETRY\n"
1427 "\n"
1428 "\n"
1429 "\n"
1430 "\n"
1431 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1432 "#ifdef VERTEX_SHADER\n"
1433 "uniform mat4 ModelViewMatrix;\n"
1434 "void main(void)\n"
1435 "{\n"
1436 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1437 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1438 "}\n"
1439 "#endif // VERTEX_SHADER\n"
1440 "\n"
1441 "#ifdef FRAGMENT_SHADER\n"
1442 "uniform mat4 ViewToLight;\n"
1443 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1444 "uniform vec2 ScreenToDepth;\n"
1445 "uniform myhalf3 DeferredColor_Ambient;\n"
1446 "uniform myhalf3 DeferredColor_Diffuse;\n"
1447 "#ifdef USESPECULAR\n"
1448 "uniform myhalf3 DeferredColor_Specular;\n"
1449 "uniform myhalf SpecularPower;\n"
1450 "#endif\n"
1451 "uniform myhalf2 PixelToScreenTexCoord;\n"
1452 "void main(void)\n"
1453 "{\n"
1454 "       // calculate viewspace pixel position\n"
1455 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1456 "       vec3 position;\n"
1457 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1458 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1459 "       // decode viewspace pixel normal\n"
1460 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1461 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1462 "       // surfacenormal = pixel normal in viewspace\n"
1463 "       // LightVector = pixel to light in viewspace\n"
1464 "       // CubeVector = position in lightspace\n"
1465 "       // eyevector = pixel to view in viewspace\n"
1466 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1467 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1468 "#ifdef USEDIFFUSE\n"
1469 "       // calculate diffuse shading\n"
1470 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1471 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1472 "#endif\n"
1473 "#ifdef USESPECULAR\n"
1474 "       // calculate directional shading\n"
1475 "       vec3 eyevector = position * -1.0;\n"
1476 "#  ifdef USEEXACTSPECULARMATH\n"
1477 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1478 "#  else\n"
1479 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1480 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1481 "#  endif\n"
1482 "#endif\n"
1483 "\n"
1484 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1485 "       fade *= ShadowMapCompare(CubeVector);\n"
1486 "#endif\n"
1487 "\n"
1488 "#ifdef USEDIFFUSE\n"
1489 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1490 "#else\n"
1491 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1492 "#endif\n"
1493 "#ifdef USESPECULAR\n"
1494 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1495 "#else\n"
1496 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1497 "#endif\n"
1498 "\n"
1499 "# ifdef USECUBEFILTER\n"
1500 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1501 "       gl_FragData[0].rgb *= cubecolor;\n"
1502 "       gl_FragData[1].rgb *= cubecolor;\n"
1503 "# endif\n"
1504 "}\n"
1505 "#endif // FRAGMENT_SHADER\n"
1506 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1507 "\n"
1508 "\n"
1509 "\n"
1510 "\n"
1511 "#ifdef VERTEX_SHADER\n"
1512 "uniform mat4 TexMatrix;\n"
1513 "#ifdef USEVERTEXTEXTUREBLEND\n"
1514 "uniform mat4 BackgroundTexMatrix;\n"
1515 "#endif\n"
1516 "#ifdef MODE_LIGHTSOURCE\n"
1517 "uniform mat4 ModelToLight;\n"
1518 "#endif\n"
1519 "#ifdef USESHADOWMAPORTHO\n"
1520 "uniform mat4 ShadowMapMatrix;\n"
1521 "#endif\n"
1522 "void main(void)\n"
1523 "{\n"
1524 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1525 "       gl_FrontColor = gl_Color;\n"
1526 "#endif\n"
1527 "       // copy the surface texcoord\n"
1528 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1529 "#ifdef USEVERTEXTEXTUREBLEND\n"
1530 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1531 "#endif\n"
1532 "#ifdef USELIGHTMAP\n"
1533 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1534 "#endif\n"
1535 "\n"
1536 "#ifdef MODE_LIGHTSOURCE\n"
1537 "       // transform vertex position into light attenuation/cubemap space\n"
1538 "       // (-1 to +1 across the light box)\n"
1539 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1540 "\n"
1541 "# ifdef USEDIFFUSE\n"
1542 "       // transform unnormalized light direction into tangent space\n"
1543 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1544 "       //  normalize it per pixel)\n"
1545 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1546 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1547 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1548 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1549 "# endif\n"
1550 "#endif\n"
1551 "\n"
1552 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1553 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1554 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1555 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1556 "#endif\n"
1557 "\n"
1558 "       // transform unnormalized eye direction into tangent space\n"
1559 "#ifdef USEEYEVECTOR\n"
1560 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1561 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1562 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1563 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1564 "#endif\n"
1565 "\n"
1566 "#ifdef USEFOG\n"
1567 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1568 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1569 "#endif\n"
1570 "\n"
1571 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1572 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1573 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1574 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1575 "#endif\n"
1576 "\n"
1577 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1578 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1579 "\n"
1580 "#ifdef USESHADOWMAPORTHO\n"
1581 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1582 "#endif\n"
1583 "\n"
1584 "#ifdef USEREFLECTION\n"
1585 "       ModelViewProjectionPosition = gl_Position;\n"
1586 "#endif\n"
1587 "}\n"
1588 "#endif // VERTEX_SHADER\n"
1589 "\n"
1590 "\n"
1591 "\n"
1592 "\n"
1593 "#ifdef FRAGMENT_SHADER\n"
1594 "#ifdef USEDEFERREDLIGHTMAP\n"
1595 "uniform myhalf2 PixelToScreenTexCoord;\n"
1596 "uniform myhalf3 DeferredMod_Diffuse;\n"
1597 "uniform myhalf3 DeferredMod_Specular;\n"
1598 "#endif\n"
1599 "uniform myhalf3 Color_Ambient;\n"
1600 "uniform myhalf3 Color_Diffuse;\n"
1601 "uniform myhalf3 Color_Specular;\n"
1602 "uniform myhalf SpecularPower;\n"
1603 "#ifdef USEGLOW\n"
1604 "uniform myhalf3 Color_Glow;\n"
1605 "#endif\n"
1606 "uniform myhalf Alpha;\n"
1607 "#ifdef USEREFLECTION\n"
1608 "uniform vec4 DistortScaleRefractReflect;\n"
1609 "uniform vec4 ScreenScaleRefractReflect;\n"
1610 "uniform vec4 ScreenCenterRefractReflect;\n"
1611 "uniform myhalf4 ReflectColor;\n"
1612 "#endif\n"
1613 "#ifdef USEREFLECTCUBE\n"
1614 "uniform mat4 ModelToReflectCube;\n"
1615 "uniform sampler2D Texture_ReflectMask;\n"
1616 "uniform samplerCube Texture_ReflectCube;\n"
1617 "#endif\n"
1618 "#ifdef MODE_LIGHTDIRECTION\n"
1619 "uniform myhalf3 LightColor;\n"
1620 "#endif\n"
1621 "#ifdef MODE_LIGHTSOURCE\n"
1622 "uniform myhalf3 LightColor;\n"
1623 "#endif\n"
1624 "void main(void)\n"
1625 "{\n"
1626 "#ifdef USEOFFSETMAPPING\n"
1627 "       // apply offsetmapping\n"
1628 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1629 "#define TexCoord TexCoordOffset\n"
1630 "#endif\n"
1631 "\n"
1632 "       // combine the diffuse textures (base, pants, shirt)\n"
1633 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1634 "#ifdef USEALPHAKILL\n"
1635 "       if (color.a < 0.5)\n"
1636 "               discard;\n"
1637 "#endif\n"
1638 "       color.a *= Alpha;\n"
1639 "#ifdef USECOLORMAPPING\n"
1640 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1641 "#endif\n"
1642 "#ifdef USEVERTEXTEXTUREBLEND\n"
1643 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1644 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1645 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1646 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1647 "       color.a = 1.0;\n"
1648 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1649 "#endif\n"
1650 "\n"
1651 "       // get the surface normal\n"
1652 "#ifdef USEVERTEXTEXTUREBLEND\n"
1653 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1654 "#else\n"
1655 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1656 "#endif\n"
1657 "\n"
1658 "       // get the material colors\n"
1659 "       myhalf3 diffusetex = color.rgb;\n"
1660 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1661 "# ifdef USEVERTEXTEXTUREBLEND\n"
1662 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1663 "# else\n"
1664 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1665 "# endif\n"
1666 "#endif\n"
1667 "\n"
1668 "#ifdef USEREFLECTCUBE\n"
1669 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1670 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1671 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1672 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1673 "#endif\n"
1674 "\n"
1675 "\n"
1676 "\n"
1677 "\n"
1678 "#ifdef MODE_LIGHTSOURCE\n"
1679 "       // light source\n"
1680 "#ifdef USEDIFFUSE\n"
1681 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1682 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1683 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1684 "#ifdef USESPECULAR\n"
1685 "#ifdef USEEXACTSPECULARMATH\n"
1686 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1687 "#else\n"
1688 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1689 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1690 "#endif\n"
1691 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1692 "#endif\n"
1693 "#else\n"
1694 "       color.rgb = diffusetex * Color_Ambient;\n"
1695 "#endif\n"
1696 "       color.rgb *= LightColor;\n"
1697 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1698 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1699 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1700 "#endif\n"
1701 "# ifdef USECUBEFILTER\n"
1702 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1703 "# endif\n"
1704 "#endif // MODE_LIGHTSOURCE\n"
1705 "\n"
1706 "\n"
1707 "\n"
1708 "\n"
1709 "#ifdef MODE_LIGHTDIRECTION\n"
1710 "#define SHADING\n"
1711 "#ifdef USEDIFFUSE\n"
1712 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1713 "#endif\n"
1714 "#define lightcolor LightColor\n"
1715 "#endif // MODE_LIGHTDIRECTION\n"
1716 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1717 "#define SHADING\n"
1718 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1719 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1720 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1721 "       // convert modelspace light vector to tangentspace\n"
1722 "       myhalf3 lightnormal;\n"
1723 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1724 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1725 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1726 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1727 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1728 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1729 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1730 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1731 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1732 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1733 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1734 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1735 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1736 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1737 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1738 "#define SHADING\n"
1739 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1740 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1741 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1742 "#endif\n"
1743 "\n"
1744 "\n"
1745 "\n"
1746 "\n"
1747 "#ifdef MODE_LIGHTMAP\n"
1748 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1749 "#endif // MODE_LIGHTMAP\n"
1750 "#ifdef MODE_VERTEXCOLOR\n"
1751 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1752 "#endif // MODE_VERTEXCOLOR\n"
1753 "#ifdef MODE_FLATCOLOR\n"
1754 "       color.rgb = diffusetex * Color_Ambient;\n"
1755 "#endif // MODE_FLATCOLOR\n"
1756 "\n"
1757 "\n"
1758 "\n"
1759 "\n"
1760 "#ifdef SHADING\n"
1761 "# ifdef USEDIFFUSE\n"
1762 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1763 "#  ifdef USESPECULAR\n"
1764 "#   ifdef USEEXACTSPECULARMATH\n"
1765 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1766 "#   else\n"
1767 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1768 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1769 "#   endif\n"
1770 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1771 "#  else\n"
1772 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1773 "#  endif\n"
1774 "# else\n"
1775 "       color.rgb = diffusetex * Color_Ambient;\n"
1776 "# endif\n"
1777 "#endif\n"
1778 "\n"
1779 "#ifdef USESHADOWMAPORTHO\n"
1780 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1781 "#endif\n"
1782 "\n"
1783 "#ifdef USEDEFERREDLIGHTMAP\n"
1784 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1785 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1786 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1787 "#endif\n"
1788 "\n"
1789 "#ifdef USEGLOW\n"
1790 "#ifdef USEVERTEXTEXTUREBLEND\n"
1791 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1792 "#else\n"
1793 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1794 "#endif\n"
1795 "#endif\n"
1796 "\n"
1797 "#ifdef USEFOG\n"
1798 "       color.rgb = FogVertex(color.rgb);\n"
1799 "#endif\n"
1800 "\n"
1801 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1802 "#ifdef USEREFLECTION\n"
1803 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1804 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1805 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1806 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1807 "       // FIXME temporary hack to detect the case that the reflection\n"
1808 "       // gets blackened at edges due to leaving the area that contains actual\n"
1809 "       // content.\n"
1810 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1811 "       // 'appening.\n"
1812 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1813 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1814 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1815 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1816 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1817 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1818 "#endif\n"
1819 "\n"
1820 "       gl_FragColor = vec4(color);\n"
1821 "}\n"
1822 "#endif // FRAGMENT_SHADER\n"
1823 "\n"
1824 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1825 "#endif // !MODE_DEFERREDGEOMETRY\n"
1826 "#endif // !MODE_WATER\n"
1827 "#endif // !MODE_REFRACTION\n"
1828 "#endif // !MODE_BLOOMBLUR\n"
1829 "#endif // !MODE_GENERIC\n"
1830 "#endif // !MODE_POSTPROCESS\n"
1831 "#endif // !MODE_SHOWDEPTH\n"
1832 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1833 ;
1834
1835 /*
1836 =========================================================================================================================================================
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1838
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1842
1843
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1846
1847
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1850
1851
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1854
1855
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1861 */
1862
1863 const char *builtincgshaderstring =
1864 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1865 "// written by Forest 'LordHavoc' Hale\n"
1866 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1867 "\n"
1868 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1869 "#if defined(USEREFLECTION)\n"
1870 "#undef USESHADOWMAPORTHO\n"
1871 "#endif\n"
1872 "\n"
1873 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1874 "# define USEFOG\n"
1875 "#endif\n"
1876 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1877 "#define USELIGHTMAP\n"
1878 "#endif\n"
1879 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1880 "#define USEEYEVECTOR\n"
1881 "#endif\n"
1882 "\n"
1883 "#ifdef FRAGMENT_SHADER\n"
1884 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1885 "#endif\n"
1886 "\n"
1887 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1888 "#ifdef VERTEX_SHADER\n"
1889 "void main\n"
1890 "(\n"
1891 "float4 gl_Vertex : POSITION,\n"
1892 "uniform float4x4 ModelViewProjectionMatrix,\n"
1893 "out float4 gl_Position : POSITION\n"
1894 ")\n"
1895 "{\n"
1896 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1897 "}\n"
1898 "#endif\n"
1899 "#else // !MODE_DEPTH_ORSHADOW\n"
1900 "\n"
1901 "\n"
1902 "\n"
1903 "\n"
1904 "#ifdef MODE_SHOWDEPTH\n"
1905 "#ifdef VERTEX_SHADER\n"
1906 "void main\n"
1907 "(\n"
1908 "float4 gl_Vertex : POSITION,\n"
1909 "uniform float4x4 ModelViewProjectionMatrix,\n"
1910 "out float4 gl_Position : POSITION,\n"
1911 "out float4 gl_FrontColor : COLOR0\n"
1912 ")\n"
1913 "{\n"
1914 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1915 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1916 "}\n"
1917 "#endif\n"
1918 "\n"
1919 "#ifdef FRAGMENT_SHADER\n"
1920 "void main\n"
1921 "(\n"
1922 "float4 gl_FrontColor : COLOR0,\n"
1923 "out float4 gl_FragColor : COLOR\n"
1924 ")\n"
1925 "{\n"
1926 "       gl_FragColor = gl_FrontColor;\n"
1927 "}\n"
1928 "#endif\n"
1929 "#else // !MODE_SHOWDEPTH\n"
1930 "\n"
1931 "\n"
1932 "\n"
1933 "\n"
1934 "#ifdef MODE_POSTPROCESS\n"
1935 "\n"
1936 "#ifdef VERTEX_SHADER\n"
1937 "void main\n"
1938 "(\n"
1939 "float4 gl_Vertex : POSITION,\n"
1940 "uniform float4x4 ModelViewProjectionMatrix,\n"
1941 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1942 "float4 gl_MultiTexCoord1 : TEXCOORD4,\n"
1943 "out float4 gl_Position : POSITION,\n"
1944 "out float2 TexCoord1 : TEXCOORD0,\n"
1945 "out float2 TexCoord2 : TEXCOORD1\n"
1946 ")\n"
1947 "{\n"
1948 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1949 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1950 "#ifdef USEBLOOM\n"
1951 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1952 "#endif\n"
1953 "}\n"
1954 "#endif\n"
1955 "\n"
1956 "#ifdef FRAGMENT_SHADER\n"
1957 "void main\n"
1958 "(\n"
1959 "float2 TexCoord1 : TEXCOORD0,\n"
1960 "float2 TexCoord2 : TEXCOORD1,\n"
1961 "uniform sampler2D Texture_First,\n"
1962 "#ifdef USEBLOOM\n"
1963 "uniform sampler2D Texture_Second,\n"
1964 "#endif\n"
1965 "#ifdef USEGAMMARAMPS\n"
1966 "uniform sampler2D Texture_GammaRamps,\n"
1967 "#endif\n"
1968 "#ifdef USESATURATION\n"
1969 "uniform float Saturation,\n"
1970 "#endif\n"
1971 "#ifdef USEVIEWTINT\n"
1972 "uniform float4 ViewTintColor,\n"
1973 "#endif\n"
1974 "uniform float4 UserVec1,\n"
1975 "uniform float4 UserVec2,\n"
1976 "uniform float4 UserVec3,\n"
1977 "uniform float4 UserVec4,\n"
1978 "uniform float ClientTime,\n"
1979 "uniform float2 PixelSize,\n"
1980 "out float4 gl_FragColor : COLOR\n"
1981 ")\n"
1982 "{\n"
1983 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1984 "#ifdef USEBLOOM\n"
1985 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1986 "#endif\n"
1987 "#ifdef USEVIEWTINT\n"
1988 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1989 "#endif\n"
1990 "\n"
1991 "#ifdef USEPOSTPROCESSING\n"
1992 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1993 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1994 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1995 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1996 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1997 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1998 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1999 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2000 "#endif\n"
2001 "\n"
2002 "#ifdef USESATURATION\n"
2003 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2004 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2005 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2006 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2007 "#endif\n"
2008 "\n"
2009 "#ifdef USEGAMMARAMPS\n"
2010 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2011 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2012 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2013 "#endif\n"
2014 "}\n"
2015 "#endif\n"
2016 "#else // !MODE_POSTPROCESS\n"
2017 "\n"
2018 "\n"
2019 "\n"
2020 "\n"
2021 "#ifdef MODE_GENERIC\n"
2022 "#ifdef VERTEX_SHADER\n"
2023 "void main\n"
2024 "(\n"
2025 "float4 gl_Vertex : POSITION,\n"
2026 "uniform float4x4 ModelViewProjectionMatrix,\n"
2027 "float4 gl_Color : COLOR0,\n"
2028 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2029 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2030 "out float4 gl_Position : POSITION,\n"
2031 "out float4 gl_FrontColor : COLOR,\n"
2032 "out float2 TexCoord1 : TEXCOORD0,\n"
2033 "out float2 TexCoord2 : TEXCOORD1\n"
2034 ")\n"
2035 "{\n"
2036 "       gl_FrontColor = gl_Color;\n"
2037 "#ifdef USEDIFFUSE\n"
2038 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2039 "#endif\n"
2040 "#ifdef USESPECULAR\n"
2041 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2042 "#endif\n"
2043 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2044 "}\n"
2045 "#endif\n"
2046 "\n"
2047 "#ifdef FRAGMENT_SHADER\n"
2048 "\n"
2049 "void main\n"
2050 "(\n"
2051 "float4 gl_FrontColor : COLOR,\n"
2052 "float2 TexCoord1 : TEXCOORD0,\n"
2053 "float2 TexCoord2 : TEXCOORD1,\n"
2054 "#ifdef USEDIFFUSE\n"
2055 "uniform sampler2D Texture_First,\n"
2056 "#endif\n"
2057 "#ifdef USESPECULAR\n"
2058 "uniform sampler2D Texture_Second,\n"
2059 "#endif\n"
2060 "out float4 gl_FragColor : COLOR\n"
2061 ")\n"
2062 "{\n"
2063 "       gl_FragColor = gl_FrontColor;\n"
2064 "#ifdef USEDIFFUSE\n"
2065 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2066 "#endif\n"
2067 "\n"
2068 "#ifdef USESPECULAR\n"
2069 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2070 "# ifdef USECOLORMAPPING\n"
2071 "       gl_FragColor *= tex2;\n"
2072 "# endif\n"
2073 "# ifdef USEGLOW\n"
2074 "       gl_FragColor += tex2;\n"
2075 "# endif\n"
2076 "# ifdef USEVERTEXTEXTUREBLEND\n"
2077 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2078 "# endif\n"
2079 "#endif\n"
2080 "}\n"
2081 "#endif\n"
2082 "#else // !MODE_GENERIC\n"
2083 "\n"
2084 "\n"
2085 "\n"
2086 "\n"
2087 "#ifdef MODE_BLOOMBLUR\n"
2088 "#ifdef VERTEX_SHADER\n"
2089 "void main\n"
2090 "(\n"
2091 "float4 gl_Vertex : POSITION,\n"
2092 "uniform float4x4 ModelViewProjectionMatrix,\n"
2093 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2094 "out float4 gl_Position : POSITION,\n"
2095 "out float2 TexCoord : TEXCOORD0\n"
2096 ")\n"
2097 "{\n"
2098 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2099 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2100 "}\n"
2101 "#endif\n"
2102 "\n"
2103 "#ifdef FRAGMENT_SHADER\n"
2104 "\n"
2105 "void main\n"
2106 "(\n"
2107 "float2 TexCoord : TEXCOORD0,\n"
2108 "uniform sampler2D Texture_First,\n"
2109 "uniform float4 BloomBlur_Parameters,\n"
2110 "out float4 gl_FragColor : COLOR\n"
2111 ")\n"
2112 "{\n"
2113 "       int i;\n"
2114 "       float2 tc = TexCoord;\n"
2115 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2116 "       tc += BloomBlur_Parameters.xy;\n"
2117 "       for (i = 1;i < SAMPLES;i++)\n"
2118 "       {\n"
2119 "               color += tex2D(Texture_First, tc).rgb;\n"
2120 "               tc += BloomBlur_Parameters.xy;\n"
2121 "       }\n"
2122 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2123 "}\n"
2124 "#endif\n"
2125 "#else // !MODE_BLOOMBLUR\n"
2126 "#ifdef MODE_REFRACTION\n"
2127 "#ifdef VERTEX_SHADER\n"
2128 "void main\n"
2129 "(\n"
2130 "float4 gl_Vertex : POSITION,\n"
2131 "uniform float4x4 ModelViewProjectionMatrix,\n"
2132 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2133 "uniform float4x4 TexMatrix,\n"
2134 "uniform float3 EyePosition,\n"
2135 "out float4 gl_Position : POSITION,\n"
2136 "out float2 TexCoord : TEXCOORD0,\n"
2137 "out float3 EyeVector : TEXCOORD1,\n"
2138 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2139 ")\n"
2140 "{\n"
2141 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2142 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2143 "       ModelViewProjectionPosition = gl_Position;\n"
2144 "}\n"
2145 "#endif\n"
2146 "\n"
2147 "#ifdef FRAGMENT_SHADER\n"
2148 "void main\n"
2149 "(\n"
2150 "float2 TexCoord : TEXCOORD0,\n"
2151 "float3 EyeVector : TEXCOORD1,\n"
2152 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2153 "uniform sampler2D Texture_Normal,\n"
2154 "uniform sampler2D Texture_Refraction,\n"
2155 "uniform sampler2D Texture_Reflection,\n"
2156 "uniform float4 DistortScaleRefractReflect,\n"
2157 "uniform float4 ScreenScaleRefractReflect,\n"
2158 "uniform float4 ScreenCenterRefractReflect,\n"
2159 "uniform float4 RefractColor,\n"
2160 "out float4 gl_FragColor : COLOR\n"
2161 ")\n"
2162 "{\n"
2163 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2164 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2165 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2166 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2167 "       // FIXME temporary hack to detect the case that the reflection\n"
2168 "       // gets blackened at edges due to leaving the area that contains actual\n"
2169 "       // content.\n"
2170 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2171 "       // 'appening.\n"
2172 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2173 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2174 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2175 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2176 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2177 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2178 "}\n"
2179 "#endif\n"
2180 "#else // !MODE_REFRACTION\n"
2181 "\n"
2182 "\n"
2183 "\n"
2184 "\n"
2185 "#ifdef MODE_WATER\n"
2186 "#ifdef VERTEX_SHADER\n"
2187 "\n"
2188 "void main\n"
2189 "(\n"
2190 "float4 gl_Vertex : POSITION,\n"
2191 "uniform float4x4 ModelViewProjectionMatrix,\n"
2192 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2193 "uniform float4x4 TexMatrix,\n"
2194 "uniform float3 EyePosition,\n"
2195 "out float4 gl_Position : POSITION,\n"
2196 "out float2 TexCoord : TEXCOORD0,\n"
2197 "out float3 EyeVector : TEXCOORD1,\n"
2198 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2199 ")\n"
2200 "{\n"
2201 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2202 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2203 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2204 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2205 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2206 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2207 "       ModelViewProjectionPosition = gl_Position;\n"
2208 "}\n"
2209 "#endif\n"
2210 "\n"
2211 "#ifdef FRAGMENT_SHADER\n"
2212 "void main\n"
2213 "(\n"
2214 "float2 TexCoord : TEXCOORD0,\n"
2215 "float3 EyeVector : TEXCOORD1,\n"
2216 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2217 "uniform sampler2D Texture_Normal,\n"
2218 "uniform sampler2D Texture_Refraction,\n"
2219 "uniform sampler2D Texture_Reflection,\n"
2220 "uniform float4 DistortScaleRefractReflect,\n"
2221 "uniform float4 ScreenScaleRefractReflect,\n"
2222 "uniform float4 ScreenCenterRefractReflect,\n"
2223 "uniform float4 RefractColor,\n"
2224 "uniform float4 ReflectColor,\n"
2225 "uniform float ReflectFactor,\n"
2226 "uniform float ReflectOffset,\n"
2227 "out float4 gl_FragColor : COLOR\n"
2228 ")\n"
2229 "{\n"
2230 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2231 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2233 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2234 "       // FIXME temporary hack to detect the case that the reflection\n"
2235 "       // gets blackened at edges due to leaving the area that contains actual\n"
2236 "       // content.\n"
2237 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2238 "       // 'appening.\n"
2239 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2240 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2241 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2242 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2243 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2244 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2245 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2246 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2247 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2248 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2249 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2250 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2251 "}\n"
2252 "#endif\n"
2253 "#else // !MODE_WATER\n"
2254 "\n"
2255 "\n"
2256 "\n"
2257 "\n"
2258 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2259 "\n"
2260 "// fragment shader specific:\n"
2261 "#ifdef FRAGMENT_SHADER\n"
2262 "\n"
2263 "#ifdef USEFOG\n"
2264 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2265 "{\n"
2266 "       float fogfrac;\n"
2267 "#ifdef USEFOGHEIGHTTEXTURE\n"
2268 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2269 "       fogfrac = fogheightpixel.a;\n"
2270 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2271 "#else\n"
2272 "# ifdef USEFOGOUTSIDE\n"
2273 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2274 "# else\n"
2275 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2276 "# endif\n"
2277 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2278 "#endif\n"
2279 "}\n"
2280 "#endif\n"
2281 "\n"
2282 "#ifdef USEOFFSETMAPPING\n"
2283 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2284 "{\n"
2285 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2286 "       // 14 sample relief mapping: linear search and then binary search\n"
2287 "       // this basically steps forward a small amount repeatedly until it finds\n"
2288 "       // itself inside solid, then jitters forward and back using decreasing\n"
2289 "       // amounts to find the impact\n"
2290 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2291 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2292 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 "       float3 RT = float3(TexCoord, 1);\n"
2294 "       OffsetVector *= 0.1;\n"
2295 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2296 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2304 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2305 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2306 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2307 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2308 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2309 "       return RT.xy;\n"
2310 "#else\n"
2311 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2312 "       // this basically moves forward the full distance, and then backs up based\n"
2313 "       // on height of samples\n"
2314 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2315 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2316 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2317 "       TexCoord += OffsetVector;\n"
2318 "       OffsetVector *= 0.333;\n"
2319 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2320 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 "       return TexCoord;\n"
2323 "#endif\n"
2324 "}\n"
2325 "#endif // USEOFFSETMAPPING\n"
2326 "\n"
2327 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2328 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2329 "# ifdef USESHADOWMAPORTHO\n"
2330 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2331 "# else\n"
2332 "#  ifdef USESHADOWMAPVSDCT\n"
2333 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2334 "{\n"
2335 "       float3 adir = abs(dir);\n"
2336 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2337 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2338 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2339 "}\n"
2340 "#  else\n"
2341 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2342 "{\n"
2343 "       float3 adir = abs(dir);\n"
2344 "       float ma = adir.z;\n"
2345 "       float4 proj = float4(dir, 2.5);\n"
2346 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2347 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2348 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2349 "       return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2350 "}\n"
2351 "#  endif\n"
2352 "# endif\n"
2353 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2354 "\n"
2355 "#ifdef USESHADOWMAPCUBE\n"
2356 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2357 "{\n"
2358 "    float3 adir = abs(dir);\n"
2359 "    return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2360 "}\n"
2361 "#endif\n"
2362 "\n"
2363 "# ifdef USESHADOWMAPRECT\n"
2364 "#ifdef USESHADOWMAPVSDCT\n"
2365 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2366 "#else\n"
2367 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2368 "#endif\n"
2369 "{\n"
2370 "#ifdef USESHADOWMAPVSDCT\n"
2371 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2372 "#else\n"
2373 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2374 "#endif\n"
2375 "       float f;\n"
2376 "#  ifdef USESHADOWSAMPLER\n"
2377 "\n"
2378 "#    ifdef USESHADOWMAPPCF\n"
2379 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2380 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2381 "#    else\n"
2382 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2383 "#    endif\n"
2384 "\n"
2385 "#  else\n"
2386 "\n"
2387 "#    ifdef USESHADOWMAPPCF\n"
2388 "#      if USESHADOWMAPPCF > 1\n"
2389 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2390 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2391 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2392 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2393 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2394 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2395 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2396 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2397 "#      else\n"
2398 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2399 "    float2 offset = frac(shadowmaptc.xy);\n"
2400 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2401 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2402 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2403 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2404 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2405 "#      endif\n"
2406 "#    else\n"
2407 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2408 "#    endif\n"
2409 "\n"
2410 "#  endif\n"
2411 "#  ifdef USESHADOWMAPORTHO\n"
2412 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2413 "#  else\n"
2414 "       return f;\n"
2415 "#  endif\n"
2416 "}\n"
2417 "# endif\n"
2418 "\n"
2419 "# ifdef USESHADOWMAP2D\n"
2420 "#ifdef USESHADOWMAPVSDCT\n"
2421 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2422 "#else\n"
2423 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2424 "#endif\n"
2425 "{\n"
2426 "#ifdef USESHADOWMAPVSDCT\n"
2427 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2428 "#else\n"
2429 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2430 "#endif\n"
2431 "    float f;\n"
2432 "\n"
2433 "#  ifdef USESHADOWSAMPLER\n"
2434 "#    ifdef USESHADOWMAPPCF\n"
2435 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2436 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2437 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2438 "#    else\n"
2439 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2440 "#    endif\n"
2441 "#  else\n"
2442 "#    ifdef USESHADOWMAPPCF\n"
2443 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2444 "#      ifdef GL_ARB_texture_gather\n"
2445 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2446 "#      else\n"
2447 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2448 "#      endif\n"
2449 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2450 "    center *= ShadowMap_TextureScale;\n"
2451 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2452 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2453 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2454 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2455 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2456 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2457 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2458 "#     else\n"
2459 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2460 "#      if USESHADOWMAPPCF > 1\n"
2461 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2462 "    center *= ShadowMap_TextureScale;\n"
2463 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2464 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2465 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2466 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2467 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2468 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2469 "#      else\n"
2470 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2471 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2472 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2473 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2474 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2475 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2476 "#      endif\n"
2477 "#     endif\n"
2478 "#    else\n"
2479 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2480 "#    endif\n"
2481 "#  endif\n"
2482 "#  ifdef USESHADOWMAPORTHO\n"
2483 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2484 "#  else\n"
2485 "       return f;\n"
2486 "#  endif\n"
2487 "}\n"
2488 "# endif\n"
2489 "\n"
2490 "# ifdef USESHADOWMAPCUBE\n"
2491 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2492 "{\n"
2493 "    // apply depth texture cubemap as light filter\n"
2494 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2495 "    float f;\n"
2496 "#  ifdef USESHADOWSAMPLER\n"
2497 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2498 "#  else\n"
2499 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2500 "#  endif\n"
2501 "    return f;\n"
2502 "}\n"
2503 "# endif\n"
2504 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2505 "#endif // FRAGMENT_SHADER\n"
2506 "\n"
2507 "\n"
2508 "\n"
2509 "\n"
2510 "#ifdef MODE_DEFERREDGEOMETRY\n"
2511 "#ifdef VERTEX_SHADER\n"
2512 "void main\n"
2513 "(\n"
2514 "float4 gl_Vertex : POSITION,\n"
2515 "uniform float4x4 ModelViewProjectionMatrix,\n"
2516 "#ifdef USEVERTEXTEXTUREBLEND\n"
2517 "float4 gl_Color : COLOR0,\n"
2518 "#endif\n"
2519 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2520 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2521 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2522 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2523 "uniform float4x4 TexMatrix,\n"
2524 "#ifdef USEVERTEXTEXTUREBLEND\n"
2525 "uniform float4x4 BackgroundTexMatrix,\n"
2526 "#endif\n"
2527 "uniform float4x4 ModelViewMatrix,\n"
2528 "#ifdef USEOFFSETMAPPING\n"
2529 "uniform float3 EyePosition,\n"
2530 "#endif\n"
2531 "out float4 gl_Position : POSITION,\n"
2532 "out float4 gl_FrontColor : COLOR,\n"
2533 "out float4 TexCoordBoth : TEXCOORD0,\n"
2534 "#ifdef USEOFFSETMAPPING\n"
2535 "out float3 EyeVector : TEXCOORD2,\n"
2536 "#endif\n"
2537 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2538 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2539 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2540 ")\n"
2541 "{\n"
2542 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2543 "#ifdef USEVERTEXTEXTUREBLEND\n"
2544 "       gl_FrontColor = gl_Color;\n"
2545 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2546 "#endif\n"
2547 "\n"
2548 "       // transform unnormalized eye direction into tangent space\n"
2549 "#ifdef USEOFFSETMAPPING\n"
2550 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2551 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2552 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2553 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2554 "#endif\n"
2555 "\n"
2556 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2557 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2558 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2559 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2560 "}\n"
2561 "#endif // VERTEX_SHADER\n"
2562 "\n"
2563 "#ifdef FRAGMENT_SHADER\n"
2564 "void main\n"
2565 "(\n"
2566 "float4 TexCoordBoth : TEXCOORD0,\n"
2567 "float3 EyeVector : TEXCOORD2,\n"
2568 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2569 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2570 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2571 "uniform sampler2D Texture_Normal,\n"
2572 "#ifdef USEALPHAKILL\n"
2573 "uniform sampler2D Texture_Color,\n"
2574 "#endif\n"
2575 "uniform sampler2D Texture_Gloss,\n"
2576 "#ifdef USEVERTEXTEXTUREBLEND\n"
2577 "uniform sampler2D Texture_SecondaryNormal,\n"
2578 "uniform sampler2D Texture_SecondaryGloss,\n"
2579 "#endif\n"
2580 "#ifdef USEOFFSETMAPPING\n"
2581 "uniform float OffsetMapping_Scale,\n"
2582 "#endif\n"
2583 "uniform half SpecularPower,\n"
2584 "out float4 gl_FragColor : COLOR\n"
2585 ")\n"
2586 "{\n"
2587 "       float2 TexCoord = TexCoordBoth.xy;\n"
2588 "#ifdef USEOFFSETMAPPING\n"
2589 "       // apply offsetmapping\n"
2590 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2591 "#define TexCoord TexCoordOffset\n"
2592 "#endif\n"
2593 "\n"
2594 "#ifdef USEALPHAKILL\n"
2595 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2596 "               discard;\n"
2597 "#endif\n"
2598 "\n"
2599 "#ifdef USEVERTEXTEXTUREBLEND\n"
2600 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2601 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2602 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2603 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2604 "#endif\n"
2605 "\n"
2606 "#ifdef USEVERTEXTEXTUREBLEND\n"
2607 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2608 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2609 "#else\n"
2610 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2611 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2612 "#endif\n"
2613 "\n"
2614 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2615 "}\n"
2616 "#endif // FRAGMENT_SHADER\n"
2617 "#else // !MODE_DEFERREDGEOMETRY\n"
2618 "\n"
2619 "\n"
2620 "\n"
2621 "\n"
2622 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2623 "#ifdef VERTEX_SHADER\n"
2624 "void main\n"
2625 "(\n"
2626 "float4 gl_Vertex : POSITION,\n"
2627 "uniform float4x4 ModelViewProjectionMatrix,\n"
2628 "uniform float4x4 ModelViewMatrix,\n"
2629 "out float4 gl_Position : POSITION,\n"
2630 "out float4 ModelViewPosition : TEXCOORD0\n"
2631 ")\n"
2632 "{\n"
2633 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2634 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2635 "}\n"
2636 "#endif // VERTEX_SHADER\n"
2637 "\n"
2638 "#ifdef FRAGMENT_SHADER\n"
2639 "void main\n"
2640 "(\n"
2641 "float2 Pixel : WPOS,\n"
2642 "float4 ModelViewPosition : TEXCOORD0,\n"
2643 "uniform float4x4 ViewToLight,\n"
2644 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2645 "uniform float3 LightPosition,\n"
2646 "uniform half2 PixelToScreenTexCoord,\n"
2647 "uniform half3 DeferredColor_Ambient,\n"
2648 "uniform half3 DeferredColor_Diffuse,\n"
2649 "#ifdef USESPECULAR\n"
2650 "uniform half3 DeferredColor_Specular,\n"
2651 "uniform half SpecularPower,\n"
2652 "#endif\n"
2653 "uniform sampler2D Texture_Attenuation,\n"
2654 "uniform sampler2D Texture_ScreenDepth,\n"
2655 "uniform sampler2D Texture_ScreenNormalMap,\n"
2656 "\n"
2657 "#ifdef USECUBEFILTER\n"
2658 "uniform samplerCUBE Texture_Cube,\n"
2659 "#endif\n"
2660 "\n"
2661 "#ifdef USESHADOWMAPRECT\n"
2662 "# ifdef USESHADOWSAMPLER\n"
2663 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2664 "# else\n"
2665 "uniform samplerRECT Texture_ShadowMapRect,\n"
2666 "# endif\n"
2667 "#endif\n"
2668 "\n"
2669 "#ifdef USESHADOWMAP2D\n"
2670 "# ifdef USESHADOWSAMPLER\n"
2671 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2672 "# else\n"
2673 "uniform sampler2D Texture_ShadowMap2D,\n"
2674 "# endif\n"
2675 "#endif\n"
2676 "\n"
2677 "#ifdef USESHADOWMAPVSDCT\n"
2678 "uniform samplerCUBE Texture_CubeProjection,\n"
2679 "#endif\n"
2680 "\n"
2681 "#ifdef USESHADOWMAPCUBE\n"
2682 "# ifdef USESHADOWSAMPLER\n"
2683 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2684 "# else\n"
2685 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2686 "# endif\n"
2687 "#endif\n"
2688 "\n"
2689 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2690 "uniform float2 ShadowMap_TextureScale,\n"
2691 "uniform float4 ShadowMap_Parameters,\n"
2692 "#endif\n"
2693 "\n"
2694 "out float4 gl_FragData0 : COLOR0,\n"
2695 "out float4 gl_FragData1 : COLOR1\n"
2696 ")\n"
2697 "{\n"
2698 "       // calculate viewspace pixel position\n"
2699 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2700 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2701 "       float3 position;\n"
2702 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2703 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2704 "       // decode viewspace pixel normal\n"
2705 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2706 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2707 "       // surfacenormal = pixel normal in viewspace\n"
2708 "       // LightVector = pixel to light in viewspace\n"
2709 "       // CubeVector = position in lightspace\n"
2710 "       // eyevector = pixel to view in viewspace\n"
2711 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2712 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2713 "#ifdef USEDIFFUSE\n"
2714 "       // calculate diffuse shading\n"
2715 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2716 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2717 "#endif\n"
2718 "#ifdef USESPECULAR\n"
2719 "       // calculate directional shading\n"
2720 "       float3 eyevector = position * -1.0;\n"
2721 "#  ifdef USEEXACTSPECULARMATH\n"
2722 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2723 "#  else\n"
2724 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2725 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2726 "#  endif\n"
2727 "#endif\n"
2728 "\n"
2729 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2730 "       fade *= ShadowMapCompare(CubeVector,\n"
2731 "# if defined(USESHADOWMAP2D)\n"
2732 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2733 "# endif\n"
2734 "# if defined(USESHADOWMAPRECT)\n"
2735 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2736 "# endif\n"
2737 "# if defined(USESHADOWMAPCUBE)\n"
2738 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2739 "# endif\n"
2740 "\n"
2741 "#ifdef USESHADOWMAPVSDCT\n"
2742 ", Texture_CubeProjection\n"
2743 "#endif\n"
2744 "       );\n"
2745 "#endif\n"
2746 "\n"
2747 "#ifdef USEDIFFUSE\n"
2748 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2749 "#else\n"
2750 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2751 "#endif\n"
2752 "#ifdef USESPECULAR\n"
2753 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2754 "#else\n"
2755 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2756 "#endif\n"
2757 "\n"
2758 "# ifdef USECUBEFILTER\n"
2759 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2760 "       gl_FragData0.rgb *= cubecolor;\n"
2761 "       gl_FragData1.rgb *= cubecolor;\n"
2762 "# endif\n"
2763 "}\n"
2764 "#endif // FRAGMENT_SHADER\n"
2765 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2766 "\n"
2767 "\n"
2768 "\n"
2769 "\n"
2770 "#ifdef VERTEX_SHADER\n"
2771 "void main\n"
2772 "(\n"
2773 "float4 gl_Vertex : POSITION,\n"
2774 "uniform float4x4 ModelViewProjectionMatrix,\n"
2775 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2776 "float4 gl_Color : COLOR0,\n"
2777 "#endif\n"
2778 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2779 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2780 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2781 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2782 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2783 "\n"
2784 "uniform float3 EyePosition,\n"
2785 "uniform float4x4 TexMatrix,\n"
2786 "#ifdef USEVERTEXTEXTUREBLEND\n"
2787 "uniform float4x4 BackgroundTexMatrix,\n"
2788 "#endif\n"
2789 "#ifdef MODE_LIGHTSOURCE\n"
2790 "uniform float4x4 ModelToLight,\n"
2791 "#endif\n"
2792 "#ifdef MODE_LIGHTSOURCE\n"
2793 "uniform float3 LightPosition,\n"
2794 "#endif\n"
2795 "#ifdef MODE_LIGHTDIRECTION\n"
2796 "uniform float3 LightDir,\n"
2797 "#endif\n"
2798 "uniform float4 FogPlane,\n"
2799 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2800 "uniform float3 LightPosition,\n"
2801 "#endif\n"
2802 "#ifdef USESHADOWMAPORTHO\n"
2803 "uniform float4x4 ShadowMapMatrix,\n"
2804 "#endif\n"
2805 "\n"
2806 "out float4 gl_FrontColor : COLOR,\n"
2807 "out float4 TexCoordBoth : TEXCOORD0,\n"
2808 "#ifdef USELIGHTMAP\n"
2809 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2810 "#endif\n"
2811 "#ifdef USEEYEVECTOR\n"
2812 "out float3 EyeVector : TEXCOORD2,\n"
2813 "#endif\n"
2814 "#ifdef USEREFLECTION\n"
2815 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2816 "#endif\n"
2817 "#ifdef USEFOG\n"
2818 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2819 "#endif\n"
2820 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2821 "out float3 LightVector : TEXCOORD1,\n"
2822 "#endif\n"
2823 "#ifdef MODE_LIGHTSOURCE\n"
2824 "out float3 CubeVector : TEXCOORD3,\n"
2825 "#endif\n"
2826 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2827 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2828 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2829 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2830 "#endif\n"
2831 "#ifdef USESHADOWMAPORTHO\n"
2832 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2833 "#endif\n"
2834 "out float4 gl_Position : POSITION\n"
2835 ")\n"
2836 "{\n"
2837 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2838 "       gl_FrontColor = gl_Color;\n"
2839 "#endif\n"
2840 "       // copy the surface texcoord\n"
2841 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2842 "#ifdef USEVERTEXTEXTUREBLEND\n"
2843 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2844 "#endif\n"
2845 "#ifdef USELIGHTMAP\n"
2846 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2847 "#endif\n"
2848 "\n"
2849 "#ifdef MODE_LIGHTSOURCE\n"
2850 "       // transform vertex position into light attenuation/cubemap space\n"
2851 "       // (-1 to +1 across the light box)\n"
2852 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2853 "\n"
2854 "# ifdef USEDIFFUSE\n"
2855 "       // transform unnormalized light direction into tangent space\n"
2856 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2857 "       //  normalize it per pixel)\n"
2858 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2859 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2860 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2861 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2862 "# endif\n"
2863 "#endif\n"
2864 "\n"
2865 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2866 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2867 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2868 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2869 "#endif\n"
2870 "\n"
2871 "       // transform unnormalized eye direction into tangent space\n"
2872 "#ifdef USEEYEVECTOR\n"
2873 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2874 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2875 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2876 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2877 "#endif\n"
2878 "\n"
2879 "#ifdef USEFOG\n"
2880 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2881 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2882 "#endif\n"
2883 "\n"
2884 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2885 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2886 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2887 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2888 "#endif\n"
2889 "\n"
2890 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2891 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2892 "\n"
2893 "#ifdef USESHADOWMAPORTHO\n"
2894 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2895 "#endif\n"
2896 "\n"
2897 "#ifdef USEREFLECTION\n"
2898 "       ModelViewProjectionPosition = gl_Position;\n"
2899 "#endif\n"
2900 "}\n"
2901 "#endif // VERTEX_SHADER\n"
2902 "\n"
2903 "\n"
2904 "\n"
2905 "\n"
2906 "#ifdef FRAGMENT_SHADER\n"
2907 "void main\n"
2908 "(\n"
2909 "#ifdef USEDEFERREDLIGHTMAP\n"
2910 "float2 Pixel : WPOS,\n"
2911 "#endif\n"
2912 "float4 gl_FrontColor : COLOR,\n"
2913 "float4 TexCoordBoth : TEXCOORD0,\n"
2914 "#ifdef USELIGHTMAP\n"
2915 "float2 TexCoordLightmap : TEXCOORD1,\n"
2916 "#endif\n"
2917 "#ifdef USEEYEVECTOR\n"
2918 "float3 EyeVector : TEXCOORD2,\n"
2919 "#endif\n"
2920 "#ifdef USEREFLECTION\n"
2921 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2922 "#endif\n"
2923 "#ifdef USEFOG\n"
2924 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2925 "#endif\n"
2926 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2927 "float3 LightVector : TEXCOORD1,\n"
2928 "#endif\n"
2929 "#ifdef MODE_LIGHTSOURCE\n"
2930 "float3 CubeVector : TEXCOORD3,\n"
2931 "#endif\n"
2932 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2933 "float4 ModelViewPosition : TEXCOORD0,\n"
2934 "#endif\n"
2935 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2936 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2937 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2938 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2939 "#endif\n"
2940 "#ifdef USESHADOWMAPORTHO\n"
2941 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2942 "#endif\n"
2943 "\n"
2944 "uniform sampler2D Texture_Normal,\n"
2945 "uniform sampler2D Texture_Color,\n"
2946 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2947 "uniform sampler2D Texture_Gloss,\n"
2948 "#endif\n"
2949 "#ifdef USEGLOW\n"
2950 "uniform sampler2D Texture_Glow,\n"
2951 "#endif\n"
2952 "#ifdef USEVERTEXTEXTUREBLEND\n"
2953 "uniform sampler2D Texture_SecondaryNormal,\n"
2954 "uniform sampler2D Texture_SecondaryColor,\n"
2955 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2956 "uniform sampler2D Texture_SecondaryGloss,\n"
2957 "#endif\n"
2958 "#ifdef USEGLOW\n"
2959 "uniform sampler2D Texture_SecondaryGlow,\n"
2960 "#endif\n"
2961 "#endif\n"
2962 "#ifdef USECOLORMAPPING\n"
2963 "uniform sampler2D Texture_Pants,\n"
2964 "uniform sampler2D Texture_Shirt,\n"
2965 "#endif\n"
2966 "#ifdef USEFOG\n"
2967 "uniform sampler2D Texture_FogHeightTexture,\n"
2968 "uniform sampler2D Texture_FogMask,\n"
2969 "#endif\n"
2970 "#ifdef USELIGHTMAP\n"
2971 "uniform sampler2D Texture_Lightmap,\n"
2972 "#endif\n"
2973 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2974 "uniform sampler2D Texture_Deluxemap,\n"
2975 "#endif\n"
2976 "#ifdef USEREFLECTION\n"
2977 "uniform sampler2D Texture_Reflection,\n"
2978 "#endif\n"
2979 "\n"
2980 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2981 "uniform sampler2D Texture_ScreenDepth,\n"
2982 "uniform sampler2D Texture_ScreenNormalMap,\n"
2983 "#endif\n"
2984 "#ifdef USEDEFERREDLIGHTMAP\n"
2985 "uniform sampler2D Texture_ScreenDiffuse,\n"
2986 "uniform sampler2D Texture_ScreenSpecular,\n"
2987 "#endif\n"
2988 "\n"
2989 "#ifdef USECOLORMAPPING\n"
2990 "uniform half3 Color_Pants,\n"
2991 "uniform half3 Color_Shirt,\n"
2992 "#endif\n"
2993 "#ifdef USEFOG\n"
2994 "uniform float3 FogColor,\n"
2995 "uniform float FogRangeRecip,\n"
2996 "uniform float FogPlaneViewDist,\n"
2997 "uniform float FogHeightFade,\n"
2998 "#endif\n"
2999 "\n"
3000 "#ifdef USEOFFSETMAPPING\n"
3001 "uniform float OffsetMapping_Scale,\n"
3002 "#endif\n"
3003 "\n"
3004 "#ifdef USEDEFERREDLIGHTMAP\n"
3005 "uniform half2 PixelToScreenTexCoord,\n"
3006 "uniform half3 DeferredMod_Diffuse,\n"
3007 "uniform half3 DeferredMod_Specular,\n"
3008 "#endif\n"
3009 "uniform half3 Color_Ambient,\n"
3010 "uniform half3 Color_Diffuse,\n"
3011 "uniform half3 Color_Specular,\n"
3012 "uniform half SpecularPower,\n"
3013 "#ifdef USEGLOW\n"
3014 "uniform half3 Color_Glow,\n"
3015 "#endif\n"
3016 "uniform half Alpha,\n"
3017 "#ifdef USEREFLECTION\n"
3018 "uniform float4 DistortScaleRefractReflect,\n"
3019 "uniform float4 ScreenScaleRefractReflect,\n"
3020 "uniform float4 ScreenCenterRefractReflect,\n"
3021 "uniform half4 ReflectColor,\n"
3022 "#endif\n"
3023 "#ifdef USEREFLECTCUBE\n"
3024 "uniform float4x4 ModelToReflectCube,\n"
3025 "uniform sampler2D Texture_ReflectMask,\n"
3026 "uniform samplerCUBE Texture_ReflectCube,\n"
3027 "#endif\n"
3028 "#ifdef MODE_LIGHTDIRECTION\n"
3029 "uniform half3 LightColor,\n"
3030 "#endif\n"
3031 "#ifdef MODE_LIGHTSOURCE\n"
3032 "uniform half3 LightColor,\n"
3033 "#endif\n"
3034 "\n"
3035 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3036 "uniform sampler2D Texture_Attenuation,\n"
3037 "uniform samplerCUBE Texture_Cube,\n"
3038 "#endif\n"
3039 "\n"
3040 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3041 "\n"
3042 "#ifdef USESHADOWMAPRECT\n"
3043 "# ifdef USESHADOWSAMPLER\n"
3044 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3045 "# else\n"
3046 "uniform samplerRECT Texture_ShadowMapRect,\n"
3047 "# endif\n"
3048 "#endif\n"
3049 "\n"
3050 "#ifdef USESHADOWMAP2D\n"
3051 "# ifdef USESHADOWSAMPLER\n"
3052 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3053 "# else\n"
3054 "uniform sampler2D Texture_ShadowMap2D,\n"
3055 "# endif\n"
3056 "#endif\n"
3057 "\n"
3058 "#ifdef USESHADOWMAPVSDCT\n"
3059 "uniform samplerCUBE Texture_CubeProjection,\n"
3060 "#endif\n"
3061 "\n"
3062 "#ifdef USESHADOWMAPCUBE\n"
3063 "# ifdef USESHADOWSAMPLER\n"
3064 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3065 "# else\n"
3066 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3067 "# endif\n"
3068 "#endif\n"
3069 "\n"
3070 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3071 "uniform float2 ShadowMap_TextureScale,\n"
3072 "uniform float4 ShadowMap_Parameters,\n"
3073 "#endif\n"
3074 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3075 "\n"
3076 "out float4 gl_FragColor : COLOR\n"
3077 ")\n"
3078 "{\n"
3079 "       float2 TexCoord = TexCoordBoth.xy;\n"
3080 "#ifdef USEVERTEXTEXTUREBLEND\n"
3081 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3082 "#endif\n"
3083 "#ifdef USEOFFSETMAPPING\n"
3084 "       // apply offsetmapping\n"
3085 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3086 "#define TexCoord TexCoordOffset\n"
3087 "#endif\n"
3088 "\n"
3089 "       // combine the diffuse textures (base, pants, shirt)\n"
3090 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3091 "#ifdef USEALPHAKILL\n"
3092 "       if (color.a < 0.5)\n"
3093 "               discard;\n"
3094 "#endif\n"
3095 "       color.a *= Alpha;\n"
3096 "#ifdef USECOLORMAPPING\n"
3097 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3098 "#endif\n"
3099 "#ifdef USEVERTEXTEXTUREBLEND\n"
3100 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3101 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3102 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3103 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3104 "       color.a = 1.0;\n"
3105 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3106 "#endif\n"
3107 "\n"
3108 "       // get the surface normal\n"
3109 "#ifdef USEVERTEXTEXTUREBLEND\n"
3110 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3111 "#else\n"
3112 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3113 "#endif\n"
3114 "\n"
3115 "       // get the material colors\n"
3116 "       half3 diffusetex = color.rgb;\n"
3117 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3118 "# ifdef USEVERTEXTEXTUREBLEND\n"
3119 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3120 "# else\n"
3121 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3122 "# endif\n"
3123 "#endif\n"
3124 "\n"
3125 "#ifdef USEREFLECTCUBE\n"
3126 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3127 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3128 "       float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3129 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3130 "#endif\n"
3131 "\n"
3132 "\n"
3133 "\n"
3134 "\n"
3135 "#ifdef MODE_LIGHTSOURCE\n"
3136 "       // light source\n"
3137 "#ifdef USEDIFFUSE\n"
3138 "       half3 lightnormal = half3(normalize(LightVector));\n"
3139 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3140 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3141 "#ifdef USESPECULAR\n"
3142 "#ifdef USEEXACTSPECULARMATH\n"
3143 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3144 "#else\n"
3145 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3146 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3147 "#endif\n"
3148 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3149 "#endif\n"
3150 "#else\n"
3151 "       color.rgb = diffusetex * Color_Ambient;\n"
3152 "#endif\n"
3153 "       color.rgb *= LightColor;\n"
3154 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3155 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3156 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3157 "# if defined(USESHADOWMAP2D)\n"
3158 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3159 "# endif\n"
3160 "# if defined(USESHADOWMAPRECT)\n"
3161 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3162 "# endif\n"
3163 "# if defined(USESHADOWMAPCUBE)\n"
3164 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3165 "# endif\n"
3166 "\n"
3167 "#ifdef USESHADOWMAPVSDCT\n"
3168 ", Texture_CubeProjection\n"
3169 "#endif\n"
3170 "       );\n"
3171 "\n"
3172 "#endif\n"
3173 "# ifdef USECUBEFILTER\n"
3174 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3175 "# endif\n"
3176 "#endif // MODE_LIGHTSOURCE\n"
3177 "\n"
3178 "\n"
3179 "\n"
3180 "\n"
3181 "#ifdef MODE_LIGHTDIRECTION\n"
3182 "#define SHADING\n"
3183 "#ifdef USEDIFFUSE\n"
3184 "       half3 lightnormal = half3(normalize(LightVector));\n"
3185 "#endif\n"
3186 "#define lightcolor LightColor\n"
3187 "#endif // MODE_LIGHTDIRECTION\n"
3188 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3189 "#define SHADING\n"
3190 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3191 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3192 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3193 "       // convert modelspace light vector to tangentspace\n"
3194 "       half3 lightnormal;\n"
3195 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3196 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3197 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3198 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3199 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3200 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3201 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3202 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3203 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3204 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3205 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3206 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3207 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3208 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3209 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3210 "#define SHADING\n"
3211 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3212 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3213 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3214 "#endif\n"
3215 "\n"
3216 "\n"
3217 "\n"
3218 "\n"
3219 "#ifdef MODE_LIGHTMAP\n"
3220 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3221 "#endif // MODE_LIGHTMAP\n"
3222 "#ifdef MODE_VERTEXCOLOR\n"
3223 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3224 "#endif // MODE_VERTEXCOLOR\n"
3225 "#ifdef MODE_FLATCOLOR\n"
3226 "       color.rgb = diffusetex * Color_Ambient;\n"
3227 "#endif // MODE_FLATCOLOR\n"
3228 "\n"
3229 "\n"
3230 "\n"
3231 "\n"
3232 "#ifdef SHADING\n"
3233 "# ifdef USEDIFFUSE\n"
3234 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3235 "#  ifdef USESPECULAR\n"
3236 "#   ifdef USEEXACTSPECULARMATH\n"
3237 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3238 "#   else\n"
3239 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3240 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3241 "#   endif\n"
3242 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3243 "#  else\n"
3244 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3245 "#  endif\n"
3246 "# else\n"
3247 "       color.rgb = diffusetex * Color_Ambient;\n"
3248 "# endif\n"
3249 "#endif\n"
3250 "\n"
3251 "#ifdef USESHADOWMAPORTHO\n"
3252 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3253 "# if defined(USESHADOWMAP2D)\n"
3254 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3255 "# endif\n"
3256 "# if defined(USESHADOWMAPRECT)\n"
3257 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3258 "# endif\n"
3259 "       );\n"
3260 "#endif\n"
3261 "\n"
3262 "#ifdef USEDEFERREDLIGHTMAP\n"
3263 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3264 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3265 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3266 "#endif\n"
3267 "\n"
3268 "#ifdef USEGLOW\n"
3269 "#ifdef USEVERTEXTEXTUREBLEND\n"
3270 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3271 "#else\n"
3272 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3273 "#endif\n"
3274 "#endif\n"
3275 "\n"
3276 "#ifdef USEFOG\n"
3277 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3278 "#endif\n"
3279 "\n"
3280 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3281 "#ifdef USEREFLECTION\n"
3282 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3283 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3284 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3285 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3286 "       // FIXME temporary hack to detect the case that the reflection\n"
3287 "       // gets blackened at edges due to leaving the area that contains actual\n"
3288 "       // content.\n"
3289 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3290 "       // 'appening.\n"
3291 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3292 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3293 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3294 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3295 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3296 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3297 "#endif\n"
3298 "\n"
3299 "       gl_FragColor = float4(color);\n"
3300 "}\n"
3301 "#endif // FRAGMENT_SHADER\n"
3302 "\n"
3303 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3304 "#endif // !MODE_DEFERREDGEOMETRY\n"
3305 "#endif // !MODE_WATER\n"
3306 "#endif // !MODE_REFRACTION\n"
3307 "#endif // !MODE_BLOOMBLUR\n"
3308 "#endif // !MODE_GENERIC\n"
3309 "#endif // !MODE_POSTPROCESS\n"
3310 "#endif // !MODE_SHOWDEPTH\n"
3311 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3312 ;
3313
3314 char *glslshaderstring = NULL;
3315 char *cgshaderstring = NULL;
3316
3317 //=======================================================================================================================================================
3318
3319 typedef struct shaderpermutationinfo_s
3320 {
3321         const char *pretext;
3322         const char *name;
3323 }
3324 shaderpermutationinfo_t;
3325
3326 typedef struct shadermodeinfo_s
3327 {
3328         const char *vertexfilename;
3329         const char *geometryfilename;
3330         const char *fragmentfilename;
3331         const char *pretext;
3332         const char *name;
3333 }
3334 shadermodeinfo_t;
3335
3336 typedef enum shaderpermutation_e
3337 {
3338         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3339         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3340         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3341         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3342         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3343         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3344         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3345         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3346         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3347         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3348         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3349         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3350         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3351         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3352         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3353         SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3354         SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3355         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3356         SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3357         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3358         SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3359         SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3360         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3361         SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3362         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3363         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3364         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3365         SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3366         SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3367         SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3368         SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3369 }
3370 shaderpermutation_t;
3371
3372 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3373 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3374 {
3375         {"#define USEDIFFUSE\n", " diffuse"},
3376         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3377         {"#define USEVIEWTINT\n", " viewtint"},
3378         {"#define USECOLORMAPPING\n", " colormapping"},
3379         {"#define USESATURATION\n", " saturation"},
3380         {"#define USEFOGINSIDE\n", " foginside"},
3381         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3382         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3383         {"#define USEGAMMARAMPS\n", " gammaramps"},
3384         {"#define USECUBEFILTER\n", " cubefilter"},
3385         {"#define USEGLOW\n", " glow"},
3386         {"#define USEBLOOM\n", " bloom"},
3387         {"#define USESPECULAR\n", " specular"},
3388         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3389         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3390         {"#define USEREFLECTION\n", " reflection"},
3391         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3392         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3393         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3394         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3395         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3396         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3397         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3398         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3399         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3400         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3401         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3402         {"#define USEALPHAKILL\n", " alphakill"},
3403         {"#define USEREFLECTCUBE\n", " reflectcube"},
3404 };
3405
3406 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3407 typedef enum shadermode_e
3408 {
3409         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3410         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3411         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3412         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3413         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3414         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3415         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3416         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3417         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3418         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3419         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3420         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3421         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3422         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3423         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3424         SHADERMODE_COUNT
3425 }
3426 shadermode_t;
3427
3428 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3429 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3430 {
3431         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3432         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3433         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3434         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3435         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3436         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3437         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3438         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3439         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3440         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3441         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3442         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3443         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3444         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3445         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3446 };
3447
3448 #ifdef SUPPORTCG
3449 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3450 {
3451         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3452         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3453         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3454         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3455         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3456         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3457         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3458         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3459         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3460         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3461         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3462         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3463         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3464         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3465         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3466 };
3467 #endif
3468
3469 struct r_glsl_permutation_s;
3470 typedef struct r_glsl_permutation_s
3471 {
3472         /// hash lookup data
3473         struct r_glsl_permutation_s *hashnext;
3474         unsigned int mode;
3475         unsigned int permutation;
3476
3477         /// indicates if we have tried compiling this permutation already
3478         qboolean compiled;
3479         /// 0 if compilation failed
3480         int program;
3481         /// locations of detected uniforms in program object, or -1 if not found
3482         int loc_Texture_First;
3483         int loc_Texture_Second;
3484         int loc_Texture_GammaRamps;
3485         int loc_Texture_Normal;
3486         int loc_Texture_Color;
3487         int loc_Texture_Gloss;
3488         int loc_Texture_Glow;
3489         int loc_Texture_SecondaryNormal;
3490         int loc_Texture_SecondaryColor;
3491         int loc_Texture_SecondaryGloss;
3492         int loc_Texture_SecondaryGlow;
3493         int loc_Texture_Pants;
3494         int loc_Texture_Shirt;
3495         int loc_Texture_FogHeightTexture;
3496         int loc_Texture_FogMask;
3497         int loc_Texture_Lightmap;
3498         int loc_Texture_Deluxemap;
3499         int loc_Texture_Attenuation;
3500         int loc_Texture_Cube;
3501         int loc_Texture_Refraction;
3502         int loc_Texture_Reflection;
3503         int loc_Texture_ShadowMapRect;
3504         int loc_Texture_ShadowMapCube;
3505         int loc_Texture_ShadowMap2D;
3506         int loc_Texture_CubeProjection;
3507         int loc_Texture_ScreenDepth;
3508         int loc_Texture_ScreenNormalMap;
3509         int loc_Texture_ScreenDiffuse;
3510         int loc_Texture_ScreenSpecular;
3511         int loc_Texture_ReflectMask;
3512         int loc_Texture_ReflectCube;
3513         int loc_Alpha;
3514         int loc_BloomBlur_Parameters;
3515         int loc_ClientTime;
3516         int loc_Color_Ambient;
3517         int loc_Color_Diffuse;
3518         int loc_Color_Specular;
3519         int loc_Color_Glow;
3520         int loc_Color_Pants;
3521         int loc_Color_Shirt;
3522         int loc_DeferredColor_Ambient;
3523         int loc_DeferredColor_Diffuse;
3524         int loc_DeferredColor_Specular;
3525         int loc_DeferredMod_Diffuse;
3526         int loc_DeferredMod_Specular;
3527         int loc_DistortScaleRefractReflect;
3528         int loc_EyePosition;
3529         int loc_FogColor;
3530         int loc_FogHeightFade;
3531         int loc_FogPlane;
3532         int loc_FogPlaneViewDist;
3533         int loc_FogRangeRecip;
3534         int loc_LightColor;
3535         int loc_LightDir;
3536         int loc_LightPosition;
3537         int loc_OffsetMapping_Scale;
3538         int loc_PixelSize;
3539         int loc_ReflectColor;
3540         int loc_ReflectFactor;
3541         int loc_ReflectOffset;
3542         int loc_RefractColor;
3543         int loc_Saturation;
3544         int loc_ScreenCenterRefractReflect;
3545         int loc_ScreenScaleRefractReflect;
3546         int loc_ScreenToDepth;
3547         int loc_ShadowMap_Parameters;
3548         int loc_ShadowMap_TextureScale;
3549         int loc_SpecularPower;
3550         int loc_UserVec1;
3551         int loc_UserVec2;
3552         int loc_UserVec3;
3553         int loc_UserVec4;
3554         int loc_ViewTintColor;
3555         int loc_ViewToLight;
3556         int loc_ModelToLight;
3557         int loc_TexMatrix;
3558         int loc_BackgroundTexMatrix;
3559         int loc_ModelViewProjectionMatrix;
3560         int loc_ModelViewMatrix;
3561         int loc_PixelToScreenTexCoord;
3562         int loc_ModelToReflectCube;
3563         int loc_ShadowMapMatrix;        
3564 }
3565 r_glsl_permutation_t;
3566
3567 #define SHADERPERMUTATION_HASHSIZE 256
3568
3569 /// information about each possible shader permutation
3570 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3571 /// currently selected permutation
3572 r_glsl_permutation_t *r_glsl_permutation;
3573 /// storage for permutations linked in the hash table
3574 memexpandablearray_t r_glsl_permutationarray;
3575
3576 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3577 {
3578         //unsigned int hashdepth = 0;
3579         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3580         r_glsl_permutation_t *p;
3581         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3582         {
3583                 if (p->mode == mode && p->permutation == permutation)
3584                 {
3585                         //if (hashdepth > 10)
3586                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3587                         return p;
3588                 }
3589                 //hashdepth++;
3590         }
3591         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3592         p->mode = mode;
3593         p->permutation = permutation;
3594         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3595         r_glsl_permutationhash[mode][hashindex] = p;
3596         //if (hashdepth > 10)
3597         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3598         return p;
3599 }
3600
3601 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3602 {
3603         char *shaderstring;
3604         if (!filename || !filename[0])
3605                 return NULL;
3606         if (!strcmp(filename, "glsl/default.glsl"))
3607         {
3608                 if (!glslshaderstring)
3609                 {
3610                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3611                         if (glslshaderstring)
3612                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3613                         else
3614                                 glslshaderstring = (char *)builtinshaderstring;
3615                 }
3616                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3617                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3618                 return shaderstring;
3619         }
3620         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3621         if (shaderstring)
3622         {
3623                 if (printfromdisknotice)
3624                         Con_DPrintf("from disk %s... ", filename);
3625                 return shaderstring;
3626         }
3627         return shaderstring;
3628 }
3629
3630 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3631 {
3632         int i;
3633         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3634         int vertstrings_count = 0;
3635         int geomstrings_count = 0;
3636         int fragstrings_count = 0;
3637         char *vertexstring, *geometrystring, *fragmentstring;
3638         const char *vertstrings_list[32+3];
3639         const char *geomstrings_list[32+3];
3640         const char *fragstrings_list[32+3];
3641         char permutationname[256];
3642
3643         if (p->compiled)
3644                 return;
3645         p->compiled = true;
3646         p->program = 0;
3647
3648         permutationname[0] = 0;
3649         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3650         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3651         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3652
3653         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3654
3655         // the first pretext is which type of shader to compile as
3656         // (later these will all be bound together as a program object)
3657         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3658         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3659         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3660
3661         // the second pretext is the mode (for example a light source)
3662         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3663         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3664         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3665         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3666
3667         // now add all the permutation pretexts
3668         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3669         {
3670                 if (permutation & (1<<i))
3671                 {
3672                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3673                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3674                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3675                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3676                 }
3677                 else
3678                 {
3679                         // keep line numbers correct
3680                         vertstrings_list[vertstrings_count++] = "\n";
3681                         geomstrings_list[geomstrings_count++] = "\n";
3682                         fragstrings_list[fragstrings_count++] = "\n";
3683                 }
3684         }
3685
3686         // now append the shader text itself
3687         vertstrings_list[vertstrings_count++] = vertexstring;
3688         geomstrings_list[geomstrings_count++] = geometrystring;
3689         fragstrings_list[fragstrings_count++] = fragmentstring;
3690
3691         // if any sources were NULL, clear the respective list
3692         if (!vertexstring)
3693                 vertstrings_count = 0;
3694         if (!geometrystring)
3695                 geomstrings_count = 0;
3696         if (!fragmentstring)
3697                 fragstrings_count = 0;
3698
3699         // compile the shader program
3700         if (vertstrings_count + geomstrings_count + fragstrings_count)
3701                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3702         if (p->program)
3703         {
3704                 CHECKGLERROR
3705                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3706                 // look up all the uniform variable names we care about, so we don't
3707                 // have to look them up every time we set them
3708
3709                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3710                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3711                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3712                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3713                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3714                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3715                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3716                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3717                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3718                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3719                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3720                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3721                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3722                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3723                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3724                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3725                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3726                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3727                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3728                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3729                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3730                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3731                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3732                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3733                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3734                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3735                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3736                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3737                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3738                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3739                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3740                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3741                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3742                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3743                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3744                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3745                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3746                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3747                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3748                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3749                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3750                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3751                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3752                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3753                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3754                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3755                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3756                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3757                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3758                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3759                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3760                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3761                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3762                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3763                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3764                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3765                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3766                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3767                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3768                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3769                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3770                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3771                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3772                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3773                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3774                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3775                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3776                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3777                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3778                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3779                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3780                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3781                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3782                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3783                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3784                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3785                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3786                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3787                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3788                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3789                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3790                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
3791                 // initialize the samplers to refer to the texture units we use
3792                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3793                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3794                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3795                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3796                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3797                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3798                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3799                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3800                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3801                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3802                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3803                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3804                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3805                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3806                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3807                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3808                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3809                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3810                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3811                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3812                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3813                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3814                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3815                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3816                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3817                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3818                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3819                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3820                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3821                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3822                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3823                 CHECKGLERROR
3824                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3825         }
3826         else
3827                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3828
3829         // free the strings
3830         if (vertexstring)
3831                 Mem_Free(vertexstring);
3832         if (geometrystring)
3833                 Mem_Free(geometrystring);
3834         if (fragmentstring)
3835                 Mem_Free(fragmentstring);
3836 }
3837
3838 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3839 {
3840         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3841         if (r_glsl_permutation != perm)
3842         {
3843                 r_glsl_permutation = perm;
3844                 if (!r_glsl_permutation->program)
3845                 {
3846                         if (!r_glsl_permutation->compiled)
3847                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3848                         if (!r_glsl_permutation->program)
3849                         {
3850                                 // remove features until we find a valid permutation
3851                                 int i;
3852                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3853                                 {
3854                                         // reduce i more quickly whenever it would not remove any bits
3855                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3856                                         if (!(permutation & j))
3857                                                 continue;
3858                                         permutation -= j;
3859                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3860                                         if (!r_glsl_permutation->compiled)
3861                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3862                                         if (r_glsl_permutation->program)
3863                                                 break;
3864                                 }
3865                                 if (i >= SHADERPERMUTATION_COUNT)
3866                                 {
3867                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3868                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3869                                         qglUseProgramObjectARB(0);CHECKGLERROR
3870                                         return; // no bit left to clear, entire mode is broken
3871                                 }
3872                         }
3873                 }
3874                 CHECKGLERROR
3875                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3876         }
3877         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3878         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3879         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3880 }
3881
3882 #ifdef SUPPORTCG
3883 #include <Cg/cgGL.h>
3884 struct r_cg_permutation_s;
3885 typedef struct r_cg_permutation_s
3886 {
3887         /// hash lookup data
3888         struct r_cg_permutation_s *hashnext;
3889         unsigned int mode;
3890         unsigned int permutation;
3891
3892         /// indicates if we have tried compiling this permutation already
3893         qboolean compiled;
3894         /// 0 if compilation failed
3895         CGprogram vprogram;
3896         CGprogram fprogram;
3897         /// locations of detected parameters in programs, or NULL if not found
3898         CGparameter vp_EyePosition;
3899         CGparameter vp_FogPlane;
3900         CGparameter vp_LightDir;
3901         CGparameter vp_LightPosition;
3902         CGparameter vp_ModelToLight;
3903         CGparameter vp_TexMatrix;
3904         CGparameter vp_BackgroundTexMatrix;
3905         CGparameter vp_ModelViewProjectionMatrix;
3906         CGparameter vp_ModelViewMatrix;
3907         CGparameter vp_ShadowMapMatrix;
3908
3909         CGparameter fp_Texture_First;
3910         CGparameter fp_Texture_Second;
3911         CGparameter fp_Texture_GammaRamps;
3912         CGparameter fp_Texture_Normal;
3913         CGparameter fp_Texture_Color;
3914         CGparameter fp_Texture_Gloss;
3915         CGparameter fp_Texture_Glow;
3916         CGparameter fp_Texture_SecondaryNormal;
3917         CGparameter fp_Texture_SecondaryColor;
3918         CGparameter fp_Texture_SecondaryGloss;
3919         CGparameter fp_Texture_SecondaryGlow;
3920         CGparameter fp_Texture_Pants;
3921         CGparameter fp_Texture_Shirt;
3922         CGparameter fp_Texture_FogHeightTexture;
3923         CGparameter fp_Texture_FogMask;
3924         CGparameter fp_Texture_Lightmap;
3925         CGparameter fp_Texture_Deluxemap;
3926         CGparameter fp_Texture_Attenuation;
3927         CGparameter fp_Texture_Cube;
3928         CGparameter fp_Texture_Refraction;
3929         CGparameter fp_Texture_Reflection;
3930         CGparameter fp_Texture_ShadowMapRect;
3931         CGparameter fp_Texture_ShadowMapCube;
3932         CGparameter fp_Texture_ShadowMap2D;
3933         CGparameter fp_Texture_CubeProjection;
3934         CGparameter fp_Texture_ScreenDepth;
3935         CGparameter fp_Texture_ScreenNormalMap;
3936         CGparameter fp_Texture_ScreenDiffuse;
3937         CGparameter fp_Texture_ScreenSpecular;
3938         CGparameter fp_Texture_ReflectMask;
3939         CGparameter fp_Texture_ReflectCube;
3940         CGparameter fp_Alpha;
3941         CGparameter fp_BloomBlur_Parameters;
3942         CGparameter fp_ClientTime;
3943         CGparameter fp_Color_Ambient;
3944         CGparameter fp_Color_Diffuse;
3945         CGparameter fp_Color_Specular;
3946         CGparameter fp_Color_Glow;
3947         CGparameter fp_Color_Pants;
3948         CGparameter fp_Color_Shirt;
3949         CGparameter fp_DeferredColor_Ambient;
3950         CGparameter fp_DeferredColor_Diffuse;
3951         CGparameter fp_DeferredColor_Specular;
3952         CGparameter fp_DeferredMod_Diffuse;
3953         CGparameter fp_DeferredMod_Specular;
3954         CGparameter fp_DistortScaleRefractReflect;
3955         CGparameter fp_EyePosition;
3956         CGparameter fp_FogColor;
3957         CGparameter fp_FogHeightFade;
3958         CGparameter fp_FogPlane;
3959         CGparameter fp_FogPlaneViewDist;
3960         CGparameter fp_FogRangeRecip;
3961         CGparameter fp_LightColor;
3962         CGparameter fp_LightDir;
3963         CGparameter fp_LightPosition;
3964         CGparameter fp_OffsetMapping_Scale;
3965         CGparameter fp_PixelSize;
3966         CGparameter fp_ReflectColor;
3967         CGparameter fp_ReflectFactor;
3968         CGparameter fp_ReflectOffset;
3969         CGparameter fp_RefractColor;
3970         CGparameter fp_Saturation;
3971         CGparameter fp_ScreenCenterRefractReflect;
3972         CGparameter fp_ScreenScaleRefractReflect;
3973         CGparameter fp_ScreenToDepth;
3974         CGparameter fp_ShadowMap_Parameters;
3975         CGparameter fp_ShadowMap_TextureScale;
3976         CGparameter fp_SpecularPower;
3977         CGparameter fp_UserVec1;
3978         CGparameter fp_UserVec2;
3979         CGparameter fp_UserVec3;
3980         CGparameter fp_UserVec4;
3981         CGparameter fp_ViewTintColor;
3982         CGparameter fp_ViewToLight;
3983         CGparameter fp_PixelToScreenTexCoord;
3984         CGparameter fp_ModelToReflectCube;
3985 }
3986 r_cg_permutation_t;
3987
3988 /// information about each possible shader permutation
3989 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3990 /// currently selected permutation
3991 r_cg_permutation_t *r_cg_permutation;
3992 /// storage for permutations linked in the hash table
3993 memexpandablearray_t r_cg_permutationarray;
3994
3995 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3996
3997 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3998 {
3999         //unsigned int hashdepth = 0;
4000         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4001         r_cg_permutation_t *p;
4002         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4003         {
4004                 if (p->mode == mode && p->permutation == permutation)
4005                 {
4006                         //if (hashdepth > 10)
4007                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4008                         return p;
4009                 }
4010                 //hashdepth++;
4011         }
4012         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4013         p->mode = mode;
4014         p->permutation = permutation;
4015         p->hashnext = r_cg_permutationhash[mode][hashindex];
4016         r_cg_permutationhash[mode][hashindex] = p;
4017         //if (hashdepth > 10)
4018         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4019         return p;
4020 }
4021
4022 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4023 {
4024         char *shaderstring;
4025         if (!filename || !filename[0])
4026                 return NULL;
4027         if (!strcmp(filename, "cg/default.cg"))
4028         {
4029                 if (!cgshaderstring)
4030                 {
4031                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4032                         if (cgshaderstring)
4033                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4034                         else
4035                                 cgshaderstring = (char *)builtincgshaderstring;
4036                 }
4037                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4038                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4039                 return shaderstring;
4040         }
4041         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4042         if (shaderstring)
4043         {
4044                 if (printfromdisknotice)
4045                         Con_DPrintf("from disk %s... ", filename);
4046                 return shaderstring;
4047         }
4048         return shaderstring;
4049 }
4050
4051 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4052 {
4053         // TODO: load or create .fp and .vp shader files
4054 }
4055
4056 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4057 {
4058         int i;
4059         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4060         int vertstrings_count = 0, vertstring_length = 0;
4061         int geomstrings_count = 0, geomstring_length = 0;
4062         int fragstrings_count = 0, fragstring_length = 0;
4063         char *t;
4064         char *vertexstring, *geometrystring, *fragmentstring;
4065         char *vertstring, *geomstring, *fragstring;
4066         const char *vertstrings_list[32+3];
4067         const char *geomstrings_list[32+3];
4068         const char *fragstrings_list[32+3];
4069         char permutationname[256];
4070         char cachename[256];
4071         CGprofile vertexProfile;
4072         CGprofile fragmentProfile;
4073
4074         if (p->compiled)
4075                 return;
4076         p->compiled = true;
4077         p->vprogram = NULL;
4078         p->fprogram = NULL;
4079
4080         permutationname[0] = 0;
4081         cachename[0] = 0;
4082         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4083         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4084         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4085
4086         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4087         strlcat(cachename, "cg/", sizeof(cachename));
4088
4089         // the first pretext is which type of shader to compile as
4090         // (later these will all be bound together as a program object)
4091         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4092         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4093         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4094
4095         // the second pretext is the mode (for example a light source)
4096         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4097         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4098         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4099         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4100         strlcat(cachename, modeinfo->name, sizeof(cachename));
4101
4102         // now add all the permutation pretexts
4103         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4104         {
4105                 if (permutation & (1<<i))
4106                 {
4107                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4108                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4109                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4110                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4111                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4112                 }
4113                 else
4114                 {
4115                         // keep line numbers correct
4116                         vertstrings_list[vertstrings_count++] = "\n";
4117                         geomstrings_list[geomstrings_count++] = "\n";
4118                         fragstrings_list[fragstrings_count++] = "\n";
4119                 }
4120         }
4121
4122         // replace spaces in the cachename with _ characters
4123         for (i = 0;cachename[i];i++)
4124                 if (cachename[i] == ' ')
4125                         cachename[i] = '_';
4126
4127         // now append the shader text itself
4128         vertstrings_list[vertstrings_count++] = vertexstring;
4129         geomstrings_list[geomstrings_count++] = geometrystring;
4130         fragstrings_list[fragstrings_count++] = fragmentstring;
4131
4132         // if any sources were NULL, clear the respective list
4133         if (!vertexstring)
4134                 vertstrings_count = 0;
4135         if (!geometrystring)
4136                 geomstrings_count = 0;
4137         if (!fragmentstring)
4138                 fragstrings_count = 0;
4139
4140         vertstring_length = 0;
4141         for (i = 0;i < vertstrings_count;i++)
4142                 vertstring_length += strlen(vertstrings_list[i]);
4143         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4144         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4145                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4146
4147         geomstring_length = 0;
4148         for (i = 0;i < geomstrings_count;i++)
4149                 geomstring_length += strlen(geomstrings_list[i]);
4150         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4151         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4152                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4153
4154         fragstring_length = 0;
4155         for (i = 0;i < fragstrings_count;i++)
4156                 fragstring_length += strlen(fragstrings_list[i]);
4157         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4158         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4159                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4160
4161         CHECKGLERROR
4162         CHECKCGERROR
4163         //vertexProfile = CG_PROFILE_ARBVP1;
4164         //fragmentProfile = CG_PROFILE_ARBFP1;
4165         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4166         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4167         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4168         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4169         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4170         CHECKGLERROR
4171
4172         // try to load the cached shader, or generate one
4173         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4174
4175         // if caching failed, do a dynamic compile for now
4176         CHECKCGERROR
4177         if (vertstring[0] && !p->vprogram)
4178                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4179         CHECKCGERROR
4180         if (fragstring[0] && !p->fprogram)
4181                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4182         CHECKCGERROR
4183
4184         // look up all the uniform variable names we care about, so we don't
4185         // have to look them up every time we set them
4186         if (p->vprogram)
4187         {
4188                 CHECKCGERROR
4189                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4190                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4191                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4192                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4193                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4194                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4195                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4196                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4197                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4198                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4199                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4200                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4201                 CHECKCGERROR
4202         }
4203         if (p->fprogram)
4204         {
4205                 CHECKCGERROR
4206                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4207                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4208                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4209                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4210                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4211                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4212                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4213                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4214                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4215                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4216                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4217                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4218                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4219                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4220                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4221                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4222                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4223                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4224                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4225                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4226                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4227                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4228                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4229                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4230                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4231                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4232                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4233                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4234                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4235                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4236                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4237                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4238                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4239                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4240                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4241                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4242                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4243                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4244                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4245                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4246                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4247                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4248                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4249                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4250                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4251                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4252                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4253                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4254                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4255                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4256                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4257                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4258                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4259                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4260                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4261                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4262                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4263                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4264                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4265                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4266                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4267                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4268                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4269                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4270                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4271                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4272                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4273                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4274                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4275                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4276                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4277                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4278                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4279                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4280                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4281                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4282                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4283                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4284                 CHECKCGERROR
4285         }
4286
4287         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4288                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4289         else
4290                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4291
4292         // free the strings
4293         if (vertstring)
4294                 Mem_Free(vertstring);
4295         if (geomstring)
4296                 Mem_Free(geomstring);
4297         if (fragstring)
4298                 Mem_Free(fragstring);
4299         if (vertexstring)
4300                 Mem_Free(vertexstring);
4301         if (geometrystring)
4302                 Mem_Free(geometrystring);
4303         if (fragmentstring)
4304                 Mem_Free(fragmentstring);
4305 }
4306
4307 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4308 {
4309         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4310         CHECKGLERROR
4311         CHECKCGERROR
4312         if (r_cg_permutation != perm)
4313         {
4314                 r_cg_permutation = perm;
4315                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4316                 {
4317                         if (!r_cg_permutation->compiled)
4318                                 R_CG_CompilePermutation(perm, mode, permutation);
4319                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4320                         {
4321                                 // remove features until we find a valid permutation
4322                                 int i;
4323                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4324                                 {
4325                                         // reduce i more quickly whenever it would not remove any bits
4326                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4327                                         if (!(permutation & j))
4328                                                 continue;
4329                                         permutation -= j;
4330                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4331                                         if (!r_cg_permutation->compiled)
4332                                                 R_CG_CompilePermutation(perm, mode, permutation);
4333                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4334                                                 break;
4335                                 }
4336                                 if (i >= SHADERPERMUTATION_COUNT)
4337                                 {
4338                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4339                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4340                                         return; // no bit left to clear, entire mode is broken
4341                                 }
4342                         }
4343                 }
4344                 CHECKGLERROR
4345                 CHECKCGERROR
4346                 if (r_cg_permutation->vprogram)
4347                 {
4348                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4349                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4350                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4351                 }
4352                 else
4353                 {
4354                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4355                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4356                 }
4357                 if (r_cg_permutation->fprogram)
4358                 {
4359                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4360                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4361                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4362                 }
4363                 else
4364                 {
4365                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4366                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4367                 }
4368         }
4369         CHECKCGERROR
4370         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4371         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4372         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4373 }
4374
4375 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4376 {
4377         cgGLSetTextureParameter(param, R_GetTexture(tex));
4378         cgGLEnableTextureParameter(param);
4379 }
4380 #endif
4381
4382 void R_GLSL_Restart_f(void)
4383 {
4384         unsigned int i, limit;
4385         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4386                 Mem_Free(glslshaderstring);
4387         glslshaderstring = NULL;
4388         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4389                 Mem_Free(cgshaderstring);
4390         cgshaderstring = NULL;
4391         switch(vid.renderpath)
4392         {
4393         case RENDERPATH_GL20:
4394                 {
4395                         r_glsl_permutation_t *p;
4396                         r_glsl_permutation = NULL;
4397                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4398                         for (i = 0;i < limit;i++)
4399                         {
4400                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4401                                 {
4402                                         GL_Backend_FreeProgram(p->program);
4403                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4404                                 }
4405                         }
4406                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4407                 }
4408                 break;
4409         case RENDERPATH_CGGL:
4410 #ifdef SUPPORTCG
4411                 {
4412                         r_cg_permutation_t *p;
4413                         r_cg_permutation = NULL;
4414                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4415                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4416                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4417                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4418                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4419                         for (i = 0;i < limit;i++)
4420                         {
4421                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4422                                 {
4423                                         if (p->vprogram)
4424                                                 cgDestroyProgram(p->vprogram);
4425                                         if (p->fprogram)
4426                                                 cgDestroyProgram(p->fprogram);
4427                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4428                                 }
4429                         }
4430                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4431                 }
4432                 break;
4433 #endif
4434         case RENDERPATH_GL13:
4435         case RENDERPATH_GL11:
4436                 break;
4437         }
4438 }
4439
4440 void R_GLSL_DumpShader_f(void)
4441 {
4442         int i;
4443         qfile_t *file;
4444
4445         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4446         if (file)
4447         {
4448                 FS_Print(file, "/* The engine may define the following macros:\n");
4449                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4450                 for (i = 0;i < SHADERMODE_COUNT;i++)
4451                         FS_Print(file, glslshadermodeinfo[i].pretext);
4452                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4453                         FS_Print(file, shaderpermutationinfo[i].pretext);
4454                 FS_Print(file, "*/\n");
4455                 FS_Print(file, builtinshaderstring);
4456                 FS_Close(file);
4457                 Con_Printf("glsl/default.glsl written\n");
4458         }
4459         else
4460                 Con_Printf("failed to write to glsl/default.glsl\n");
4461
4462 #ifdef SUPPORTCG
4463         file = FS_OpenRealFile("cg/default.cg", "w", false);
4464         if (file)
4465         {
4466                 FS_Print(file, "/* The engine may define the following macros:\n");
4467                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4468                 for (i = 0;i < SHADERMODE_COUNT;i++)
4469                         FS_Print(file, cgshadermodeinfo[i].pretext);
4470                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4471                         FS_Print(file, shaderpermutationinfo[i].pretext);
4472                 FS_Print(file, "*/\n");
4473                 FS_Print(file, builtincgshaderstring);
4474                 FS_Close(file);
4475                 Con_Printf("cg/default.cg written\n");
4476         }
4477         else
4478                 Con_Printf("failed to write to cg/default.cg\n");
4479 #endif
4480 }
4481
4482 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4483 {
4484         if (!second)
4485                 texturemode = GL_MODULATE;
4486         switch (vid.renderpath)
4487         {
4488         case RENDERPATH_GL20:
4489                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4490                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4491                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4492                 break;
4493         case RENDERPATH_CGGL:
4494 #ifdef SUPPORTCG
4495                 CHECKCGERROR
4496                 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4497                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4498                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4499 #endif
4500                 break;
4501         case RENDERPATH_GL13:
4502                 R_Mesh_TexBind(0, first );
4503                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4504                 R_Mesh_TexBind(1, second);
4505                 if (second)
4506                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4507                 break;
4508         case RENDERPATH_GL11:
4509                 R_Mesh_TexBind(0, first );
4510                 break;
4511         }
4512 }
4513
4514 void R_SetupShader_DepthOrShadow(void)
4515 {
4516         switch (vid.renderpath)
4517         {
4518         case RENDERPATH_GL20:
4519                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4520                 break;
4521         case RENDERPATH_CGGL:
4522 #ifdef SUPPORTCG
4523                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4524 #endif
4525                 break;
4526         case RENDERPATH_GL13:
4527                 R_Mesh_TexBind(0, 0);
4528                 R_Mesh_TexBind(1, 0);
4529                 break;
4530         case RENDERPATH_GL11:
4531                 R_Mesh_TexBind(0, 0);
4532                 break;
4533         }
4534 }
4535
4536 void R_SetupShader_ShowDepth(void)
4537 {
4538         switch (vid.renderpath)
4539         {
4540         case RENDERPATH_GL20:
4541                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4542                 break;
4543         case RENDERPATH_CGGL:
4544 #ifdef SUPPORTCG
4545                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4546 #endif
4547                 break;
4548         case RENDERPATH_GL13:
4549                 break;
4550         case RENDERPATH_GL11:
4551                 break;
4552         }
4553 }
4554
4555 extern qboolean r_shadow_usingdeferredprepass;
4556 extern cvar_t r_shadow_deferred_8bitrange;
4557 extern rtexture_t *r_shadow_attenuationgradienttexture;
4558 extern rtexture_t *r_shadow_attenuation2dtexture;
4559 extern rtexture_t *r_shadow_attenuation3dtexture;
4560 extern qboolean r_shadow_usingshadowmaprect;
4561 extern qboolean r_shadow_usingshadowmapcube;
4562 extern qboolean r_shadow_usingshadowmap2d;
4563 extern qboolean r_shadow_usingshadowmaportho;
4564 extern float r_shadow_shadowmap_texturescale[2];
4565 extern float r_shadow_shadowmap_parameters[4];
4566 extern qboolean r_shadow_shadowmapvsdct;
4567 extern qboolean r_shadow_shadowmapsampler;
4568 extern int r_shadow_shadowmappcf;
4569 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4570 extern rtexture_t *r_shadow_shadowmap2dtexture;
4571 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4572 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4573 extern matrix4x4_t r_shadow_shadowmapmatrix;
4574 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4575 extern int r_shadow_prepass_width;
4576 extern int r_shadow_prepass_height;
4577 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4578 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4579 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4580 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4581 extern cvar_t gl_mesh_separatearrays;
4582 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
4583 {
4584         // a blendfunc allows colormod if:
4585         // a) it can never keep the destination pixel invariant, or
4586         // b) it can keep the destination pixel invariant, and still can do so if colormodded
4587         // this is to prevent unintended side effects from colormod
4588
4589         // in formulas:
4590         // IF there is a (s, sa) for which for all (d, da),
4591         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
4592         // THEN, for this (s, sa) and all (colormod, d, da):
4593         //   s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
4594         // OBVIOUSLY, this means that
4595         //   s*colormod * src(s*colormod, d, sa, da) = 0
4596         //   dst(s*colormod, d, sa, da)              = 1
4597
4598         // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
4599
4600         // main condition to leave dst color invariant:
4601         //   s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
4602         //   src == GL_ZERO:
4603         //     s * 0 + d * dst(s, d, sa, da) == d
4604         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4605         //       => colormod is a problem for GL_SRC_COLOR only
4606         //   src == GL_ONE:
4607         //     s + d * dst(s, d, sa, da) == d
4608         //       => s == 0
4609         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4610         //       => colormod is never problematic for these
4611         //   src == GL_SRC_COLOR:
4612         //     s*s + d * dst(s, d, sa, da) == d
4613         //       => s == 0
4614         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4615         //       => colormod is never problematic for these
4616         //   src == GL_ONE_MINUS_SRC_COLOR:
4617         //     s*(1-s) + d * dst(s, d, sa, da) == d
4618         //       => s == 0 or s == 1
4619         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4620         //       => colormod is a problem for GL_SRC_COLOR only
4621         //   src == GL_DST_COLOR
4622         //     s*d + d * dst(s, d, sa, da) == d
4623         //       => s == 1
4624         //       => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4625         //       => colormod is always a problem
4626         //     or
4627         //       => s == 0
4628         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4629         //       => colormod is never problematic for these
4630         //       => BUT, we do not know s! We must assume it is problematic
4631         //       then... except in GL_ONE case, where we know all invariant
4632         //       cases are fine
4633         //   src == GL_ONE_MINUS_DST_COLOR
4634         //     s*(1-d) + d * dst(s, d, sa, da) == d
4635         //       => s == 0 (1-d is impossible to handle for our desired result)
4636         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4637         //       => colormod is never problematic for these
4638         //   src == GL_SRC_ALPHA
4639         //     s*sa + d * dst(s, d, sa, da) == d
4640         //       => s == 0, or sa == 0
4641         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4642         //       => colormod breaks in the case GL_SRC_COLOR only
4643         //   src == GL_ONE_MINUS_SRC_ALPHA
4644         //     s*(1-sa) + d * dst(s, d, sa, da) == d
4645         //       => s == 0, or sa == 1
4646         //       => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4647         //       => colormod breaks in the case GL_SRC_COLOR only
4648         //   src == GL_DST_ALPHA
4649         //     s*da + d * dst(s, d, sa, da) == d
4650         //       => s == 0
4651         //       => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
4652         //       => colormod is never problematic for these
4653
4654         switch(src)
4655         {
4656                 case GL_ZERO:
4657                 case GL_ONE_MINUS_SRC_COLOR:
4658                 case GL_SRC_ALPHA:
4659                 case GL_ONE_MINUS_SRC_ALPHA:
4660                         if(dst == GL_SRC_COLOR)
4661                                 return false;
4662                         return true;
4663                 case GL_ONE:
4664                 case GL_SRC_COLOR:
4665                 case GL_ONE_MINUS_DST_COLOR:
4666                 case GL_DST_ALPHA:
4667                 case GL_ONE_MINUS_DST_ALPHA:
4668                         return true;
4669                 case GL_DST_COLOR:
4670                         if(dst == GL_ONE)
4671                                 return true;
4672                         return false;
4673                 default:
4674                         return false;
4675         }
4676 }
4677 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist)
4678 {
4679         // select a permutation of the lighting shader appropriate to this
4680         // combination of texture, entity, light source, and fogging, only use the
4681         // minimum features necessary to avoid wasting rendering time in the
4682         // fragment shader on features that are not being used
4683         unsigned int permutation = 0;
4684         unsigned int mode = 0;
4685         qboolean allow_colormod;
4686         static float dummy_colormod[3] = {1, 1, 1};
4687         float *colormod = rsurface.colormod;
4688         float m16f[16];
4689         if (rsurfacepass == RSURFPASS_BACKGROUND)
4690         {
4691                 // distorted background
4692                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4693                         mode = SHADERMODE_WATER;
4694                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4695                         mode = SHADERMODE_REFRACTION;
4696                 else
4697                 {
4698                         mode = SHADERMODE_GENERIC;
4699                         permutation |= SHADERPERMUTATION_DIFFUSE;
4700                 }
4701                 GL_AlphaTest(false);
4702                 GL_BlendFunc(GL_ONE, GL_ZERO);
4703                 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4704         }
4705         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4706         {
4707                 if (r_glsl_offsetmapping.integer)
4708                 {
4709                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4710                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4711                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4712                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4713                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4714                         {
4715                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4716                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4717                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4718                         }
4719                 }
4720                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4721                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4722                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4723                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4724                 // normalmap (deferred prepass), may use alpha test on diffuse
4725                 mode = SHADERMODE_DEFERREDGEOMETRY;
4726                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4727                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4728                 GL_AlphaTest(false);
4729                 GL_BlendFunc(GL_ONE, GL_ZERO);
4730                 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
4731         }
4732         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4733         {
4734                 if (r_glsl_offsetmapping.integer)
4735                 {
4736                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4737                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4738                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4739                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4740                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4741                         {
4742                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4743                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4744                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4745                         }
4746                 }
4747                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4748                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4749                 // light source
4750                 mode = SHADERMODE_LIGHTSOURCE;
4751                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4752                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4753                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4754                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4755                 if (diffusescale > 0)
4756                         permutation |= SHADERPERMUTATION_DIFFUSE;
4757                 if (specularscale > 0)
4758                 {
4759                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4760                         if (r_shadow_glossexact.integer)
4761                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4762                 }
4763                 if (r_refdef.fogenabled)
4764                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4765                 if (rsurface.texture->colormapping)
4766                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4767                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4768                 {
4769                         if (r_shadow_usingshadowmaprect)
4770                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4771                         if (r_shadow_usingshadowmap2d)
4772                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4773                         if (r_shadow_usingshadowmapcube)
4774                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4775                         else if(r_shadow_shadowmapvsdct)
4776                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4777
4778                         if (r_shadow_shadowmapsampler)
4779                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4780                         if (r_shadow_shadowmappcf > 1)
4781                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4782                         else if (r_shadow_shadowmappcf)
4783                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4784                 }
4785                 if (rsurface.texture->reflectmasktexture)
4786                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4787                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4788                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4789                 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
4790         }
4791         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4792         {
4793                 if (r_glsl_offsetmapping.integer)
4794                 {
4795                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4796                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4797                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4798                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4799                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4800                         {
4801                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4802                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4803                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4804                         }
4805                 }
4806                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4807                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4808                 // unshaded geometry (fullbright or ambient model lighting)
4809                 mode = SHADERMODE_FLATCOLOR;
4810                 ambientscale = diffusescale = specularscale = 0;
4811                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4812                         permutation |= SHADERPERMUTATION_GLOW;
4813                 if (r_refdef.fogenabled)
4814                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4815                 if (rsurface.texture->colormapping)
4816                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4817                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4818                 {
4819                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4820                         if (r_shadow_usingshadowmaprect)
4821                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4822                         if (r_shadow_usingshadowmap2d)
4823                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4824
4825                         if (r_shadow_shadowmapsampler)
4826                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4827                         if (r_shadow_shadowmappcf > 1)
4828                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4829                         else if (r_shadow_shadowmappcf)
4830                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4831                 }
4832                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4833                         permutation |= SHADERPERMUTATION_REFLECTION;
4834                 if (rsurface.texture->reflectmasktexture)
4835                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4836                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4837                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4838                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4839         }
4840         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4841         {
4842                 if (r_glsl_offsetmapping.integer)
4843                 {
4844                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4845                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4846                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4847                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4848                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4849                         {
4850                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4851                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4852                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4853                         }
4854                 }
4855                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4856                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4857                 // directional model lighting
4858                 mode = SHADERMODE_LIGHTDIRECTION;
4859                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4860                         permutation |= SHADERPERMUTATION_GLOW;
4861                 permutation |= SHADERPERMUTATION_DIFFUSE;
4862                 if (specularscale > 0)
4863                 {
4864                         permutation |= SHADERPERMUTATION_SPECULAR;
4865                         if (r_shadow_glossexact.integer)
4866                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4867                 }
4868                 if (r_refdef.fogenabled)
4869                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4870                 if (rsurface.texture->colormapping)
4871                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4872                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4873                 {
4874                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4875                         if (r_shadow_usingshadowmaprect)
4876                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4877                         if (r_shadow_usingshadowmap2d)
4878                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4879
4880                         if (r_shadow_shadowmapsampler)
4881                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4882                         if (r_shadow_shadowmappcf > 1)
4883                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4884                         else if (r_shadow_shadowmappcf)
4885                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4886                 }
4887                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4888                         permutation |= SHADERPERMUTATION_REFLECTION;
4889                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4890                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4891                 if (rsurface.texture->reflectmasktexture)
4892                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4893                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4894                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4895                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4896         }
4897         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4898         {
4899                 if (r_glsl_offsetmapping.integer)
4900                 {
4901                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4902                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4903                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4904                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4905                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4906                         {
4907                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4908                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4909                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4910                         }
4911                 }
4912                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4913                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4914                 // ambient model lighting
4915                 mode = SHADERMODE_LIGHTDIRECTION;
4916                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4917                         permutation |= SHADERPERMUTATION_GLOW;
4918                 if (r_refdef.fogenabled)
4919                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4920                 if (rsurface.texture->colormapping)
4921                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4922                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4923                 {
4924                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4925                         if (r_shadow_usingshadowmaprect)
4926                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4927                         if (r_shadow_usingshadowmap2d)
4928                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4929
4930                         if (r_shadow_shadowmapsampler)
4931                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4932                         if (r_shadow_shadowmappcf > 1)
4933                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4934                         else if (r_shadow_shadowmappcf)
4935                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4936                 }
4937                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4938                         permutation |= SHADERPERMUTATION_REFLECTION;
4939                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4940                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4941                 if (rsurface.texture->reflectmasktexture)
4942                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4943                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4944                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4945                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4946         }
4947         else
4948         {
4949                 if (r_glsl_offsetmapping.integer)
4950                 {
4951                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4952                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4953                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4954                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4955                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4956                         {
4957                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4958                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4959                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4960                         }
4961                 }
4962                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4963                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4964                 // lightmapped wall
4965                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4966                         permutation |= SHADERPERMUTATION_GLOW;
4967                 if (r_refdef.fogenabled)
4968                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4969                 if (rsurface.texture->colormapping)
4970                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4971                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4972                 {
4973                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4974                         if (r_shadow_usingshadowmaprect)
4975                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4976                         if (r_shadow_usingshadowmap2d)
4977                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4978
4979                         if (r_shadow_shadowmapsampler)
4980                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4981                         if (r_shadow_shadowmappcf > 1)
4982                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4983                         else if (r_shadow_shadowmappcf)
4984                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4985                 }
4986                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4987                         permutation |= SHADERPERMUTATION_REFLECTION;
4988                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4989                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4990                 if (rsurface.texture->reflectmasktexture)
4991                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4992                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4993                 {
4994                         // deluxemapping (light direction texture)
4995                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4996                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4997                         else
4998                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4999                         permutation |= SHADERPERMUTATION_DIFFUSE;
5000                         if (specularscale > 0)
5001                         {
5002                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5003                                 if (r_shadow_glossexact.integer)
5004                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5005                         }
5006                 }
5007                 else if (r_glsl_deluxemapping.integer >= 2)
5008                 {
5009                         // fake deluxemapping (uniform light direction in tangentspace)
5010                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5011                         permutation |= SHADERPERMUTATION_DIFFUSE;
5012                         if (specularscale > 0)
5013                         {
5014                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5015                                 if (r_shadow_glossexact.integer)
5016                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5017                         }
5018                 }
5019                 else if (rsurface.uselightmaptexture)
5020                 {
5021                         // ordinary lightmapping (q1bsp, q3bsp)
5022                         mode = SHADERMODE_LIGHTMAP;
5023                 }
5024                 else
5025                 {
5026                         // ordinary vertex coloring (q3bsp)
5027                         mode = SHADERMODE_VERTEXCOLOR;
5028                 }
5029                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5030                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5031                 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5032         }
5033         if(!allow_colormod)
5034                 colormod = dummy_colormod;
5035         switch(vid.renderpath)
5036         {
5037         case RENDERPATH_GL20:
5038                 if (gl_mesh_separatearrays.integer)
5039                 {
5040                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5041                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5042                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5043                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5044                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5045                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5046                         R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5047                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5048                 }
5049                 else
5050                 {
5051                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5052                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5053                 }
5054                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5055                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5056                 if (mode == SHADERMODE_LIGHTSOURCE)
5057                 {
5058                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5059                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5060                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5061                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5062                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5063                         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);
5064         
5065                         // additive passes are only darkened by fog, not tinted
5066                         if (r_glsl_permutation->loc_FogColor >= 0)
5067                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5068                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5069                 }
5070                 else
5071                 {
5072                         if (mode == SHADERMODE_FLATCOLOR)
5073                         {
5074                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5075                         }
5076                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5077                         {
5078                                 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]);
5079                                 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]);
5080                                 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);
5081                                 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);
5082                                 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);
5083                                 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]);
5084                                 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]);
5085                         }
5086                         else
5087                         {
5088                                 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]);
5089                                 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]);
5090                                 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);
5091                                 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);
5092                                 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);
5093                         }
5094                         // additive passes are only darkened by fog, not tinted
5095                         if (r_glsl_permutation->loc_FogColor >= 0)
5096                         {
5097                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5098                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5099                                 else
5100                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5101                         }
5102                         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);
5103                         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]);
5104                         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]);
5105                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5106                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5107                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5108                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5109                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5110                 }
5111                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5112                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5113                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5114                 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]);
5115                 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]);
5116
5117                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5118                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5119                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5120                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5121                 {
5122                         if (rsurface.texture->pantstexture)
5123                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5124                         else
5125                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5126                 }
5127                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5128                 {
5129                         if (rsurface.texture->shirttexture)
5130                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5131                         else
5132                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5133                 }
5134                 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]);
5135                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5136                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5137                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5138                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5139                 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]);
5140                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5141
5142         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5143         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5144         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5145                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5146                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5147                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5148                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5149                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5150                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5151                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5152                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5153                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5154                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5155                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5156                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5157                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5158                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5159                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
5160                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , r_texture_blanknormalmap                            );
5161                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5162                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
5163                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
5164                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5165                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5166                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5167                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5168                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5169                 {
5170                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5171                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5172                         if (rsurface.rtlight)
5173                         {
5174                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5175                                 if (r_shadow_usingshadowmapcube)
5176                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5177                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5178                         }
5179                 }
5180                 CHECKGLERROR
5181                 break;
5182         case RENDERPATH_CGGL:
5183 #ifdef SUPPORTCG
5184                 if (gl_mesh_separatearrays.integer)
5185                 {
5186                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5187                         R_Mesh_VertexPointer(     3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5188                         R_Mesh_ColorPointer(      4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5189                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5190                         R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5191                         R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5192                         R_Mesh_TexCoordPointer(3, 4, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5193                         R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5194                 }
5195                 else
5196                 {
5197                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5198                         R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5199                 }
5200                 R_SetupShader_SetPermutationCG(mode, permutation);
5201                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5202                 if (mode == SHADERMODE_LIGHTSOURCE)
5203                 {
5204                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5205                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5206                 }
5207                 else
5208                 {
5209                         if (mode == SHADERMODE_LIGHTDIRECTION)
5210                         {
5211                                 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
5212                         }
5213                 }
5214                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5215                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5216                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5217                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5218                 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
5219                 CHECKGLERROR
5220
5221                 if (mode == SHADERMODE_LIGHTSOURCE)
5222                 {
5223                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5224                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5225                         if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5226                         if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5227                         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
5228
5229                         // additive passes are only darkened by fog, not tinted
5230                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5231                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5232                 }
5233                 else
5234                 {
5235                         if (mode == SHADERMODE_FLATCOLOR)
5236                         {
5237                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5238                         }
5239                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5240                         {
5241                                 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
5242                                 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
5243                                 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
5244                                 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
5245                                 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
5246                                 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
5247                                 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
5248                         }
5249                         else
5250                         {
5251                                 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
5252                                 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
5253                                 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
5254                                 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
5255                                 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
5256                         }
5257                         // additive passes are only darkened by fog, not tinted
5258                         if (r_cg_permutation->fp_FogColor)
5259                         {
5260                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5261                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5262                                 else
5263                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5264                                 CHECKCGERROR
5265                         }
5266                         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
5267                         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
5268                         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
5269                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5270                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5271                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5272                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5273                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5274                 }
5275                 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
5276                 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
5277                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5278                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5279                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5280                 if (r_cg_permutation->fp_Color_Pants)
5281                 {
5282                         if (rsurface.texture->pantstexture)
5283                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5284                         else
5285                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5286                         CHECKCGERROR
5287                 }
5288                 if (r_cg_permutation->fp_Color_Shirt)
5289                 {
5290                         if (rsurface.texture->shirttexture)
5291                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5292                         else
5293                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5294                         CHECKCGERROR
5295                 }
5296                 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
5297                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5298                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5299                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5300                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5301                 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
5302                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5303
5304         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5305         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5306         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5307                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5308                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5309                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5310                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5311                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5312                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5313                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5314                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5315                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5316                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5317                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5318                 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
5319                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
5320                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5321                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5322                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5323                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5324                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5325                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5326                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5327                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5328                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5329                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5330                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5331                 {
5332                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5333                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5334                         if (rsurface.rtlight)
5335                         {
5336                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5337                                 if (r_shadow_usingshadowmapcube)
5338                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5339                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5340                         }
5341                 }
5342
5343                 CHECKGLERROR
5344 #endif
5345                 break;
5346         case RENDERPATH_GL13:
5347         case RENDERPATH_GL11:
5348                 break;
5349         }
5350 }
5351
5352 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5353 {
5354         // select a permutation of the lighting shader appropriate to this
5355         // combination of texture, entity, light source, and fogging, only use the
5356         // minimum features necessary to avoid wasting rendering time in the
5357         // fragment shader on features that are not being used
5358         unsigned int permutation = 0;
5359         unsigned int mode = 0;
5360         const float *lightcolorbase = rtlight->currentcolor;
5361         float ambientscale = rtlight->ambientscale;
5362         float diffusescale = rtlight->diffusescale;
5363         float specularscale = rtlight->specularscale;
5364         // this is the location of the light in view space
5365         vec3_t viewlightorigin;
5366         // this transforms from view space (camera) to light space (cubemap)
5367         matrix4x4_t viewtolight;
5368         matrix4x4_t lighttoview;
5369         float viewtolight16f[16];
5370         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5371         // light source
5372         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5373         if (rtlight->currentcubemap != r_texture_whitecube)
5374                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5375         if (diffusescale > 0)
5376                 permutation |= SHADERPERMUTATION_DIFFUSE;
5377         if (specularscale > 0)
5378         {
5379                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5380                 if (r_shadow_glossexact.integer)
5381                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5382         }
5383         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5384         {
5385                 if (r_shadow_usingshadowmaprect)
5386                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5387                 if (r_shadow_usingshadowmap2d)
5388                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5389                 if (r_shadow_usingshadowmapcube)
5390                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5391                 else if(r_shadow_shadowmapvsdct)
5392                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5393
5394                 if (r_shadow_shadowmapsampler)
5395                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5396                 if (r_shadow_shadowmappcf > 1)
5397                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5398                 else if (r_shadow_shadowmappcf)
5399                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5400         }
5401         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5402         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5403         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5404         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5405         switch(vid.renderpath)
5406         {
5407         case RENDERPATH_GL20:
5408                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5409                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5410                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5411                 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);
5412                 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);
5413                 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);
5414                 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]);
5415                 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]);
5416                 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));
5417                 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]);
5418                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5419
5420                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5421                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5422                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5423                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5424                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5425                 if (r_shadow_usingshadowmapcube)
5426                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5427                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5428                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5429                 break;
5430         case RENDERPATH_CGGL:
5431 #ifdef SUPPORTCG
5432                 R_SetupShader_SetPermutationCG(mode, permutation);
5433                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5434                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5435                 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
5436                 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
5437                 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
5438                 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
5439                 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
5440                 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
5441                 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
5442                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5443
5444                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5445                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5446                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5447                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5448                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5449                 if (r_shadow_usingshadowmapcube)
5450                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5451                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5452                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5453 #endif
5454                 break;
5455         case RENDERPATH_GL13:
5456         case RENDERPATH_GL11:
5457                 break;
5458         }
5459 }
5460
5461 #define SKINFRAME_HASH 1024
5462
5463 typedef struct
5464 {
5465         int loadsequence; // incremented each level change
5466         memexpandablearray_t array;
5467         skinframe_t *hash[SKINFRAME_HASH];
5468 }
5469 r_skinframe_t;
5470 r_skinframe_t r_skinframe;
5471
5472 void R_SkinFrame_PrepareForPurge(void)
5473 {
5474         r_skinframe.loadsequence++;
5475         // wrap it without hitting zero
5476         if (r_skinframe.loadsequence >= 200)
5477                 r_skinframe.loadsequence = 1;
5478 }
5479
5480 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5481 {
5482         if (!skinframe)
5483                 return;
5484         // mark the skinframe as used for the purging code
5485         skinframe->loadsequence = r_skinframe.loadsequence;
5486 }
5487
5488 void R_SkinFrame_Purge(void)
5489 {
5490         int i;
5491         skinframe_t *s;
5492         for (i = 0;i < SKINFRAME_HASH;i++)
5493         {
5494                 for (s = r_skinframe.hash[i];s;s = s->next)
5495                 {
5496                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5497                         {
5498                                 if (s->merged == s->base)
5499                                         s->merged = NULL;
5500                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5501                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5502                                 R_PurgeTexture(s->merged);s->merged = NULL;
5503                                 R_PurgeTexture(s->base  );s->base   = NULL;
5504                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5505                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5506                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5507                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5508                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5509                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5510                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5511                                 s->loadsequence = 0;
5512                         }
5513                 }
5514         }
5515 }
5516
5517 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5518         skinframe_t *item;
5519         char basename[MAX_QPATH];
5520
5521         Image_StripImageExtension(name, basename, sizeof(basename));
5522
5523         if( last == NULL ) {
5524                 int hashindex;
5525                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5526                 item = r_skinframe.hash[hashindex];
5527         } else {
5528                 item = last->next;
5529         }
5530
5531         // linearly search through the hash bucket
5532         for( ; item ; item = item->next ) {
5533                 if( !strcmp( item->basename, basename ) ) {
5534                         return item;
5535                 }
5536         }
5537         return NULL;
5538 }
5539
5540 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5541 {
5542         skinframe_t *item;
5543         int hashindex;
5544         char basename[MAX_QPATH];
5545
5546         Image_StripImageExtension(name, basename, sizeof(basename));
5547
5548         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5549         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5550                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5551                         break;
5552
5553         if (!item) {
5554                 rtexture_t *dyntexture;
5555                 // check whether its a dynamic texture
5556                 dyntexture = CL_GetDynTexture( basename );
5557                 if (!add && !dyntexture)
5558                         return NULL;
5559                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5560                 memset(item, 0, sizeof(*item));
5561                 strlcpy(item->basename, basename, sizeof(item->basename));
5562                 item->base = dyntexture; // either NULL or dyntexture handle
5563                 item->textureflags = textureflags;
5564                 item->comparewidth = comparewidth;
5565                 item->compareheight = compareheight;
5566                 item->comparecrc = comparecrc;
5567                 item->next = r_skinframe.hash[hashindex];
5568                 r_skinframe.hash[hashindex] = item;
5569         }
5570         else if( item->base == NULL )
5571         {
5572                 rtexture_t *dyntexture;
5573                 // check whether its a dynamic texture
5574                 // 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]
5575                 dyntexture = CL_GetDynTexture( basename );
5576                 item->base = dyntexture; // either NULL or dyntexture handle
5577         }
5578
5579         R_SkinFrame_MarkUsed(item);
5580         return item;
5581 }
5582
5583 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5584         { \
5585                 unsigned long long avgcolor[5], wsum; \
5586                 int pix, comp, w; \
5587                 avgcolor[0] = 0; \
5588                 avgcolor[1] = 0; \
5589                 avgcolor[2] = 0; \
5590                 avgcolor[3] = 0; \
5591                 avgcolor[4] = 0; \
5592                 wsum = 0; \
5593                 for(pix = 0; pix < cnt; ++pix) \
5594                 { \
5595                         w = 0; \
5596                         for(comp = 0; comp < 3; ++comp) \
5597                                 w += getpixel; \
5598                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5599                         { \
5600                                 ++wsum; \
5601                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5602                                 w = getpixel; \
5603                                 for(comp = 0; comp < 3; ++comp) \
5604                                         avgcolor[comp] += getpixel * w; \
5605                                 avgcolor[3] += w; \
5606                         } \
5607                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5608                         avgcolor[4] += getpixel; \
5609                 } \
5610                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5611                         avgcolor[3] = 1; \
5612                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5613                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5614                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5615                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5616         }
5617
5618 extern cvar_t gl_picmip;
5619 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5620 {
5621         int j;
5622         unsigned char *pixels;
5623         unsigned char *bumppixels;
5624         unsigned char *basepixels = NULL;
5625         int basepixels_width = 0;
5626         int basepixels_height = 0;
5627         skinframe_t *skinframe;
5628         rtexture_t *ddsbase = NULL;
5629         qboolean ddshasalpha = false;
5630         float ddsavgcolor[4];
5631         char basename[MAX_QPATH];
5632         int miplevel = R_PicmipForFlags(textureflags);
5633         int savemiplevel = miplevel;
5634         int mymiplevel;
5635
5636         if (cls.state == ca_dedicated)
5637                 return NULL;
5638
5639         // return an existing skinframe if already loaded
5640         // if loading of the first image fails, don't make a new skinframe as it
5641         // would cause all future lookups of this to be missing
5642         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5643         if (skinframe && skinframe->base)
5644                 return skinframe;
5645
5646         Image_StripImageExtension(name, basename, sizeof(basename));
5647
5648         // check for DDS texture file first
5649         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
5650         {
5651                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer, &miplevel);
5652                 if (basepixels == NULL)
5653                         return NULL;
5654         }
5655
5656         // FIXME handle miplevel
5657
5658         if (developer_loading.integer)
5659                 Con_Printf("loading skin \"%s\"\n", name);
5660
5661         // we've got some pixels to store, so really allocate this new texture now
5662         if (!skinframe)
5663                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5664         skinframe->stain = NULL;
5665         skinframe->merged = NULL;
5666         skinframe->base = NULL;
5667         skinframe->pants = NULL;
5668         skinframe->shirt = NULL;
5669         skinframe->nmap = NULL;
5670         skinframe->gloss = NULL;
5671         skinframe->glow = NULL;
5672         skinframe->fog = NULL;
5673         skinframe->reflect = NULL;
5674         skinframe->hasalpha = false;
5675
5676         if (ddsbase)
5677         {
5678                 skinframe->base = ddsbase;
5679                 skinframe->hasalpha = ddshasalpha;
5680                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5681                 if (r_loadfog && skinframe->hasalpha)
5682                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
5683                 //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]);
5684         }
5685         else
5686         {
5687                 basepixels_width = image_width;
5688                 basepixels_height = image_height;
5689                 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);
5690                 if (textureflags & TEXF_ALPHA)
5691                 {
5692                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5693                         {
5694                                 if (basepixels[j] < 255)
5695                                 {
5696                                         skinframe->hasalpha = true;
5697                                         break;
5698                                 }
5699                         }
5700                         if (r_loadfog && skinframe->hasalpha)
5701                         {
5702                                 // has transparent pixels
5703                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5704                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5705                                 {
5706                                         pixels[j+0] = 255;
5707                                         pixels[j+1] = 255;
5708                                         pixels[j+2] = 255;
5709                                         pixels[j+3] = basepixels[j+3];
5710                                 }
5711                                 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);
5712                                 Mem_Free(pixels);
5713                         }
5714                 }
5715                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5716                 //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]);
5717                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5718                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
5719                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5720                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
5721         }
5722
5723         if (r_loaddds)
5724         {
5725                 mymiplevel = savemiplevel;
5726                 if (r_loadnormalmap)
5727                         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);
5728                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5729                 if (r_loadgloss)
5730                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5731                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5732                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5733                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5734         }
5735
5736         // _norm is the name used by tenebrae and has been adopted as standard
5737         if (r_loadnormalmap && skinframe->nmap == NULL)
5738         {
5739                 mymiplevel = savemiplevel;
5740                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5741                 {
5742                         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);
5743                         Mem_Free(pixels);
5744                         pixels = NULL;
5745                 }
5746                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5747                 {
5748                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5749                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5750                         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);
5751                         Mem_Free(pixels);
5752                         Mem_Free(bumppixels);
5753                 }
5754                 else if (r_shadow_bumpscale_basetexture.value > 0)
5755                 {
5756                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5757                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5758                         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);
5759                         Mem_Free(pixels);
5760                 }
5761                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5762                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
5763         }
5764
5765         // _luma is supported only for tenebrae compatibility
5766         // _glow is the preferred name
5767         mymiplevel = savemiplevel;
5768         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))))
5769         {
5770                 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);
5771                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5772                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
5773                 Mem_Free(pixels);pixels = NULL;
5774         }
5775
5776         mymiplevel = savemiplevel;
5777         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5778         {
5779                 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);
5780                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5781                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
5782                 Mem_Free(pixels);
5783                 pixels = NULL;
5784         }
5785
5786         mymiplevel = savemiplevel;
5787         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5788         {
5789                 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);
5790                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5791                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
5792                 Mem_Free(pixels);
5793                 pixels = NULL;
5794         }
5795
5796         mymiplevel = savemiplevel;
5797         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5798         {
5799                 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);
5800                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5801                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
5802                 Mem_Free(pixels);
5803                 pixels = NULL;
5804         }
5805
5806         mymiplevel = savemiplevel;
5807         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5808         {
5809                 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);
5810                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5811                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
5812                 Mem_Free(pixels);
5813                 pixels = NULL;
5814         }
5815
5816         if (basepixels)
5817                 Mem_Free(basepixels);
5818
5819         return skinframe;
5820 }
5821
5822 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5823 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5824 {
5825         int i;
5826         unsigned char *temp1, *temp2;
5827         skinframe_t *skinframe;
5828
5829         if (cls.state == ca_dedicated)
5830                 return NULL;
5831
5832         // if already loaded just return it, otherwise make a new skinframe
5833         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5834         if (skinframe && skinframe->base)
5835                 return skinframe;
5836
5837         skinframe->stain = NULL;
5838         skinframe->merged = NULL;
5839         skinframe->base = NULL;
5840         skinframe->pants = NULL;
5841         skinframe->shirt = NULL;
5842         skinframe->nmap = NULL;
5843         skinframe->gloss = NULL;
5844         skinframe->glow = NULL;
5845         skinframe->fog = NULL;
5846         skinframe->reflect = NULL;
5847         skinframe->hasalpha = false;
5848
5849         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5850         if (!skindata)
5851                 return NULL;
5852
5853         if (developer_loading.integer)
5854                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5855
5856         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5857         {
5858                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5859                 temp2 = temp1 + width * height * 4;
5860                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5861                 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);
5862                 Mem_Free(temp1);
5863         }
5864         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
5865         if (textureflags & TEXF_ALPHA)
5866         {
5867                 for (i = 3;i < width * height * 4;i += 4)
5868                 {
5869                         if (skindata[i] < 255)
5870                         {
5871                                 skinframe->hasalpha = true;
5872                                 break;
5873                         }
5874                 }
5875                 if (r_loadfog && skinframe->hasalpha)
5876                 {
5877                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5878                         memcpy(fogpixels, skindata, width * height * 4);
5879                         for (i = 0;i < width * height * 4;i += 4)
5880                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5881                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
5882                         Mem_Free(fogpixels);
5883                 }
5884         }
5885
5886         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5887         //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]);
5888
5889         return skinframe;
5890 }
5891
5892 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5893 {
5894         int i;
5895         int featuresmask;
5896         skinframe_t *skinframe;
5897
5898         if (cls.state == ca_dedicated)
5899                 return NULL;
5900
5901         // if already loaded just return it, otherwise make a new skinframe
5902         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5903         if (skinframe && skinframe->base)
5904                 return skinframe;
5905
5906         skinframe->stain = NULL;
5907         skinframe->merged = NULL;
5908         skinframe->base = NULL;
5909         skinframe->pants = NULL;
5910         skinframe->shirt = NULL;
5911         skinframe->nmap = NULL;
5912         skinframe->gloss = NULL;
5913         skinframe->glow = NULL;
5914         skinframe->fog = NULL;
5915         skinframe->reflect = NULL;
5916         skinframe->hasalpha = false;
5917
5918         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5919         if (!skindata)
5920                 return NULL;
5921
5922         if (developer_loading.integer)
5923                 Con_Printf("loading quake skin \"%s\"\n", name);
5924
5925         // 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)
5926         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5927         memcpy(skinframe->qpixels, skindata, width*height);
5928         skinframe->qwidth = width;
5929         skinframe->qheight = height;
5930
5931         featuresmask = 0;
5932         for (i = 0;i < width * height;i++)
5933                 featuresmask |= palette_featureflags[skindata[i]];
5934
5935         skinframe->hasalpha = false;
5936         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5937         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5938         skinframe->qgeneratemerged = true;
5939         skinframe->qgeneratebase = skinframe->qhascolormapping;
5940         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5941
5942         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5943         //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]);
5944
5945         return skinframe;
5946 }
5947
5948 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5949 {
5950         int width;
5951         int height;
5952         unsigned char *skindata;
5953
5954         if (!skinframe->qpixels)
5955                 return;
5956
5957         if (!skinframe->qhascolormapping)
5958                 colormapped = false;
5959
5960         if (colormapped)
5961         {
5962                 if (!skinframe->qgeneratebase)
5963                         return;
5964         }
5965         else
5966         {
5967                 if (!skinframe->qgeneratemerged)
5968                         return;
5969         }
5970
5971         width = skinframe->qwidth;
5972         height = skinframe->qheight;
5973         skindata = skinframe->qpixels;
5974
5975         if (skinframe->qgeneratenmap)
5976         {
5977                 unsigned char *temp1, *temp2;
5978                 skinframe->qgeneratenmap = false;
5979                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5980                 temp2 = temp1 + width * height * 4;
5981                 // use either a custom palette or the quake palette
5982                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5983                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5984                 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);
5985                 Mem_Free(temp1);
5986         }
5987
5988         if (skinframe->qgenerateglow)
5989         {
5990                 skinframe->qgenerateglow = false;
5991                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
5992         }
5993
5994         if (colormapped)
5995         {
5996                 skinframe->qgeneratebase = false;
5997                 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);
5998                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
5999                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6000         }
6001         else
6002         {
6003                 skinframe->qgeneratemerged = false;
6004                 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);
6005         }
6006
6007         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6008         {
6009                 Mem_Free(skinframe->qpixels);
6010                 skinframe->qpixels = NULL;
6011         }
6012 }
6013
6014 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)
6015 {
6016         int i;
6017         skinframe_t *skinframe;
6018
6019         if (cls.state == ca_dedicated)
6020                 return NULL;
6021
6022         // if already loaded just return it, otherwise make a new skinframe
6023         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6024         if (skinframe && skinframe->base)
6025                 return skinframe;
6026
6027         skinframe->stain = NULL;
6028         skinframe->merged = NULL;
6029         skinframe->base = NULL;
6030         skinframe->pants = NULL;
6031         skinframe->shirt = NULL;
6032         skinframe->nmap = NULL;
6033         skinframe->gloss = NULL;
6034         skinframe->glow = NULL;
6035         skinframe->fog = NULL;
6036         skinframe->reflect = NULL;
6037         skinframe->hasalpha = false;
6038
6039         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6040         if (!skindata)
6041                 return NULL;
6042
6043         if (developer_loading.integer)
6044                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6045
6046         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6047         if (textureflags & TEXF_ALPHA)
6048         {
6049                 for (i = 0;i < width * height;i++)
6050                 {
6051                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6052                         {
6053                                 skinframe->hasalpha = true;
6054                                 break;
6055                         }
6056                 }
6057                 if (r_loadfog && skinframe->hasalpha)
6058                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6059         }
6060
6061         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6062         //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]);
6063
6064         return skinframe;
6065 }
6066
6067 skinframe_t *R_SkinFrame_LoadMissing(void)
6068 {
6069         skinframe_t *skinframe;
6070
6071         if (cls.state == ca_dedicated)
6072                 return NULL;
6073
6074         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6075         skinframe->stain = NULL;
6076         skinframe->merged = NULL;
6077         skinframe->base = NULL;
6078         skinframe->pants = NULL;
6079         skinframe->shirt = NULL;
6080         skinframe->nmap = NULL;
6081         skinframe->gloss = NULL;
6082         skinframe->glow = NULL;
6083         skinframe->fog = NULL;
6084         skinframe->reflect = NULL;
6085         skinframe->hasalpha = false;
6086
6087         skinframe->avgcolor[0] = rand() / RAND_MAX;
6088         skinframe->avgcolor[1] = rand() / RAND_MAX;
6089         skinframe->avgcolor[2] = rand() / RAND_MAX;
6090         skinframe->avgcolor[3] = 1;
6091
6092         return skinframe;
6093 }
6094
6095 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6096 typedef struct suffixinfo_s
6097 {
6098         char *suffix;
6099         qboolean flipx, flipy, flipdiagonal;
6100 }
6101 suffixinfo_t;
6102 static suffixinfo_t suffix[3][6] =
6103 {
6104         {
6105                 {"px",   false, false, false},
6106                 {"nx",   false, false, false},
6107                 {"py",   false, false, false},
6108                 {"ny",   false, false, false},
6109                 {"pz",   false, false, false},
6110                 {"nz",   false, false, false}
6111         },
6112         {
6113                 {"posx", false, false, false},
6114                 {"negx", false, false, false},
6115                 {"posy", false, false, false},
6116                 {"negy", false, false, false},
6117                 {"posz", false, false, false},
6118                 {"negz", false, false, false}
6119         },
6120         {
6121                 {"rt",    true, false,  true},
6122                 {"lf",   false,  true,  true},
6123                 {"ft",    true,  true, false},
6124                 {"bk",   false, false, false},
6125                 {"up",    true, false,  true},
6126                 {"dn",    true, false,  true}
6127         }
6128 };
6129
6130 static int componentorder[4] = {0, 1, 2, 3};
6131
6132 rtexture_t *R_LoadCubemap(const char *basename)
6133 {
6134         int i, j, cubemapsize;
6135         unsigned char *cubemappixels, *image_buffer;
6136         rtexture_t *cubemaptexture;
6137         char name[256];
6138         // must start 0 so the first loadimagepixels has no requested width/height
6139         cubemapsize = 0;
6140         cubemappixels = NULL;
6141         cubemaptexture = NULL;
6142         // keep trying different suffix groups (posx, px, rt) until one loads
6143         for (j = 0;j < 3 && !cubemappixels;j++)
6144         {
6145                 // load the 6 images in the suffix group
6146                 for (i = 0;i < 6;i++)
6147                 {
6148                         // generate an image name based on the base and and suffix
6149                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6150                         // load it
6151                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer, NULL)))
6152                         {
6153                                 // an image loaded, make sure width and height are equal
6154                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6155                                 {
6156                                         // if this is the first image to load successfully, allocate the cubemap memory
6157                                         if (!cubemappixels && image_width >= 1)
6158                                         {
6159                                                 cubemapsize = image_width;
6160                                                 // note this clears to black, so unavailable sides are black
6161                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6162                                         }
6163                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6164                                         if (cubemappixels)
6165                                                 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);
6166                                 }
6167                                 else
6168                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6169                                 // free the image
6170                                 Mem_Free(image_buffer);
6171                         }
6172                 }
6173         }
6174         // if a cubemap loaded, upload it
6175         if (cubemappixels)
6176         {
6177                 if (developer_loading.integer)
6178                         Con_Printf("loading cubemap \"%s\"\n", basename);
6179
6180                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6181                 Mem_Free(cubemappixels);
6182         }
6183         else
6184         {
6185                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6186                 if (developer_loading.integer)
6187                 {
6188                         Con_Printf("(tried tried images ");
6189                         for (j = 0;j < 3;j++)
6190                                 for (i = 0;i < 6;i++)
6191                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6192                         Con_Print(" and was unable to find any of them).\n");
6193                 }
6194         }
6195         return cubemaptexture;
6196 }
6197
6198 rtexture_t *R_GetCubemap(const char *basename)
6199 {
6200         int i;
6201         for (i = 0;i < r_texture_numcubemaps;i++)
6202                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6203                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6204         if (i >= MAX_CUBEMAPS)
6205                 return r_texture_whitecube;
6206         r_texture_numcubemaps++;
6207         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6208         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6209         return r_texture_cubemaps[i].texture;
6210 }
6211
6212 void R_FreeCubemaps(void)
6213 {
6214         int i;
6215         for (i = 0;i < r_texture_numcubemaps;i++)
6216         {
6217                 if (developer_loading.integer)
6218                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6219                 if (r_texture_cubemaps[i].texture)
6220                         R_FreeTexture(r_texture_cubemaps[i].texture);
6221         }
6222         r_texture_numcubemaps = 0;
6223 }
6224
6225 void R_Main_FreeViewCache(void)
6226 {
6227         if (r_refdef.viewcache.entityvisible)
6228                 Mem_Free(r_refdef.viewcache.entityvisible);
6229         if (r_refdef.viewcache.world_pvsbits)
6230                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6231         if (r_refdef.viewcache.world_leafvisible)
6232                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6233         if (r_refdef.viewcache.world_surfacevisible)
6234                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6235         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6236 }
6237
6238 void R_Main_ResizeViewCache(void)
6239 {
6240         int numentities = r_refdef.scene.numentities;
6241         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6242         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6243         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6244         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6245         if (r_refdef.viewcache.maxentities < numentities)
6246         {
6247                 r_refdef.viewcache.maxentities = numentities;
6248                 if (r_refdef.viewcache.entityvisible)
6249                         Mem_Free(r_refdef.viewcache.entityvisible);
6250                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6251         }
6252         if (r_refdef.viewcache.world_numclusters != numclusters)
6253         {
6254                 r_refdef.viewcache.world_numclusters = numclusters;
6255                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6256                 if (r_refdef.viewcache.world_pvsbits)
6257                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6258                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6259         }
6260         if (r_refdef.viewcache.world_numleafs != numleafs)
6261         {
6262                 r_refdef.viewcache.world_numleafs = numleafs;
6263                 if (r_refdef.viewcache.world_leafvisible)
6264                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6265                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6266         }
6267         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6268         {
6269                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6270                 if (r_refdef.viewcache.world_surfacevisible)
6271                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6272                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6273         }
6274 }
6275
6276 extern rtexture_t *loadingscreentexture;
6277 void gl_main_start(void)
6278 {
6279         loadingscreentexture = NULL;
6280         r_texture_blanknormalmap = NULL;
6281         r_texture_white = NULL;
6282         r_texture_grey128 = NULL;
6283         r_texture_black = NULL;
6284         r_texture_whitecube = NULL;
6285         r_texture_normalizationcube = NULL;
6286         r_texture_fogattenuation = NULL;
6287         r_texture_fogheighttexture = NULL;
6288         r_texture_gammaramps = NULL;
6289         r_texture_numcubemaps = 0;
6290
6291         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6292         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6293
6294         switch(vid.renderpath)
6295         {
6296         case RENDERPATH_GL20:
6297         case RENDERPATH_CGGL:
6298                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6299                 Cvar_SetValueQuick(&gl_combine, 1);
6300                 Cvar_SetValueQuick(&r_glsl, 1);
6301                 r_loadnormalmap = true;
6302                 r_loadgloss = true;
6303                 r_loadfog = false;
6304                 break;
6305         case RENDERPATH_GL13:
6306                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6307                 Cvar_SetValueQuick(&gl_combine, 1);
6308                 Cvar_SetValueQuick(&r_glsl, 0);
6309                 r_loadnormalmap = false;
6310                 r_loadgloss = false;
6311                 r_loadfog = true;
6312                 break;
6313         case RENDERPATH_GL11:
6314                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6315                 Cvar_SetValueQuick(&gl_combine, 0);
6316                 Cvar_SetValueQuick(&r_glsl, 0);
6317                 r_loadnormalmap = false;
6318                 r_loadgloss = false;
6319                 r_loadfog = true;
6320                 break;
6321         }
6322
6323         R_AnimCache_Free();
6324         R_FrameData_Reset();
6325
6326         r_numqueries = 0;
6327         r_maxqueries = 0;
6328         memset(r_queries, 0, sizeof(r_queries));
6329
6330         r_qwskincache = NULL;
6331         r_qwskincache_size = 0;
6332
6333         // set up r_skinframe loading system for textures
6334         memset(&r_skinframe, 0, sizeof(r_skinframe));
6335         r_skinframe.loadsequence = 1;
6336         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6337
6338         r_main_texturepool = R_AllocTexturePool();
6339         R_BuildBlankTextures();
6340         R_BuildNoTexture();
6341         if (vid.support.arb_texture_cube_map)
6342         {
6343                 R_BuildWhiteCube();
6344                 R_BuildNormalizationCube();
6345         }
6346         r_texture_fogattenuation = NULL;
6347         r_texture_fogheighttexture = NULL;
6348         r_texture_gammaramps = NULL;
6349         //r_texture_fogintensity = NULL;
6350         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6351         memset(&r_waterstate, 0, sizeof(r_waterstate));
6352         r_glsl_permutation = NULL;
6353         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6354         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6355         glslshaderstring = NULL;
6356 #ifdef SUPPORTCG
6357         r_cg_permutation = NULL;
6358         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6359         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6360         cgshaderstring = NULL;
6361 #endif
6362         memset(&r_svbsp, 0, sizeof (r_svbsp));
6363
6364         r_refdef.fogmasktable_density = 0;
6365 }
6366
6367 void gl_main_shutdown(void)
6368 {
6369         R_AnimCache_Free();
6370         R_FrameData_Reset();
6371
6372         R_Main_FreeViewCache();
6373
6374         if (r_maxqueries)
6375                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6376
6377         r_numqueries = 0;
6378         r_maxqueries = 0;
6379         memset(r_queries, 0, sizeof(r_queries));
6380
6381         r_qwskincache = NULL;
6382         r_qwskincache_size = 0;
6383
6384         // clear out the r_skinframe state
6385         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6386         memset(&r_skinframe, 0, sizeof(r_skinframe));
6387
6388         if (r_svbsp.nodes)
6389                 Mem_Free(r_svbsp.nodes);
6390         memset(&r_svbsp, 0, sizeof (r_svbsp));
6391         R_FreeTexturePool(&r_main_texturepool);
6392         loadingscreentexture = NULL;
6393         r_texture_blanknormalmap = NULL;
6394         r_texture_white = NULL;
6395         r_texture_grey128 = NULL;
6396         r_texture_black = NULL;
6397         r_texture_whitecube = NULL;
6398         r_texture_normalizationcube = NULL;
6399         r_texture_fogattenuation = NULL;
6400         r_texture_fogheighttexture = NULL;
6401         r_texture_gammaramps = NULL;
6402         r_texture_numcubemaps = 0;
6403         //r_texture_fogintensity = NULL;
6404         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6405         memset(&r_waterstate, 0, sizeof(r_waterstate));
6406         r_glsl_permutation = NULL;
6407         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6408         glslshaderstring = NULL;
6409 #ifdef SUPPORTCG
6410         r_cg_permutation = NULL;
6411         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6412         cgshaderstring = NULL;
6413 #endif
6414         R_GLSL_Restart_f();
6415 }
6416
6417 extern void CL_ParseEntityLump(char *entitystring);
6418 void gl_main_newmap(void)
6419 {
6420         // FIXME: move this code to client
6421         char *entities, entname[MAX_QPATH];
6422         if (r_qwskincache)
6423                 Mem_Free(r_qwskincache);
6424         r_qwskincache = NULL;
6425         r_qwskincache_size = 0;
6426         if (cl.worldmodel)
6427         {
6428                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6429                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6430                 {
6431                         CL_ParseEntityLump(entities);
6432                         Mem_Free(entities);
6433                         return;
6434                 }
6435                 if (cl.worldmodel->brush.entities)
6436                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6437         }
6438         R_Main_FreeViewCache();
6439
6440         R_FrameData_Reset();
6441 }
6442
6443 void GL_Main_Init(void)
6444 {
6445         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6446
6447         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6448         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6449         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6450         if (gamemode == GAME_NEHAHRA)
6451         {
6452                 Cvar_RegisterVariable (&gl_fogenable);
6453                 Cvar_RegisterVariable (&gl_fogdensity);
6454                 Cvar_RegisterVariable (&gl_fogred);
6455                 Cvar_RegisterVariable (&gl_foggreen);
6456                 Cvar_RegisterVariable (&gl_fogblue);
6457                 Cvar_RegisterVariable (&gl_fogstart);
6458                 Cvar_RegisterVariable (&gl_fogend);
6459                 Cvar_RegisterVariable (&gl_skyclip);
6460         }
6461         Cvar_RegisterVariable(&r_motionblur);
6462         Cvar_RegisterVariable(&r_motionblur_maxblur);
6463         Cvar_RegisterVariable(&r_motionblur_bmin);
6464         Cvar_RegisterVariable(&r_motionblur_vmin);
6465         Cvar_RegisterVariable(&r_motionblur_vmax);
6466         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6467         Cvar_RegisterVariable(&r_motionblur_randomize);
6468         Cvar_RegisterVariable(&r_damageblur);
6469         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6470         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6471         Cvar_RegisterVariable(&r_equalize_entities_by);
6472         Cvar_RegisterVariable(&r_equalize_entities_to);
6473         Cvar_RegisterVariable(&r_depthfirst);
6474         Cvar_RegisterVariable(&r_useinfinitefarclip);
6475         Cvar_RegisterVariable(&r_farclip_base);
6476         Cvar_RegisterVariable(&r_farclip_world);
6477         Cvar_RegisterVariable(&r_nearclip);
6478         Cvar_RegisterVariable(&r_showbboxes);
6479         Cvar_RegisterVariable(&r_showsurfaces);
6480         Cvar_RegisterVariable(&r_showtris);
6481         Cvar_RegisterVariable(&r_shownormals);
6482         Cvar_RegisterVariable(&r_showlighting);
6483         Cvar_RegisterVariable(&r_showshadowvolumes);
6484         Cvar_RegisterVariable(&r_showcollisionbrushes);
6485         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6486         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6487         Cvar_RegisterVariable(&r_showdisabledepthtest);
6488         Cvar_RegisterVariable(&r_drawportals);
6489         Cvar_RegisterVariable(&r_drawentities);
6490         Cvar_RegisterVariable(&r_draw2d);
6491         Cvar_RegisterVariable(&r_drawworld);
6492         Cvar_RegisterVariable(&r_cullentities_trace);
6493         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6494         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6495         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6496         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6497         Cvar_RegisterVariable(&r_drawviewmodel);
6498         Cvar_RegisterVariable(&r_drawexteriormodel);
6499         Cvar_RegisterVariable(&r_speeds);
6500         Cvar_RegisterVariable(&r_fullbrights);
6501         Cvar_RegisterVariable(&r_wateralpha);
6502         Cvar_RegisterVariable(&r_dynamic);
6503         Cvar_RegisterVariable(&r_fullbright);
6504         Cvar_RegisterVariable(&r_shadows);
6505         Cvar_RegisterVariable(&r_shadows_darken);
6506         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6507         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6508         Cvar_RegisterVariable(&r_shadows_throwdistance);
6509         Cvar_RegisterVariable(&r_shadows_throwdirection);
6510         Cvar_RegisterVariable(&r_shadows_focus);
6511         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6512         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6513         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6514         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6515         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6516         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6517         Cvar_RegisterVariable(&r_fog_exp2);
6518         Cvar_RegisterVariable(&r_drawfog);
6519         Cvar_RegisterVariable(&r_transparentdepthmasking);
6520         Cvar_RegisterVariable(&r_texture_dds_load);
6521         Cvar_RegisterVariable(&r_texture_dds_save);
6522         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6523         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6524         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6525         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6526         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6527         Cvar_RegisterVariable(&r_textureunits);
6528         Cvar_RegisterVariable(&gl_combine);
6529         Cvar_RegisterVariable(&r_glsl);
6530         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6531         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6532         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6533         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6534         Cvar_RegisterVariable(&r_glsl_postprocess);
6535         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6536         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6537         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6538         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6539         Cvar_RegisterVariable(&r_water);
6540         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6541         Cvar_RegisterVariable(&r_water_clippingplanebias);
6542         Cvar_RegisterVariable(&r_water_refractdistort);
6543         Cvar_RegisterVariable(&r_water_reflectdistort);
6544         Cvar_RegisterVariable(&r_lerpsprites);
6545         Cvar_RegisterVariable(&r_lerpmodels);
6546         Cvar_RegisterVariable(&r_lerplightstyles);
6547         Cvar_RegisterVariable(&r_waterscroll);
6548         Cvar_RegisterVariable(&r_bloom);
6549         Cvar_RegisterVariable(&r_bloom_colorscale);
6550         Cvar_RegisterVariable(&r_bloom_brighten);
6551         Cvar_RegisterVariable(&r_bloom_blur);
6552         Cvar_RegisterVariable(&r_bloom_resolution);
6553         Cvar_RegisterVariable(&r_bloom_colorexponent);
6554         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6555         Cvar_RegisterVariable(&r_hdr);
6556         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6557         Cvar_RegisterVariable(&r_hdr_glowintensity);
6558         Cvar_RegisterVariable(&r_hdr_range);
6559         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6560         Cvar_RegisterVariable(&developer_texturelogging);
6561         Cvar_RegisterVariable(&gl_lightmaps);
6562         Cvar_RegisterVariable(&r_test);
6563         Cvar_RegisterVariable(&r_glsl_saturation);
6564         Cvar_RegisterVariable(&r_framedatasize);
6565         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6566                 Cvar_SetValue("r_fullbrights", 0);
6567         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
6568
6569         Cvar_RegisterVariable(&r_track_sprites);
6570         Cvar_RegisterVariable(&r_track_sprites_flags);
6571         Cvar_RegisterVariable(&r_track_sprites_scalew);
6572         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6573         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6574         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6575 }
6576
6577 extern void R_Textures_Init(void);
6578 extern void GL_Draw_Init(void);
6579 extern void GL_Main_Init(void);
6580 extern void R_Shadow_Init(void);
6581 extern void R_Sky_Init(void);
6582 extern void GL_Surf_Init(void);
6583 extern void R_Particles_Init(void);
6584 extern void R_Explosion_Init(void);
6585 extern void gl_backend_init(void);
6586 extern void Sbar_Init(void);
6587 extern void R_LightningBeams_Init(void);
6588 extern void Mod_RenderInit(void);
6589 extern void Font_Init(void);
6590
6591 void Render_Init(void)
6592 {
6593         gl_backend_init();
6594         R_Textures_Init();
6595         GL_Main_Init();
6596         Font_Init();
6597         GL_Draw_Init();
6598         R_Shadow_Init();
6599         R_Sky_Init();
6600         GL_Surf_Init();
6601         Sbar_Init();
6602         R_Particles_Init();
6603         R_Explosion_Init();
6604         R_LightningBeams_Init();
6605         Mod_RenderInit();
6606 }
6607
6608 /*
6609 ===============
6610 GL_Init
6611 ===============
6612 */
6613 extern char *ENGINE_EXTENSIONS;
6614 void GL_Init (void)
6615 {
6616         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6617         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6618         gl_version = (const char *)qglGetString(GL_VERSION);
6619         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6620
6621         if (!gl_extensions)
6622                 gl_extensions = "";
6623         if (!gl_platformextensions)
6624                 gl_platformextensions = "";
6625
6626         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6627         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6628         Con_Printf("GL_VERSION: %s\n", gl_version);
6629         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6630         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6631
6632         VID_CheckExtensions();
6633
6634         // LordHavoc: report supported extensions
6635         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6636
6637         // clear to black (loading plaque will be seen over this)
6638         CHECKGLERROR
6639         qglClearColor(0,0,0,1);CHECKGLERROR
6640         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6641 }
6642
6643 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6644 {
6645         int i;
6646         mplane_t *p;
6647         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6648         {
6649                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6650                 if (i == 4)
6651                         continue;
6652                 p = r_refdef.view.frustum + i;
6653                 switch(p->signbits)
6654                 {
6655                 default:
6656                 case 0:
6657                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6658                                 return true;
6659                         break;
6660                 case 1:
6661                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6662                                 return true;
6663                         break;
6664                 case 2:
6665                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6666                                 return true;
6667                         break;
6668                 case 3:
6669                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6670                                 return true;
6671                         break;
6672                 case 4:
6673                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6674                                 return true;
6675                         break;
6676                 case 5:
6677                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6678                                 return true;
6679                         break;
6680                 case 6:
6681                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6682                                 return true;
6683                         break;
6684                 case 7:
6685                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6686                                 return true;
6687                         break;
6688                 }
6689         }
6690         return false;
6691 }
6692
6693 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6694 {
6695         int i;
6696         const mplane_t *p;
6697         for (i = 0;i < numplanes;i++)
6698         {
6699                 p = planes + i;
6700                 switch(p->signbits)
6701                 {
6702                 default:
6703                 case 0:
6704                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6705                                 return true;
6706                         break;
6707                 case 1:
6708                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6709                                 return true;
6710                         break;
6711                 case 2:
6712                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6713                                 return true;
6714                         break;
6715                 case 3:
6716                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6717                                 return true;
6718                         break;
6719                 case 4:
6720                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6721                                 return true;
6722                         break;
6723                 case 5:
6724                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6725                                 return true;
6726                         break;
6727                 case 6:
6728                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6729                                 return true;
6730                         break;
6731                 case 7:
6732                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6733                                 return true;
6734                         break;
6735                 }
6736         }
6737         return false;
6738 }
6739
6740 //==================================================================================
6741
6742 // LordHavoc: this stores temporary data used within the same frame
6743
6744 qboolean r_framedata_failed;
6745 static size_t r_framedata_size;
6746 static size_t r_framedata_current;
6747 static void *r_framedata_base;
6748
6749 void R_FrameData_Reset(void)
6750 {
6751         if (r_framedata_base)
6752                 Mem_Free(r_framedata_base);
6753         r_framedata_base = NULL;
6754         r_framedata_size = 0;
6755         r_framedata_current = 0;
6756         r_framedata_failed = false;
6757 }
6758
6759 void R_FrameData_NewFrame(void)
6760 {
6761         size_t wantedsize;
6762         if (r_framedata_failed)
6763                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6764         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6765         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6766         if (r_framedata_size != wantedsize)
6767         {
6768                 r_framedata_size = wantedsize;
6769                 if (r_framedata_base)
6770                         Mem_Free(r_framedata_base);
6771                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6772         }
6773         r_framedata_current = 0;
6774         r_framedata_failed = false;
6775 }
6776
6777 void *R_FrameData_Alloc(size_t size)
6778 {
6779         void *data;
6780
6781         // align to 16 byte boundary
6782         size = (size + 15) & ~15;
6783         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6784         r_framedata_current += size;
6785
6786         // check overflow
6787         if (r_framedata_current > r_framedata_size)
6788                 r_framedata_failed = true;
6789
6790         // return NULL on everything after a failure
6791         if (r_framedata_failed)
6792                 return NULL;
6793
6794         return data;
6795 }
6796
6797 void *R_FrameData_Store(size_t size, void *data)
6798 {
6799         void *d = R_FrameData_Alloc(size);
6800         if (d)
6801                 memcpy(d, data, size);
6802         return d;
6803 }
6804
6805 //==================================================================================
6806
6807 // LordHavoc: animcache originally written by Echon, rewritten since then
6808
6809 /**
6810  * Animation cache prevents re-generating mesh data for an animated model
6811  * multiple times in one frame for lighting, shadowing, reflections, etc.
6812  */
6813
6814 void R_AnimCache_Free(void)
6815 {
6816 }
6817
6818 void R_AnimCache_ClearCache(void)
6819 {
6820         int i;
6821         entity_render_t *ent;
6822
6823         for (i = 0;i < r_refdef.scene.numentities;i++)
6824         {
6825                 ent = r_refdef.scene.entities[i];
6826                 ent->animcache_vertex3f = NULL;
6827                 ent->animcache_normal3f = NULL;
6828                 ent->animcache_svector3f = NULL;
6829                 ent->animcache_tvector3f = NULL;
6830                 ent->animcache_vertexposition = NULL;
6831                 ent->animcache_vertexmesh = NULL;
6832                 ent->animcache_vertexpositionbuffer = NULL;
6833                 ent->animcache_vertexmeshbuffer = NULL;
6834         }
6835 }
6836
6837 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
6838 {
6839         int i;
6840         if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
6841                 ent->animcache_vertexmesh = R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
6842         if (!ent->animcache_vertexposition)
6843                 ent->animcache_vertexposition = R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
6844         if (ent->animcache_vertexposition)
6845         {
6846                 for (i = 0;i < numvertices;i++)
6847                         VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexposition[i].vertex3f);
6848                 // TODO: upload vertex buffer?
6849         }
6850         if (ent->animcache_vertexmesh)
6851         {
6852                 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
6853                 for (i = 0;i < numvertices;i++)
6854                         VectorCopy(ent->animcache_vertex3f + 3*i, ent->animcache_vertexmesh[i].vertex3f);
6855                 if (ent->animcache_svector3f)
6856                         for (i = 0;i < numvertices;i++)
6857                                 VectorCopy(ent->animcache_svector3f + 3*i, ent->animcache_vertexmesh[i].svector3f);
6858                 if (ent->animcache_tvector3f)
6859                         for (i = 0;i < numvertices;i++)
6860                                 VectorCopy(ent->animcache_tvector3f + 3*i, ent->animcache_vertexmesh[i].tvector3f);
6861                 if (ent->animcache_normal3f)
6862                         for (i = 0;i < numvertices;i++)
6863                                 VectorCopy(ent->animcache_normal3f + 3*i, ent->animcache_vertexmesh[i].normal3f);
6864                 // TODO: upload vertex buffer?
6865         }
6866 }
6867
6868 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6869 {
6870         dp_model_t *model = ent->model;
6871         int numvertices;
6872         // see if it's already cached this frame
6873         if (ent->animcache_vertex3f)
6874         {
6875                 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
6876                 if (wantnormals || wanttangents)
6877                 {
6878                         if (ent->animcache_normal3f)
6879                                 wantnormals = false;
6880                         if (ent->animcache_svector3f)
6881                                 wanttangents = false;
6882                         if (wantnormals || wanttangents)
6883                         {
6884                                 numvertices = model->surfmesh.num_vertices;
6885                                 if (wantnormals)
6886                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6887                                 if (wanttangents)
6888                                 {
6889                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6890                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6891                                 }
6892                                 if (!r_framedata_failed)
6893                                 {
6894                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6895                                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6896                                 }
6897                         }
6898                 }
6899         }
6900         else
6901         {
6902                 // see if this ent is worth caching
6903                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6904                         return false;
6905                 // get some memory for this entity and generate mesh data
6906                 numvertices = model->surfmesh.num_vertices;
6907                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6908                 if (wantnormals)
6909                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6910                 if (wanttangents)
6911                 {
6912                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6913                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6914                 }
6915                 if (!r_framedata_failed)
6916                 {
6917                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6918                         R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
6919                 }
6920         }
6921         return !r_framedata_failed;
6922 }
6923
6924 void R_AnimCache_CacheVisibleEntities(void)
6925 {
6926         int i;
6927         qboolean wantnormals = true;
6928         qboolean wanttangents = !r_showsurfaces.integer;
6929
6930         switch(vid.renderpath)
6931         {
6932         case RENDERPATH_GL20:
6933         case RENDERPATH_CGGL:
6934                 break;
6935         case RENDERPATH_GL13:
6936         case RENDERPATH_GL11:
6937                 wanttangents = false;
6938                 break;
6939         }
6940
6941         if (r_shownormals.integer)
6942                 wanttangents = wantnormals = true;
6943
6944         // TODO: thread this
6945         // NOTE: R_PrepareRTLights() also caches entities
6946
6947         for (i = 0;i < r_refdef.scene.numentities;i++)
6948                 if (r_refdef.viewcache.entityvisible[i])
6949                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6950 }
6951
6952 //==================================================================================
6953
6954 static void R_View_UpdateEntityLighting (void)
6955 {
6956         int i;
6957         entity_render_t *ent;
6958         vec3_t tempdiffusenormal, avg;
6959         vec_t f, fa, fd, fdd;
6960         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6961
6962         for (i = 0;i < r_refdef.scene.numentities;i++)
6963         {
6964                 ent = r_refdef.scene.entities[i];
6965
6966                 // skip unseen models
6967                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6968                         continue;
6969
6970                 // skip bsp models
6971                 if (ent->model && ent->model->brush.num_leafs)
6972                 {
6973                         // TODO: use modellight for r_ambient settings on world?
6974                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6975                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6976                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6977                         continue;
6978                 }
6979
6980                 // fetch the lighting from the worldmodel data
6981                 VectorClear(ent->modellight_ambient);
6982                 VectorClear(ent->modellight_diffuse);
6983                 VectorClear(tempdiffusenormal);
6984                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6985                 {
6986                         vec3_t org;
6987                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6988                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6989                         if(ent->flags & RENDER_EQUALIZE)
6990                         {
6991                                 // first fix up ambient lighting...
6992                                 if(r_equalize_entities_minambient.value > 0)
6993                                 {
6994                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6995                                         if(fd > 0)
6996                                         {
6997                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6998                                                 if(fa < r_equalize_entities_minambient.value * fd)
6999                                                 {
7000                                                         // solve:
7001                                                         //   fa'/fd' = minambient
7002                                                         //   fa'+0.25*fd' = fa+0.25*fd
7003                                                         //   ...
7004                                                         //   fa' = fd' * minambient
7005                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
7006                                                         //   ...
7007                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7008                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7009                                                         //   ...
7010                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7011                                                         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
7012                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7013                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7014                                                 }
7015                                         }
7016                                 }
7017
7018                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7019                                 {
7020                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7021                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7022                                         if(f > 0)
7023                                         {
7024                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7025                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7026                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7027                                         }
7028                                 }
7029                         }
7030                 }
7031                 else // highly rare
7032                         VectorSet(ent->modellight_ambient, 1, 1, 1);
7033
7034                 // move the light direction into modelspace coordinates for lighting code
7035                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7036                 if(VectorLength2(ent->modellight_lightdir) == 0)
7037                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7038                 VectorNormalize(ent->modellight_lightdir);
7039         }
7040 }
7041
7042 #define MAX_LINEOFSIGHTTRACES 64
7043
7044 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7045 {
7046         int i;
7047         vec3_t boxmins, boxmaxs;
7048         vec3_t start;
7049         vec3_t end;
7050         dp_model_t *model = r_refdef.scene.worldmodel;
7051
7052         if (!model || !model->brush.TraceLineOfSight)
7053                 return true;
7054
7055         // expand the box a little
7056         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7057         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7058         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7059         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7060         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7061         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7062
7063         // return true if eye is inside enlarged box
7064         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7065                 return true;
7066
7067         // try center
7068         VectorCopy(eye, start);
7069         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7070         if (model->brush.TraceLineOfSight(model, start, end))
7071                 return true;
7072
7073         // try various random positions
7074         for (i = 0;i < numsamples;i++)
7075         {
7076                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7077                 if (model->brush.TraceLineOfSight(model, start, end))
7078                         return true;
7079         }
7080
7081         return false;
7082 }
7083
7084
7085 static void R_View_UpdateEntityVisible (void)
7086 {
7087         int i;
7088         int renderimask;
7089         int samples;
7090         entity_render_t *ent;
7091
7092         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7093                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7094                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
7095                 :                                                          RENDER_EXTERIORMODEL;
7096         if (!r_drawviewmodel.integer)
7097                 renderimask |= RENDER_VIEWMODEL;
7098         if (!r_drawexteriormodel.integer)
7099                 renderimask |= RENDER_EXTERIORMODEL;
7100         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7101         {
7102                 // worldmodel can check visibility
7103                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7104                 for (i = 0;i < r_refdef.scene.numentities;i++)
7105                 {
7106                         ent = r_refdef.scene.entities[i];
7107                         if (!(ent->flags & renderimask))
7108                         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)))
7109                         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))
7110                                 r_refdef.viewcache.entityvisible[i] = true;
7111                 }
7112                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7113                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7114                 {
7115                         for (i = 0;i < r_refdef.scene.numentities;i++)
7116                         {
7117                                 ent = r_refdef.scene.entities[i];
7118                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7119                                 {
7120                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7121                                         if (samples < 0)
7122                                                 continue; // temp entities do pvs only
7123                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7124                                                 ent->last_trace_visibility = realtime;
7125                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7126                                                 r_refdef.viewcache.entityvisible[i] = 0;
7127                                 }
7128                         }
7129                 }
7130         }
7131         else
7132         {
7133                 // no worldmodel or it can't check visibility
7134                 for (i = 0;i < r_refdef.scene.numentities;i++)
7135                 {
7136                         ent = r_refdef.scene.entities[i];
7137                         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));
7138                 }
7139         }
7140 }
7141
7142 /// only used if skyrendermasked, and normally returns false
7143 int R_DrawBrushModelsSky (void)
7144 {
7145         int i, sky;
7146         entity_render_t *ent;
7147
7148         sky = false;
7149         for (i = 0;i < r_refdef.scene.numentities;i++)
7150         {
7151                 if (!r_refdef.viewcache.entityvisible[i])
7152                         continue;
7153                 ent = r_refdef.scene.entities[i];
7154                 if (!ent->model || !ent->model->DrawSky)
7155                         continue;
7156                 ent->model->DrawSky(ent);
7157                 sky = true;
7158         }
7159         return sky;
7160 }
7161
7162 static void R_DrawNoModel(entity_render_t *ent);
7163 static void R_DrawModels(void)
7164 {
7165         int i;
7166         entity_render_t *ent;
7167
7168         for (i = 0;i < r_refdef.scene.numentities;i++)
7169         {
7170                 if (!r_refdef.viewcache.entityvisible[i])
7171                         continue;
7172                 ent = r_refdef.scene.entities[i];
7173                 r_refdef.stats.entities++;
7174                 if (ent->model && ent->model->Draw != NULL)
7175                         ent->model->Draw(ent);
7176                 else
7177                         R_DrawNoModel(ent);
7178         }
7179 }
7180
7181 static void R_DrawModelsDepth(void)
7182 {
7183         int i;
7184         entity_render_t *ent;
7185
7186         for (i = 0;i < r_refdef.scene.numentities;i++)
7187         {
7188                 if (!r_refdef.viewcache.entityvisible[i])
7189                         continue;
7190                 ent = r_refdef.scene.entities[i];
7191                 if (ent->model && ent->model->DrawDepth != NULL)
7192                         ent->model->DrawDepth(ent);
7193         }
7194 }
7195
7196 static void R_DrawModelsDebug(void)
7197 {
7198         int i;
7199         entity_render_t *ent;
7200
7201         for (i = 0;i < r_refdef.scene.numentities;i++)
7202         {
7203                 if (!r_refdef.viewcache.entityvisible[i])
7204                         continue;
7205                 ent = r_refdef.scene.entities[i];
7206                 if (ent->model && ent->model->DrawDebug != NULL)
7207                         ent->model->DrawDebug(ent);
7208         }
7209 }
7210
7211 static void R_DrawModelsAddWaterPlanes(void)
7212 {
7213         int i;
7214         entity_render_t *ent;
7215
7216         for (i = 0;i < r_refdef.scene.numentities;i++)
7217         {
7218                 if (!r_refdef.viewcache.entityvisible[i])
7219                         continue;
7220                 ent = r_refdef.scene.entities[i];
7221                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7222                         ent->model->DrawAddWaterPlanes(ent);
7223         }
7224 }
7225
7226 static void R_View_SetFrustum(void)
7227 {
7228         int i;
7229         double slopex, slopey;
7230         vec3_t forward, left, up, origin;
7231
7232         // we can't trust r_refdef.view.forward and friends in reflected scenes
7233         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7234
7235 #if 0
7236         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7237         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7238         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7239         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7240         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7241         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7242         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7243         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7244         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7245         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7246         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7247         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7248 #endif
7249
7250 #if 0
7251         zNear = r_refdef.nearclip;
7252         nudge = 1.0 - 1.0 / (1<<23);
7253         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7254         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7255         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7256         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7257         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7258         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7259         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7260         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7261 #endif
7262
7263
7264
7265 #if 0
7266         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7267         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7268         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7269         r_refdef.view.frustum[0].dist = m[15] - m[12];
7270
7271         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7272         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7273         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7274         r_refdef.view.frustum[1].dist = m[15] + m[12];
7275
7276         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7277         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7278         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7279         r_refdef.view.frustum[2].dist = m[15] - m[13];
7280
7281         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7282         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7283         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7284         r_refdef.view.frustum[3].dist = m[15] + m[13];
7285
7286         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7287         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7288         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7289         r_refdef.view.frustum[4].dist = m[15] - m[14];
7290
7291         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7292         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7293         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7294         r_refdef.view.frustum[5].dist = m[15] + m[14];
7295 #endif
7296
7297         if (r_refdef.view.useperspective)
7298         {
7299                 slopex = 1.0 / r_refdef.view.frustum_x;
7300                 slopey = 1.0 / r_refdef.view.frustum_y;
7301                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7302                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7303                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7304                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7305                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7306
7307                 // Leaving those out was a mistake, those were in the old code, and they
7308                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7309                 // I couldn't reproduce it after adding those normalizations. --blub
7310                 VectorNormalize(r_refdef.view.frustum[0].normal);
7311                 VectorNormalize(r_refdef.view.frustum[1].normal);
7312                 VectorNormalize(r_refdef.view.frustum[2].normal);
7313                 VectorNormalize(r_refdef.view.frustum[3].normal);
7314
7315                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7316                 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]);
7317                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
7318                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
7319                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * r_refdef.view.frustum_x, left,  1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
7320
7321                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7322                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7323                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7324                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7325                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7326         }
7327         else
7328         {
7329                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7330                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7331                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7332                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7333                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7334                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7335                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7336                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7337                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7338                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7339         }
7340         r_refdef.view.numfrustumplanes = 5;
7341
7342         if (r_refdef.view.useclipplane)
7343         {
7344                 r_refdef.view.numfrustumplanes = 6;
7345                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7346         }
7347
7348         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7349                 PlaneClassify(r_refdef.view.frustum + i);
7350
7351         // LordHavoc: note to all quake engine coders, Quake had a special case
7352         // for 90 degrees which assumed a square view (wrong), so I removed it,
7353         // Quake2 has it disabled as well.
7354
7355         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7356         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7357         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7358         //PlaneClassify(&frustum[0]);
7359
7360         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7361         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7362         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7363         //PlaneClassify(&frustum[1]);
7364
7365         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7366         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7367         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7368         //PlaneClassify(&frustum[2]);
7369
7370         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7371         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7372         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7373         //PlaneClassify(&frustum[3]);
7374
7375         // nearclip plane
7376         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7377         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7378         //PlaneClassify(&frustum[4]);
7379 }
7380
7381 void R_View_Update(void)
7382 {
7383         R_Main_ResizeViewCache();
7384         R_View_SetFrustum();
7385         R_View_WorldVisibility(r_refdef.view.useclipplane);
7386         R_View_UpdateEntityVisible();
7387         R_View_UpdateEntityLighting();
7388 }
7389
7390 void R_SetupView(qboolean allowwaterclippingplane)
7391 {
7392         const float *customclipplane = NULL;
7393         float plane[4];
7394         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7395         {
7396                 // LordHavoc: couldn't figure out how to make this approach the
7397                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7398                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7399                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7400                         dist = r_refdef.view.clipplane.dist;
7401                 plane[0] = r_refdef.view.clipplane.normal[0];
7402                 plane[1] = r_refdef.view.clipplane.normal[1];
7403                 plane[2] = r_refdef.view.clipplane.normal[2];
7404                 plane[3] = dist;
7405                 customclipplane = plane;
7406         }
7407
7408         if (!r_refdef.view.useperspective)
7409                 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);
7410         else if (vid.stencil && r_useinfinitefarclip.integer)
7411                 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);
7412         else
7413                 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);
7414         R_SetViewport(&r_refdef.view.viewport);
7415 }
7416
7417 void R_EntityMatrix(const matrix4x4_t *matrix)
7418 {
7419         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7420         {
7421                 gl_modelmatrixchanged = false;
7422                 gl_modelmatrix = *matrix;
7423                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7424                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7425                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7426                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7427                 CHECKGLERROR
7428                 switch(vid.renderpath)
7429                 {
7430                 case RENDERPATH_GL20:
7431                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7432                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7433                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7434                         break;
7435                 case RENDERPATH_CGGL:
7436 #ifdef SUPPORTCG
7437                         CHECKCGERROR
7438                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7439                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7440                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7441 #endif
7442                         break;
7443                 case RENDERPATH_GL13:
7444                 case RENDERPATH_GL11:
7445                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7446                         break;
7447                 }
7448         }
7449 }
7450
7451 void R_ResetViewRendering2D(void)
7452 {
7453         r_viewport_t viewport;
7454         DrawQ_Finish();
7455
7456         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7457         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);
7458         R_SetViewport(&viewport);
7459         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7460         GL_Color(1, 1, 1, 1);
7461         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7462         GL_BlendFunc(GL_ONE, GL_ZERO);
7463         GL_AlphaTest(false);
7464         GL_ScissorTest(false);
7465         GL_DepthMask(false);
7466         GL_DepthRange(0, 1);
7467         GL_DepthTest(false);
7468         R_EntityMatrix(&identitymatrix);
7469         R_Mesh_ResetTextureState();
7470         GL_PolygonOffset(0, 0);
7471         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7472         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7473         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7474         qglStencilMask(~0);CHECKGLERROR
7475         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7476         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7477         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7478 }
7479
7480 void R_ResetViewRendering3D(void)
7481 {
7482         DrawQ_Finish();
7483
7484         R_SetupView(true);
7485         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7486         GL_Color(1, 1, 1, 1);
7487         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7488         GL_BlendFunc(GL_ONE, GL_ZERO);
7489         GL_AlphaTest(false);
7490         GL_ScissorTest(true);
7491         GL_DepthMask(true);
7492         GL_DepthRange(0, 1);
7493         GL_DepthTest(true);
7494         R_EntityMatrix(&identitymatrix);
7495         R_Mesh_ResetTextureState();
7496         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7497         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7498         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7499         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7500         qglStencilMask(~0);CHECKGLERROR
7501         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7502         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7503         GL_CullFace(r_refdef.view.cullface_back);
7504 }
7505
7506 /*
7507 ================
7508 R_RenderView_UpdateViewVectors
7509 ================
7510 */
7511 static void R_RenderView_UpdateViewVectors(void)
7512 {
7513         // break apart the view matrix into vectors for various purposes
7514         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7515         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7516         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7517         VectorNegate(r_refdef.view.left, r_refdef.view.right);
7518         // make an inverted copy of the view matrix for tracking sprites
7519         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7520 }
7521
7522 void R_RenderScene(void);
7523 void R_RenderWaterPlanes(void);
7524
7525 static void R_Water_StartFrame(void)
7526 {
7527         int i;
7528         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7529         r_waterstate_waterplane_t *p;
7530
7531         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7532                 return;
7533
7534         switch(vid.renderpath)
7535         {
7536         case RENDERPATH_GL20:
7537         case RENDERPATH_CGGL:
7538                 break;
7539         case RENDERPATH_GL13:
7540         case RENDERPATH_GL11:
7541                 return;
7542         }
7543
7544         // set waterwidth and waterheight to the water resolution that will be
7545         // used (often less than the screen resolution for faster rendering)
7546         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7547         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7548
7549         // calculate desired texture sizes
7550         // can't use water if the card does not support the texture size
7551         if (!r_water.integer || r_showsurfaces.integer)
7552                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7553         else if (vid.support.arb_texture_non_power_of_two)
7554         {
7555                 texturewidth = waterwidth;
7556                 textureheight = waterheight;
7557                 camerawidth = waterwidth;
7558                 cameraheight = waterheight;
7559         }
7560         else
7561         {
7562                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7563                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7564                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
7565                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
7566         }
7567
7568         // allocate textures as needed
7569         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7570         {
7571                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7572                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7573                 {
7574                         if (p->texture_refraction)
7575                                 R_FreeTexture(p->texture_refraction);
7576                         p->texture_refraction = NULL;
7577                         if (p->texture_reflection)
7578                                 R_FreeTexture(p->texture_reflection);
7579                         p->texture_reflection = NULL;
7580                         if (p->texture_camera)
7581                                 R_FreeTexture(p->texture_camera);
7582                         p->texture_camera = NULL;
7583                 }
7584                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7585                 r_waterstate.texturewidth = texturewidth;
7586                 r_waterstate.textureheight = textureheight;
7587                 r_waterstate.camerawidth = camerawidth;
7588                 r_waterstate.cameraheight = cameraheight;
7589         }
7590
7591         if (r_waterstate.texturewidth)
7592         {
7593                 r_waterstate.enabled = true;
7594
7595                 // when doing a reduced render (HDR) we want to use a smaller area
7596                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7597                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7598
7599                 // set up variables that will be used in shader setup
7600                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7601                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7602                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7603                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7604         }
7605
7606         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7607         r_waterstate.numwaterplanes = 0;
7608 }
7609
7610 void R_Water_AddWaterPlane(msurface_t *surface)
7611 {
7612         int triangleindex, planeindex;
7613         const int *e;
7614         vec3_t vert[3];
7615         vec3_t normal;
7616         vec3_t center;
7617         mplane_t plane;
7618         int cam_ent;
7619         r_waterstate_waterplane_t *p;
7620         texture_t *t = R_GetCurrentTexture(surface->texture);
7621         cam_ent = t->camera_entity;
7622         if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7623                 cam_ent = 0;
7624
7625         // just use the first triangle with a valid normal for any decisions
7626         VectorClear(normal);
7627         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7628         {
7629                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7630                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7631                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7632                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7633                 if (VectorLength2(normal) >= 0.001)
7634                         break;
7635         }
7636
7637         VectorCopy(normal, plane.normal);
7638         VectorNormalize(plane.normal);
7639         plane.dist = DotProduct(vert[0], plane.normal);
7640         PlaneClassify(&plane);
7641         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7642         {
7643                 // skip backfaces (except if nocullface is set)
7644                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7645                         return;
7646                 VectorNegate(plane.normal, plane.normal);
7647                 plane.dist *= -1;
7648                 PlaneClassify(&plane);
7649         }
7650
7651
7652         // find a matching plane if there is one
7653         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7654                 if(p->camera_entity == t->camera_entity)
7655                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7656                                 break;
7657         if (planeindex >= r_waterstate.maxwaterplanes)
7658                 return; // nothing we can do, out of planes
7659
7660         // if this triangle does not fit any known plane rendered this frame, add one
7661         if (planeindex >= r_waterstate.numwaterplanes)
7662         {
7663                 // store the new plane
7664                 r_waterstate.numwaterplanes++;
7665                 p->plane = plane;
7666                 // clear materialflags and pvs
7667                 p->materialflags = 0;
7668                 p->pvsvalid = false;
7669                 p->camera_entity = t->camera_entity;
7670         }
7671         // merge this surface's materialflags into the waterplane
7672         p->materialflags |= t->currentmaterialflags;
7673         if(!(p->materialflags & MATERIALFLAG_CAMERA))
7674         {
7675                 // merge this surface's PVS into the waterplane
7676                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7677                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7678                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7679                 {
7680                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7681                         p->pvsvalid = true;
7682                 }
7683         }
7684 }
7685
7686 static void R_Water_ProcessPlanes(void)
7687 {
7688         r_refdef_view_t originalview;
7689         r_refdef_view_t myview;
7690         int planeindex;
7691         r_waterstate_waterplane_t *p;
7692         vec3_t visorigin;
7693
7694         originalview = r_refdef.view;
7695
7696         // make sure enough textures are allocated
7697         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7698         {
7699                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7700                 {
7701                         if (!p->texture_refraction)
7702                                 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);
7703                         if (!p->texture_refraction)
7704                                 goto error;
7705                 }
7706                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7707                 {
7708                         if (!p->texture_camera)
7709                                 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);
7710                         if (!p->texture_camera)
7711                                 goto error;
7712                 }
7713
7714                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7715                 {
7716                         if (!p->texture_reflection)
7717                                 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);
7718                         if (!p->texture_reflection)
7719                                 goto error;
7720                 }
7721         }
7722
7723         // render views
7724         r_refdef.view = originalview;
7725         r_refdef.view.showdebug = false;
7726         r_refdef.view.width = r_waterstate.waterwidth;
7727         r_refdef.view.height = r_waterstate.waterheight;
7728         r_refdef.view.useclipplane = true;
7729         myview = r_refdef.view;
7730         r_waterstate.renderingscene = true;
7731         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7732         {
7733                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7734                 {
7735                         r_refdef.view = myview;
7736                         // render reflected scene and copy into texture
7737                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7738                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7739                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7740                         r_refdef.view.clipplane = p->plane;
7741                         // reverse the cullface settings for this render
7742                         r_refdef.view.cullface_front = GL_FRONT;
7743                         r_refdef.view.cullface_back = GL_BACK;
7744                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7745                         {
7746                                 r_refdef.view.usecustompvs = true;
7747                                 if (p->pvsvalid)
7748                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7749                                 else
7750                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7751                         }
7752
7753                         R_ResetViewRendering3D();
7754                         R_ClearScreen(r_refdef.fogenabled);
7755                         R_View_Update();
7756                         R_RenderScene();
7757
7758                         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);
7759                 }
7760
7761                 // render the normal view scene and copy into texture
7762                 // (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)
7763                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7764                 {
7765                         r_waterstate.renderingrefraction = true;
7766                         r_refdef.view = myview;
7767
7768                         r_refdef.view.clipplane = p->plane;
7769                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7770                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7771
7772                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7773                         {
7774                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7775                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7776                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7777                                 R_RenderView_UpdateViewVectors();
7778                                 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
7779                                 {
7780                                         r_refdef.view.usecustompvs = true;
7781                                         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);
7782                                 }
7783                         }
7784
7785                         PlaneClassify(&r_refdef.view.clipplane);
7786
7787                         R_ResetViewRendering3D();
7788                         R_ClearScreen(r_refdef.fogenabled);
7789                         R_View_Update();
7790                         R_RenderScene();
7791
7792                         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);
7793                         r_waterstate.renderingrefraction = false;
7794                 }
7795                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7796                 {
7797                         r_refdef.view = myview;
7798
7799                         r_refdef.view.clipplane = p->plane;
7800                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7801                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7802
7803                         r_refdef.view.width = r_waterstate.camerawidth;
7804                         r_refdef.view.height = r_waterstate.cameraheight;
7805                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7806                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7807
7808                         if(p->camera_entity)
7809                         {
7810                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7811                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7812                         }
7813
7814                         // reverse the cullface settings for this render
7815                         r_refdef.view.cullface_front = GL_FRONT;
7816                         r_refdef.view.cullface_back = GL_BACK;
7817                         // also reverse the view matrix
7818                         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
7819                         R_RenderView_UpdateViewVectors();
7820                         if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
7821                         {
7822                                 r_refdef.view.usecustompvs = true;
7823                                 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);
7824                         }
7825                         
7826                         // camera needs no clipplane
7827                         r_refdef.view.useclipplane = false;
7828
7829                         PlaneClassify(&r_refdef.view.clipplane);
7830
7831                         R_ResetViewRendering3D();
7832                         R_ClearScreen(r_refdef.fogenabled);
7833                         R_View_Update();
7834                         R_RenderScene();
7835
7836                         R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7837                         r_waterstate.renderingrefraction = false;
7838                 }
7839
7840         }
7841         r_waterstate.renderingscene = false;
7842         r_refdef.view = originalview;
7843         R_ResetViewRendering3D();
7844         R_ClearScreen(r_refdef.fogenabled);
7845         R_View_Update();
7846         return;
7847 error:
7848         r_refdef.view = originalview;
7849         r_waterstate.renderingscene = false;
7850         Cvar_SetValueQuick(&r_water, 0);
7851         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7852         return;
7853 }
7854
7855 void R_Bloom_StartFrame(void)
7856 {
7857         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7858
7859         switch(vid.renderpath)
7860         {
7861         case RENDERPATH_GL20:
7862         case RENDERPATH_CGGL:
7863                 break;
7864         case RENDERPATH_GL13:
7865         case RENDERPATH_GL11:
7866                 return;
7867         }
7868
7869         // set bloomwidth and bloomheight to the bloom resolution that will be
7870         // used (often less than the screen resolution for faster rendering)
7871         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7872         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7873         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7874         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7875         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7876
7877         // calculate desired texture sizes
7878         if (vid.support.arb_texture_non_power_of_two)
7879         {
7880                 screentexturewidth = r_refdef.view.width;
7881                 screentextureheight = r_refdef.view.height;
7882                 bloomtexturewidth = r_bloomstate.bloomwidth;
7883                 bloomtextureheight = r_bloomstate.bloomheight;
7884         }
7885         else
7886         {
7887                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7888                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7889                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7890                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7891         }
7892
7893         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))
7894         {
7895                 Cvar_SetValueQuick(&r_hdr, 0);
7896                 Cvar_SetValueQuick(&r_bloom, 0);
7897                 Cvar_SetValueQuick(&r_motionblur, 0);
7898                 Cvar_SetValueQuick(&r_damageblur, 0);
7899         }
7900
7901         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)))
7902                 screentexturewidth = screentextureheight = 0;
7903         if (!r_hdr.integer && !r_bloom.integer)
7904                 bloomtexturewidth = bloomtextureheight = 0;
7905
7906         // allocate textures as needed
7907         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7908         {
7909                 if (r_bloomstate.texture_screen)
7910                         R_FreeTexture(r_bloomstate.texture_screen);
7911                 r_bloomstate.texture_screen = NULL;
7912                 r_bloomstate.screentexturewidth = screentexturewidth;
7913                 r_bloomstate.screentextureheight = screentextureheight;
7914                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7915                         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);
7916         }
7917         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7918         {
7919                 if (r_bloomstate.texture_bloom)
7920                         R_FreeTexture(r_bloomstate.texture_bloom);
7921                 r_bloomstate.texture_bloom = NULL;
7922                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7923                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7924                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7925                         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);
7926         }
7927
7928         // when doing a reduced render (HDR) we want to use a smaller area
7929         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7930         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7931         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7932         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7933         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7934
7935         // set up a texcoord array for the full resolution screen image
7936         // (we have to keep this around to copy back during final render)
7937         r_bloomstate.screentexcoord2f[0] = 0;
7938         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7939         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7940         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7941         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7942         r_bloomstate.screentexcoord2f[5] = 0;
7943         r_bloomstate.screentexcoord2f[6] = 0;
7944         r_bloomstate.screentexcoord2f[7] = 0;
7945
7946         // set up a texcoord array for the reduced resolution bloom image
7947         // (which will be additive blended over the screen image)
7948         r_bloomstate.bloomtexcoord2f[0] = 0;
7949         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7950         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7951         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7952         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7953         r_bloomstate.bloomtexcoord2f[5] = 0;
7954         r_bloomstate.bloomtexcoord2f[6] = 0;
7955         r_bloomstate.bloomtexcoord2f[7] = 0;
7956
7957         if (r_hdr.integer || r_bloom.integer)
7958         {
7959                 r_bloomstate.enabled = true;
7960                 r_bloomstate.hdr = r_hdr.integer != 0;
7961         }
7962
7963         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);
7964 }
7965
7966 void R_Bloom_CopyBloomTexture(float colorscale)
7967 {
7968         r_refdef.stats.bloom++;
7969
7970         // scale down screen texture to the bloom texture size
7971         CHECKGLERROR
7972         R_SetViewport(&r_bloomstate.viewport);
7973         GL_BlendFunc(GL_ONE, GL_ZERO);
7974         GL_Color(colorscale, colorscale, colorscale, 1);
7975         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
7976         // TODO: do boxfilter scale-down in shader?
7977         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7978         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7979         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7980
7981         // we now have a bloom image in the framebuffer
7982         // copy it into the bloom image texture for later processing
7983         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);
7984         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7985 }
7986
7987 void R_Bloom_CopyHDRTexture(void)
7988 {
7989         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);
7990         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7991 }
7992
7993 void R_Bloom_MakeTexture(void)
7994 {
7995         int x, range, dir;
7996         float xoffset, yoffset, r, brighten;
7997
7998         r_refdef.stats.bloom++;
7999
8000         R_ResetViewRendering2D();
8001
8002         // we have a bloom image in the framebuffer
8003         CHECKGLERROR
8004         R_SetViewport(&r_bloomstate.viewport);
8005
8006         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8007         {
8008                 x *= 2;
8009                 r = bound(0, r_bloom_colorexponent.value / x, 1);
8010                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8011                 GL_Color(r,r,r,1);
8012                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8013                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8014                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8015                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8016
8017                 // copy the vertically blurred bloom view to a texture
8018                 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);
8019                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8020         }
8021
8022         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8023         brighten = r_bloom_brighten.value;
8024         if (r_hdr.integer)
8025                 brighten *= r_hdr_range.value;
8026         brighten = sqrt(brighten);
8027         if(range >= 1)
8028                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8029         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8030
8031         for (dir = 0;dir < 2;dir++)
8032         {
8033                 // blend on at multiple vertical offsets to achieve a vertical blur
8034                 // TODO: do offset blends using GLSL
8035                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8036                 GL_BlendFunc(GL_ONE, GL_ZERO);
8037                 for (x = -range;x <= range;x++)
8038                 {
8039                         if (!dir){xoffset = 0;yoffset = x;}
8040                         else {xoffset = x;yoffset = 0;}
8041                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
8042                         yoffset /= (float)r_bloomstate.bloomtextureheight;
8043                         // compute a texcoord array with the specified x and y offset
8044                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8045                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8046                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8047                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8048                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8049                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8050                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8051                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8052                         // this r value looks like a 'dot' particle, fading sharply to
8053                         // black at the edges
8054                         // (probably not realistic but looks good enough)
8055                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8056                         //r = brighten/(range*2+1);
8057                         r = brighten / (range * 2 + 1);
8058                         if(range >= 1)
8059                                 r *= (1 - x*x/(float)(range*range));
8060                         GL_Color(r, r, r, 1);
8061                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
8062                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8063                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8064                         GL_BlendFunc(GL_ONE, GL_ONE);
8065                 }
8066
8067                 // copy the vertically blurred bloom view to a texture
8068                 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);
8069                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8070         }
8071
8072         // apply subtract last
8073         // (just like it would be in a GLSL shader)
8074         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
8075         {
8076                 GL_BlendFunc(GL_ONE, GL_ZERO);
8077                 GL_Color(1,1,1,1);
8078                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8079                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8080                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8081                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8082
8083                 GL_BlendFunc(GL_ONE, GL_ONE);
8084                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
8085                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8086                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
8087                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8088                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8089                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8090                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8091
8092                 // copy the darkened bloom view to a texture
8093                 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);
8094                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8095         }
8096 }
8097
8098 void R_HDR_RenderBloomTexture(void)
8099 {
8100         int oldwidth, oldheight;
8101         float oldcolorscale;
8102
8103         oldcolorscale = r_refdef.view.colorscale;
8104         oldwidth = r_refdef.view.width;
8105         oldheight = r_refdef.view.height;
8106         r_refdef.view.width = r_bloomstate.bloomwidth;
8107         r_refdef.view.height = r_bloomstate.bloomheight;
8108
8109         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
8110         // TODO: add exposure compensation features
8111         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8112
8113         r_refdef.view.showdebug = false;
8114         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8115
8116         R_ResetViewRendering3D();
8117
8118         R_ClearScreen(r_refdef.fogenabled);
8119         if (r_timereport_active)
8120                 R_TimeReport("HDRclear");
8121
8122         R_View_Update();
8123         if (r_timereport_active)
8124                 R_TimeReport("visibility");
8125
8126         // only do secondary renders with HDR if r_hdr is 2 or higher
8127         r_waterstate.numwaterplanes = 0;
8128         if (r_waterstate.enabled && r_hdr.integer >= 2)
8129                 R_RenderWaterPlanes();
8130
8131         r_refdef.view.showdebug = true;
8132         R_RenderScene();
8133         r_waterstate.numwaterplanes = 0;
8134
8135         R_ResetViewRendering2D();
8136
8137         R_Bloom_CopyHDRTexture();
8138         R_Bloom_MakeTexture();
8139
8140         // restore the view settings
8141         r_refdef.view.width = oldwidth;
8142         r_refdef.view.height = oldheight;
8143         r_refdef.view.colorscale = oldcolorscale;
8144
8145         R_ResetViewRendering3D();
8146
8147         R_ClearScreen(r_refdef.fogenabled);
8148         if (r_timereport_active)
8149                 R_TimeReport("viewclear");
8150 }
8151
8152 static void R_BlendView(void)
8153 {
8154         unsigned int permutation;
8155         float uservecs[4][4];
8156
8157         switch (vid.renderpath)
8158         {
8159         case RENDERPATH_GL20:
8160         case RENDERPATH_CGGL:
8161                 permutation =
8162                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8163                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8164                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8165                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8166                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8167
8168                 if (r_bloomstate.texture_screen)
8169                 {
8170                         // make sure the buffer is available
8171                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8172
8173                         R_ResetViewRendering2D();
8174
8175                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8176                         {
8177                                 // declare variables
8178                                 float speed;
8179                                 static float avgspeed;
8180
8181                                 speed = VectorLength(cl.movement_velocity);
8182
8183                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8184                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8185
8186                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8187                                 speed = bound(0, speed, 1);
8188                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8189
8190                                 // calculate values into a standard alpha
8191                                 cl.motionbluralpha = 1 - exp(-
8192                                                 (
8193                                                  (r_motionblur.value * speed / 80)
8194                                                  +
8195                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8196                                                 )
8197                                                 /
8198                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
8199                                            );
8200
8201                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8202                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8203                                 // apply the blur
8204                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8205                                 {
8206                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8207                                         GL_Color(1, 1, 1, cl.motionbluralpha);
8208                                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8209                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8210                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8211                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8212                                 }
8213                         }
8214
8215                         // copy view into the screen texture
8216                         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);
8217                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8218                 }
8219                 else if (!r_bloomstate.texture_bloom)
8220                 {
8221                         // we may still have to do view tint...
8222                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8223                         {
8224                                 // apply a color tint to the whole view
8225                                 R_ResetViewRendering2D();
8226                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8227                                 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8228                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8229                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8230                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8231                         }
8232                         break; // no screen processing, no bloom, skip it
8233                 }
8234
8235                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8236                 {
8237                         // render simple bloom effect
8238                         // copy the screen and shrink it and darken it for the bloom process
8239                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8240                         // make the bloom texture
8241                         R_Bloom_MakeTexture();
8242                 }
8243
8244 #if _MSC_VER >= 1400
8245 #define sscanf sscanf_s
8246 #endif
8247                 memset(uservecs, 0, sizeof(uservecs));
8248                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8249                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8250                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8251                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8252
8253                 R_ResetViewRendering2D();
8254                 GL_Color(1, 1, 1, 1);
8255                 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
8256                 GL_BlendFunc(GL_ONE, GL_ZERO);
8257
8258                 switch(vid.renderpath)
8259                 {
8260                 case RENDERPATH_GL20:
8261                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8262                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
8263                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
8264                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
8265                         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]);
8266                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8267                         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]);
8268                         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]);
8269                         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]);
8270                         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]);
8271                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
8272                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8273                         break;
8274                 case RENDERPATH_CGGL:
8275 #ifdef SUPPORTCG
8276                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8277                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
8278                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
8279                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
8280                         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
8281                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8282                         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
8283                         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
8284                         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
8285                         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
8286                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
8287                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8288 #endif
8289                         break;
8290                 default:
8291                         break;
8292                 }
8293                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8294                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8295                 break;
8296         case RENDERPATH_GL13:
8297         case RENDERPATH_GL11:
8298                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8299                 {
8300                         // apply a color tint to the whole view
8301                         R_ResetViewRendering2D();
8302                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8303                         R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
8304                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8305                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8306                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8307                 }
8308                 break;
8309         }
8310 }
8311
8312 matrix4x4_t r_waterscrollmatrix;
8313
8314 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8315 {
8316         if (r_refdef.fog_density)
8317         {
8318                 r_refdef.fogcolor[0] = r_refdef.fog_red;
8319                 r_refdef.fogcolor[1] = r_refdef.fog_green;
8320                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8321
8322                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8323                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8324                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8325                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8326
8327                 {
8328                         vec3_t fogvec;
8329                         VectorCopy(r_refdef.fogcolor, fogvec);
8330                         //   color.rgb *= ContrastBoost * SceneBrightness;
8331                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8332                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8333                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8334                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8335                 }
8336         }
8337 }
8338
8339 void R_UpdateVariables(void)
8340 {
8341         R_Textures_Frame();
8342
8343         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8344
8345         r_refdef.farclip = r_farclip_base.value;
8346         if (r_refdef.scene.worldmodel)
8347                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8348         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8349
8350         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8351                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8352         r_refdef.polygonfactor = 0;
8353         r_refdef.polygonoffset = 0;
8354         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8355         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8356
8357         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8358         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8359         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8360         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8361         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8362         if (r_showsurfaces.integer)
8363         {
8364                 r_refdef.scene.rtworld = false;
8365                 r_refdef.scene.rtworldshadows = false;
8366                 r_refdef.scene.rtdlight = false;
8367                 r_refdef.scene.rtdlightshadows = false;
8368                 r_refdef.lightmapintensity = 0;
8369         }
8370
8371         if (gamemode == GAME_NEHAHRA)
8372         {
8373                 if (gl_fogenable.integer)
8374                 {
8375                         r_refdef.oldgl_fogenable = true;
8376                         r_refdef.fog_density = gl_fogdensity.value;
8377                         r_refdef.fog_red = gl_fogred.value;
8378                         r_refdef.fog_green = gl_foggreen.value;
8379                         r_refdef.fog_blue = gl_fogblue.value;
8380                         r_refdef.fog_alpha = 1;
8381                         r_refdef.fog_start = 0;
8382                         r_refdef.fog_end = gl_skyclip.value;
8383                         r_refdef.fog_height = 1<<30;
8384                         r_refdef.fog_fadedepth = 128;
8385                 }
8386                 else if (r_refdef.oldgl_fogenable)
8387                 {
8388                         r_refdef.oldgl_fogenable = false;
8389                         r_refdef.fog_density = 0;
8390                         r_refdef.fog_red = 0;
8391                         r_refdef.fog_green = 0;
8392                         r_refdef.fog_blue = 0;
8393                         r_refdef.fog_alpha = 0;
8394                         r_refdef.fog_start = 0;
8395                         r_refdef.fog_end = 0;
8396                         r_refdef.fog_height = 1<<30;
8397                         r_refdef.fog_fadedepth = 128;
8398                 }
8399         }
8400
8401         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8402         r_refdef.fog_start = max(0, r_refdef.fog_start);
8403         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8404
8405         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8406
8407         if (r_refdef.fog_density && r_drawfog.integer)
8408         {
8409                 r_refdef.fogenabled = true;
8410                 // this is the point where the fog reaches 0.9986 alpha, which we
8411                 // consider a good enough cutoff point for the texture
8412                 // (0.9986 * 256 == 255.6)
8413                 if (r_fog_exp2.integer)
8414                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8415                 else
8416                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8417                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8418                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8419                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8420                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8421                         R_BuildFogHeightTexture();
8422                 // fog color was already set
8423                 // update the fog texture
8424                 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)
8425                         R_BuildFogTexture();
8426                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8427                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8428         }
8429         else
8430                 r_refdef.fogenabled = false;
8431
8432         switch(vid.renderpath)
8433         {
8434         case RENDERPATH_GL20:
8435         case RENDERPATH_CGGL:
8436                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8437                 {
8438                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8439                         {
8440                                 // build GLSL gamma texture
8441 #define RAMPWIDTH 256
8442                                 unsigned short ramp[RAMPWIDTH * 3];
8443                                 unsigned char rampbgr[RAMPWIDTH][4];
8444                                 int i;
8445
8446                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8447
8448                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8449                                 for(i = 0; i < RAMPWIDTH; ++i)
8450                                 {
8451                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8452                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8453                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8454                                         rampbgr[i][3] = 0;
8455                                 }
8456                                 if (r_texture_gammaramps)
8457                                 {
8458                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8459                                 }
8460                                 else
8461                                 {
8462                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
8463                                 }
8464                         }
8465                 }
8466                 else
8467                 {
8468                         // remove GLSL gamma texture
8469                 }
8470                 break;
8471         case RENDERPATH_GL13:
8472         case RENDERPATH_GL11:
8473                 break;
8474         }
8475 }
8476
8477 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8478 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8479 /*
8480 ================
8481 R_SelectScene
8482 ================
8483 */
8484 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8485         if( scenetype != r_currentscenetype ) {
8486                 // store the old scenetype
8487                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8488                 r_currentscenetype = scenetype;
8489                 // move in the new scene
8490                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8491         }
8492 }
8493
8494 /*
8495 ================
8496 R_GetScenePointer
8497 ================
8498 */
8499 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8500 {
8501         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8502         if( scenetype == r_currentscenetype ) {
8503                 return &r_refdef.scene;
8504         } else {
8505                 return &r_scenes_store[ scenetype ];
8506         }
8507 }
8508
8509 /*
8510 ================
8511 R_RenderView
8512 ================
8513 */
8514 void R_RenderView(void)
8515 {
8516         if (r_timereport_active)
8517                 R_TimeReport("start");
8518         r_textureframe++; // used only by R_GetCurrentTexture
8519         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8520
8521         if (!r_drawentities.integer)
8522                 r_refdef.scene.numentities = 0;
8523
8524         R_AnimCache_ClearCache();
8525         R_FrameData_NewFrame();
8526
8527         if (r_refdef.view.isoverlay)
8528         {
8529                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8530                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8531                 R_TimeReport("depthclear");
8532
8533                 r_refdef.view.showdebug = false;
8534
8535                 r_waterstate.enabled = false;
8536                 r_waterstate.numwaterplanes = 0;
8537
8538                 R_RenderScene();
8539
8540                 CHECKGLERROR
8541                 return;
8542         }
8543
8544         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8545                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8546
8547         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8548
8549         R_RenderView_UpdateViewVectors();
8550
8551         R_Shadow_UpdateWorldLightSelection();
8552
8553         R_Bloom_StartFrame();
8554         R_Water_StartFrame();
8555
8556         CHECKGLERROR
8557         if (r_timereport_active)
8558                 R_TimeReport("viewsetup");
8559
8560         R_ResetViewRendering3D();
8561
8562         if (r_refdef.view.clear || r_refdef.fogenabled)
8563         {
8564                 R_ClearScreen(r_refdef.fogenabled);
8565                 if (r_timereport_active)
8566                         R_TimeReport("viewclear");
8567         }
8568         r_refdef.view.clear = true;
8569
8570         // this produces a bloom texture to be used in R_BlendView() later
8571         if (r_hdr.integer && r_bloomstate.bloomwidth)
8572         {
8573                 R_HDR_RenderBloomTexture();
8574                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8575                 r_textureframe++; // used only by R_GetCurrentTexture
8576         }
8577
8578         r_refdef.view.showdebug = true;
8579
8580         R_View_Update();
8581         if (r_timereport_active)
8582                 R_TimeReport("visibility");
8583
8584         r_waterstate.numwaterplanes = 0;
8585         if (r_waterstate.enabled)
8586                 R_RenderWaterPlanes();
8587
8588         R_RenderScene();
8589         r_waterstate.numwaterplanes = 0;
8590
8591         R_BlendView();
8592         if (r_timereport_active)
8593                 R_TimeReport("blendview");
8594
8595         GL_Scissor(0, 0, vid.width, vid.height);
8596         GL_ScissorTest(false);
8597         CHECKGLERROR
8598 }
8599
8600 void R_RenderWaterPlanes(void)
8601 {
8602         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8603         {
8604                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8605                 if (r_timereport_active)
8606                         R_TimeReport("waterworld");
8607         }
8608
8609         // don't let sound skip if going slow
8610         if (r_refdef.scene.extraupdate)
8611                 S_ExtraUpdate ();
8612
8613         R_DrawModelsAddWaterPlanes();
8614         if (r_timereport_active)
8615                 R_TimeReport("watermodels");
8616
8617         if (r_waterstate.numwaterplanes)
8618         {
8619                 R_Water_ProcessPlanes();
8620                 if (r_timereport_active)
8621                         R_TimeReport("waterscenes");
8622         }
8623 }
8624
8625 extern void R_DrawLightningBeams (void);
8626 extern void VM_CL_AddPolygonsToMeshQueue (void);
8627 extern void R_DrawPortals (void);
8628 extern cvar_t cl_locs_show;
8629 static void R_DrawLocs(void);
8630 static void R_DrawEntityBBoxes(void);
8631 static void R_DrawModelDecals(void);
8632 extern void R_DrawModelShadows(void);
8633 extern void R_DrawModelShadowMaps(void);
8634 extern cvar_t cl_decals_newsystem;
8635 extern qboolean r_shadow_usingdeferredprepass;
8636 void R_RenderScene(void)
8637 {
8638         qboolean shadowmapping = false;
8639
8640         if (r_timereport_active)
8641                 R_TimeReport("beginscene");
8642
8643         r_refdef.stats.renders++;
8644
8645         R_UpdateFogColor();
8646
8647         // don't let sound skip if going slow
8648         if (r_refdef.scene.extraupdate)
8649                 S_ExtraUpdate ();
8650
8651         R_MeshQueue_BeginScene();
8652
8653         R_SkyStartFrame();
8654
8655         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);
8656
8657         if (r_timereport_active)
8658                 R_TimeReport("skystartframe");
8659
8660         if (cl.csqc_vidvars.drawworld)
8661         {
8662                 // don't let sound skip if going slow
8663                 if (r_refdef.scene.extraupdate)
8664                         S_ExtraUpdate ();
8665
8666                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8667                 {
8668                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8669                         if (r_timereport_active)
8670                                 R_TimeReport("worldsky");
8671                 }
8672
8673                 if (R_DrawBrushModelsSky() && r_timereport_active)
8674                         R_TimeReport("bmodelsky");
8675
8676                 if (skyrendermasked && skyrenderlater)
8677                 {
8678                         // we have to force off the water clipping plane while rendering sky
8679                         R_SetupView(false);
8680                         R_Sky();
8681                         R_SetupView(true);
8682                         if (r_timereport_active)
8683                                 R_TimeReport("sky");
8684                 }
8685         }
8686
8687         R_AnimCache_CacheVisibleEntities();
8688         if (r_timereport_active)
8689                 R_TimeReport("animation");
8690
8691         R_Shadow_PrepareLights();
8692         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8693                 R_Shadow_PrepareModelShadows();
8694         if (r_timereport_active)
8695                 R_TimeReport("preparelights");
8696
8697         if (R_Shadow_ShadowMappingEnabled())
8698                 shadowmapping = true;
8699
8700         if (r_shadow_usingdeferredprepass)
8701                 R_Shadow_DrawPrepass();
8702
8703         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8704         {
8705                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8706                 if (r_timereport_active)
8707                         R_TimeReport("worlddepth");
8708         }
8709         if (r_depthfirst.integer >= 2)
8710         {
8711                 R_DrawModelsDepth();
8712                 if (r_timereport_active)
8713                         R_TimeReport("modeldepth");
8714         }
8715
8716         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8717         {
8718                 R_DrawModelShadowMaps();
8719                 R_ResetViewRendering3D();
8720                 // don't let sound skip if going slow
8721                 if (r_refdef.scene.extraupdate)
8722                         S_ExtraUpdate ();
8723         }
8724
8725         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8726         {
8727                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8728                 if (r_timereport_active)
8729                         R_TimeReport("world");
8730         }
8731
8732         // don't let sound skip if going slow
8733         if (r_refdef.scene.extraupdate)
8734                 S_ExtraUpdate ();
8735
8736         R_DrawModels();
8737         if (r_timereport_active)
8738                 R_TimeReport("models");
8739
8740         // don't let sound skip if going slow
8741         if (r_refdef.scene.extraupdate)
8742                 S_ExtraUpdate ();
8743
8744         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8745         {
8746                 R_DrawModelShadows();
8747                 R_ResetViewRendering3D();
8748                 // don't let sound skip if going slow
8749                 if (r_refdef.scene.extraupdate)
8750                         S_ExtraUpdate ();
8751         }
8752
8753         if (!r_shadow_usingdeferredprepass)
8754         {
8755                 R_Shadow_DrawLights();
8756                 if (r_timereport_active)
8757                         R_TimeReport("rtlights");
8758         }
8759
8760         // don't let sound skip if going slow
8761         if (r_refdef.scene.extraupdate)
8762                 S_ExtraUpdate ();
8763
8764         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8765         {
8766                 R_DrawModelShadows();
8767                 R_ResetViewRendering3D();
8768                 // don't let sound skip if going slow
8769                 if (r_refdef.scene.extraupdate)
8770                         S_ExtraUpdate ();
8771         }
8772
8773         if (cl.csqc_vidvars.drawworld)
8774         {
8775                 if (cl_decals_newsystem.integer)
8776                 {
8777                         R_DrawModelDecals();
8778                         if (r_timereport_active)
8779                                 R_TimeReport("modeldecals");
8780                 }
8781                 else
8782                 {
8783                         R_DrawDecals();
8784                         if (r_timereport_active)
8785                                 R_TimeReport("decals");
8786                 }
8787
8788                 R_DrawParticles();
8789                 if (r_timereport_active)
8790                         R_TimeReport("particles");
8791
8792                 R_DrawExplosions();
8793                 if (r_timereport_active)
8794                         R_TimeReport("explosions");
8795
8796                 R_DrawLightningBeams();
8797                 if (r_timereport_active)
8798                         R_TimeReport("lightning");
8799         }
8800
8801         VM_CL_AddPolygonsToMeshQueue();
8802
8803         if (r_refdef.view.showdebug)
8804         {
8805                 if (cl_locs_show.integer)
8806                 {
8807                         R_DrawLocs();
8808                         if (r_timereport_active)
8809                                 R_TimeReport("showlocs");
8810                 }
8811
8812                 if (r_drawportals.integer)
8813                 {
8814                         R_DrawPortals();
8815                         if (r_timereport_active)
8816                                 R_TimeReport("portals");
8817                 }
8818
8819                 if (r_showbboxes.value > 0)
8820                 {
8821                         R_DrawEntityBBoxes();
8822                         if (r_timereport_active)
8823                                 R_TimeReport("bboxes");
8824                 }
8825         }
8826
8827         R_MeshQueue_RenderTransparent();
8828         if (r_timereport_active)
8829                 R_TimeReport("drawtrans");
8830
8831         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))
8832         {
8833                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8834                 if (r_timereport_active)
8835                         R_TimeReport("worlddebug");
8836                 R_DrawModelsDebug();
8837                 if (r_timereport_active)
8838                         R_TimeReport("modeldebug");
8839         }
8840
8841         if (cl.csqc_vidvars.drawworld)
8842         {
8843                 R_Shadow_DrawCoronas();
8844                 if (r_timereport_active)
8845                         R_TimeReport("coronas");
8846         }
8847
8848         // don't let sound skip if going slow
8849         if (r_refdef.scene.extraupdate)
8850                 S_ExtraUpdate ();
8851
8852         R_ResetViewRendering2D();
8853 }
8854
8855 static const unsigned short bboxelements[36] =
8856 {
8857         5, 1, 3, 5, 3, 7,
8858         6, 2, 0, 6, 0, 4,
8859         7, 3, 2, 7, 2, 6,
8860         4, 0, 1, 4, 1, 5,
8861         4, 5, 7, 4, 7, 6,
8862         1, 0, 2, 1, 2, 3,
8863 };
8864
8865 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8866 {
8867         int i;
8868         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8869
8870         RSurf_ActiveWorldEntity();
8871
8872         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8873         GL_DepthMask(false);
8874         GL_DepthRange(0, 1);
8875         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8876         R_Mesh_ResetTextureState();
8877
8878         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8879         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8880         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8881         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8882         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8883         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8884         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8885         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8886         R_FillColors(color4f, 8, cr, cg, cb, ca);
8887         if (r_refdef.fogenabled)
8888         {
8889                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8890                 {
8891                         f1 = RSurf_FogVertex(v);
8892                         f2 = 1 - f1;
8893                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8894                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8895                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8896                 }
8897         }
8898         R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
8899         R_Mesh_ResetTextureState();
8900         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8901         R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
8902 }
8903
8904 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8905 {
8906         int i;
8907         float color[4];
8908         prvm_edict_t *edict;
8909         prvm_prog_t *prog_save = prog;
8910
8911         // this function draws bounding boxes of server entities
8912         if (!sv.active)
8913                 return;
8914
8915         GL_CullFace(GL_NONE);
8916         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8917
8918         prog = 0;
8919         SV_VM_Begin();
8920         for (i = 0;i < numsurfaces;i++)
8921         {
8922                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8923                 switch ((int)edict->fields.server->solid)
8924                 {
8925                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8926                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8927                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8928                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8929                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8930                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8931                 }
8932                 color[3] *= r_showbboxes.value;
8933                 color[3] = bound(0, color[3], 1);
8934                 GL_DepthTest(!r_showdisabledepthtest.integer);
8935                 GL_CullFace(r_refdef.view.cullface_front);
8936                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8937         }
8938         SV_VM_End();
8939         prog = prog_save;
8940 }
8941
8942 static void R_DrawEntityBBoxes(void)
8943 {
8944         int i;
8945         prvm_edict_t *edict;
8946         vec3_t center;
8947         prvm_prog_t *prog_save = prog;
8948
8949         // this function draws bounding boxes of server entities
8950         if (!sv.active)
8951                 return;
8952
8953         prog = 0;
8954         SV_VM_Begin();
8955         for (i = 0;i < prog->num_edicts;i++)
8956         {
8957                 edict = PRVM_EDICT_NUM(i);
8958                 if (edict->priv.server->free)
8959                         continue;
8960                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8961                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8962                         continue;
8963                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8964                         continue;
8965                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8966                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8967         }
8968         SV_VM_End();
8969         prog = prog_save;
8970 }
8971
8972 static const int nomodelelement3i[24] =
8973 {
8974         5, 2, 0,
8975         5, 1, 2,
8976         5, 0, 3,
8977         5, 3, 1,
8978         0, 2, 4,
8979         2, 1, 4,
8980         3, 0, 4,
8981         1, 3, 4
8982 };
8983
8984 static const unsigned short nomodelelement3s[24] =
8985 {
8986         5, 2, 0,
8987         5, 1, 2,
8988         5, 0, 3,
8989         5, 3, 1,
8990         0, 2, 4,
8991         2, 1, 4,
8992         3, 0, 4,
8993         1, 3, 4
8994 };
8995
8996 static const float nomodelvertex3f[6*3] =
8997 {
8998         -16,   0,   0,
8999          16,   0,   0,
9000           0, -16,   0,
9001           0,  16,   0,
9002           0,   0, -16,
9003           0,   0,  16
9004 };
9005
9006 static const float nomodelcolor4f[6*4] =
9007 {
9008         0.0f, 0.0f, 0.5f, 1.0f,
9009         0.0f, 0.0f, 0.5f, 1.0f,
9010         0.0f, 0.5f, 0.0f, 1.0f,
9011         0.0f, 0.5f, 0.0f, 1.0f,
9012         0.5f, 0.0f, 0.0f, 1.0f,
9013         0.5f, 0.0f, 0.0f, 1.0f
9014 };
9015
9016 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9017 {
9018         int i;
9019         float f1, f2, *c;
9020         float color4f[6*4];
9021
9022         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);
9023
9024         // this is only called once per entity so numsurfaces is always 1, and
9025         // surfacelist is always {0}, so this code does not handle batches
9026
9027         if (rsurface.ent_flags & RENDER_ADDITIVE)
9028         {
9029                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9030                 GL_DepthMask(false);
9031         }
9032         else if (rsurface.colormod[3] < 1)
9033         {
9034                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9035                 GL_DepthMask(false);
9036         }
9037         else
9038         {
9039                 GL_BlendFunc(GL_ONE, GL_ZERO);
9040                 GL_DepthMask(true);
9041         }
9042         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9043         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9044         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9045         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9046         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9047         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9048         for (i = 0, c = color4f;i < 6;i++, c += 4)
9049         {
9050                 c[0] *= rsurface.colormod[0];
9051                 c[1] *= rsurface.colormod[1];
9052                 c[2] *= rsurface.colormod[2];
9053                 c[3] *= rsurface.colormod[3];
9054         }
9055         if (r_refdef.fogenabled)
9056         {
9057                 for (i = 0, c = color4f;i < 6;i++, c += 4)
9058                 {
9059                         f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
9060                         f2 = 1 - f1;
9061                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9062                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9063                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9064                 }
9065         }
9066         R_Mesh_ResetTextureState();
9067         R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
9068         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
9069 }
9070
9071 void R_DrawNoModel(entity_render_t *ent)
9072 {
9073         vec3_t org;
9074         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9075         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9076                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9077         else
9078                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9079 }
9080
9081 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9082 {
9083         vec3_t right1, right2, diff, normal;
9084
9085         VectorSubtract (org2, org1, normal);
9086
9087         // calculate 'right' vector for start
9088         VectorSubtract (r_refdef.view.origin, org1, diff);
9089         CrossProduct (normal, diff, right1);
9090         VectorNormalize (right1);
9091
9092         // calculate 'right' vector for end
9093         VectorSubtract (r_refdef.view.origin, org2, diff);
9094         CrossProduct (normal, diff, right2);
9095         VectorNormalize (right2);
9096
9097         vert[ 0] = org1[0] + width * right1[0];
9098         vert[ 1] = org1[1] + width * right1[1];
9099         vert[ 2] = org1[2] + width * right1[2];
9100         vert[ 3] = org1[0] - width * right1[0];
9101         vert[ 4] = org1[1] - width * right1[1];
9102         vert[ 5] = org1[2] - width * right1[2];
9103         vert[ 6] = org2[0] - width * right2[0];
9104         vert[ 7] = org2[1] - width * right2[1];
9105         vert[ 8] = org2[2] - width * right2[2];
9106         vert[ 9] = org2[0] + width * right2[0];
9107         vert[10] = org2[1] + width * right2[1];
9108         vert[11] = org2[2] + width * right2[2];
9109 }
9110
9111 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)
9112 {
9113         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9114         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9115         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9116         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9117         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9118         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9119         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9120         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9121         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9122         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9123         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9124         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9125 }
9126
9127 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9128 {
9129         int i;
9130         float *vertex3f;
9131         float v[3];
9132         VectorSet(v, x, y, z);
9133         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9134                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9135                         break;
9136         if (i == mesh->numvertices)
9137         {
9138                 if (mesh->numvertices < mesh->maxvertices)
9139                 {
9140                         VectorCopy(v, vertex3f);
9141                         mesh->numvertices++;
9142                 }
9143                 return mesh->numvertices;
9144         }
9145         else
9146                 return i;
9147 }
9148
9149 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9150 {
9151         int i;
9152         int *e, element[3];
9153         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9154         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9155         e = mesh->element3i + mesh->numtriangles * 3;
9156         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9157         {
9158                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9159                 if (mesh->numtriangles < mesh->maxtriangles)
9160                 {
9161                         *e++ = element[0];
9162                         *e++ = element[1];
9163                         *e++ = element[2];
9164                         mesh->numtriangles++;
9165                 }
9166                 element[1] = element[2];
9167         }
9168 }
9169
9170 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9171 {
9172         int i;
9173         int *e, element[3];
9174         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9175         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9176         e = mesh->element3i + mesh->numtriangles * 3;
9177         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9178         {
9179                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9180                 if (mesh->numtriangles < mesh->maxtriangles)
9181                 {
9182                         *e++ = element[0];
9183                         *e++ = element[1];
9184                         *e++ = element[2];
9185                         mesh->numtriangles++;
9186                 }
9187                 element[1] = element[2];
9188         }
9189 }
9190
9191 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9192 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9193 {
9194         int planenum, planenum2;
9195         int w;
9196         int tempnumpoints;
9197         mplane_t *plane, *plane2;
9198         double maxdist;
9199         double temppoints[2][256*3];
9200         // figure out how large a bounding box we need to properly compute this brush
9201         maxdist = 0;
9202         for (w = 0;w < numplanes;w++)
9203                 maxdist = max(maxdist, fabs(planes[w].dist));
9204         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9205         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9206         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9207         {
9208                 w = 0;
9209                 tempnumpoints = 4;
9210                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9211                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9212                 {
9213                         if (planenum2 == planenum)
9214                                 continue;
9215                         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);
9216                         w = !w;
9217                 }
9218                 if (tempnumpoints < 3)
9219                         continue;
9220                 // generate elements forming a triangle fan for this polygon
9221                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9222         }
9223 }
9224
9225 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)
9226 {
9227         texturelayer_t *layer;
9228         layer = t->currentlayers + t->currentnumlayers++;
9229         layer->type = type;
9230         layer->depthmask = depthmask;
9231         layer->blendfunc1 = blendfunc1;
9232         layer->blendfunc2 = blendfunc2;
9233         layer->texture = texture;
9234         layer->texmatrix = *matrix;
9235         layer->color[0] = r;
9236         layer->color[1] = g;
9237         layer->color[2] = b;
9238         layer->color[3] = a;
9239 }
9240
9241 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9242 {
9243         if(parms[0] == 0 && parms[1] == 0)
9244                 return false;
9245         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9246                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9247                         return false;
9248         return true;
9249 }
9250
9251 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9252 {
9253         double index, f;
9254         index = parms[2] + r_refdef.scene.time * parms[3];
9255         index -= floor(index);
9256         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9257         {
9258         default:
9259         case Q3WAVEFUNC_NONE:
9260         case Q3WAVEFUNC_NOISE:
9261         case Q3WAVEFUNC_COUNT:
9262                 f = 0;
9263                 break;
9264         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9265         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9266         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9267         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9268         case Q3WAVEFUNC_TRIANGLE:
9269                 index *= 4;
9270                 f = index - floor(index);
9271                 if (index < 1)
9272                         f = f;
9273                 else if (index < 2)
9274                         f = 1 - f;
9275                 else if (index < 3)
9276                         f = -f;
9277                 else
9278                         f = -(1 - f);
9279                 break;
9280         }
9281         f = parms[0] + parms[1] * f;
9282         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9283                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9284         return (float) f;
9285 }
9286
9287 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9288 {
9289         int w, h, idx;
9290         float f;
9291         float tcmat[12];
9292         matrix4x4_t matrix, temp;
9293         switch(tcmod->tcmod)
9294         {
9295                 case Q3TCMOD_COUNT:
9296                 case Q3TCMOD_NONE:
9297                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9298                                 matrix = r_waterscrollmatrix;
9299                         else
9300                                 matrix = identitymatrix;
9301                         break;
9302                 case Q3TCMOD_ENTITYTRANSLATE:
9303                         // this is used in Q3 to allow the gamecode to control texcoord
9304                         // scrolling on the entity, which is not supported in darkplaces yet.
9305                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9306                         break;
9307                 case Q3TCMOD_ROTATE:
9308                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9309                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9310                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9311                         break;
9312                 case Q3TCMOD_SCALE:
9313                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9314                         break;
9315                 case Q3TCMOD_SCROLL:
9316                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9317                         break;
9318                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9319                         w = (int) tcmod->parms[0];
9320                         h = (int) tcmod->parms[1];
9321                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9322                         f = f - floor(f);
9323                         idx = (int) floor(f * w * h);
9324                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9325                         break;
9326                 case Q3TCMOD_STRETCH:
9327                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9328                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9329                         break;
9330                 case Q3TCMOD_TRANSFORM:
9331                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
9332                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
9333                         VectorSet(tcmat +  6, 0                   , 0                , 1);
9334                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
9335                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9336                         break;
9337                 case Q3TCMOD_TURBULENT:
9338                         // this is handled in the RSurf_PrepareVertices function
9339                         matrix = identitymatrix;
9340                         break;
9341         }
9342         temp = *texmatrix;
9343         Matrix4x4_Concat(texmatrix, &matrix, &temp);
9344 }
9345
9346 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9347 {
9348         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9349         char name[MAX_QPATH];
9350         skinframe_t *skinframe;
9351         unsigned char pixels[296*194];
9352         strlcpy(cache->name, skinname, sizeof(cache->name));
9353         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9354         if (developer_loading.integer)
9355                 Con_Printf("loading %s\n", name);
9356         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9357         if (!skinframe || !skinframe->base)
9358         {
9359                 unsigned char *f;
9360                 fs_offset_t filesize;
9361                 skinframe = NULL;
9362                 f = FS_LoadFile(name, tempmempool, true, &filesize);
9363                 if (f)
9364                 {
9365                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9366                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9367                         Mem_Free(f);
9368                 }
9369         }
9370         cache->skinframe = skinframe;
9371 }
9372
9373 texture_t *R_GetCurrentTexture(texture_t *t)
9374 {
9375         int i;
9376         const entity_render_t *ent = rsurface.entity;
9377         dp_model_t *model = ent->model;
9378         q3shaderinfo_layer_tcmod_t *tcmod;
9379
9380         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9381                 return t->currentframe;
9382         t->update_lastrenderframe = r_textureframe;
9383         t->update_lastrenderentity = (void *)ent;
9384
9385         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9386                 t->camera_entity = ent->entitynumber;
9387         else
9388                 t->camera_entity = 0;
9389
9390         // switch to an alternate material if this is a q1bsp animated material
9391         {
9392                 texture_t *texture = t;
9393                 int s = rsurface.ent_skinnum;
9394                 if ((unsigned int)s >= (unsigned int)model->numskins)
9395                         s = 0;
9396                 if (model->skinscenes)
9397                 {
9398                         if (model->skinscenes[s].framecount > 1)
9399                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9400                         else
9401                                 s = model->skinscenes[s].firstframe;
9402                 }
9403                 if (s > 0)
9404                         t = t + s * model->num_surfaces;
9405                 if (t->animated)
9406                 {
9407                         // use an alternate animation if the entity's frame is not 0,
9408                         // and only if the texture has an alternate animation
9409                         if (rsurface.ent_alttextures && t->anim_total[1])
9410                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9411                         else
9412                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9413                 }
9414                 texture->currentframe = t;
9415         }
9416
9417         // update currentskinframe to be a qw skin or animation frame
9418         if (rsurface.ent_qwskin >= 0)
9419         {
9420                 i = rsurface.ent_qwskin;
9421                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9422                 {
9423                         r_qwskincache_size = cl.maxclients;
9424                         if (r_qwskincache)
9425                                 Mem_Free(r_qwskincache);
9426                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9427                 }
9428                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9429                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9430                 t->currentskinframe = r_qwskincache[i].skinframe;
9431                 if (t->currentskinframe == NULL)
9432                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9433         }
9434         else if (t->numskinframes >= 2)
9435                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9436         if (t->backgroundnumskinframes >= 2)
9437                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9438
9439         t->currentmaterialflags = t->basematerialflags;
9440         t->currentalpha = rsurface.colormod[3];
9441         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9442                 t->currentalpha *= r_wateralpha.value;
9443         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9444                 t->currentalpha *= t->r_water_wateralpha;
9445         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9446                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9447         if (!(rsurface.ent_flags & RENDER_LIGHT))
9448                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9449         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9450         {
9451                 // pick a model lighting mode
9452                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9453                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9454                 else
9455                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9456         }
9457         if (rsurface.ent_flags & RENDER_ADDITIVE)
9458                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9459         else if (t->currentalpha < 1)
9460                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9461         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9462                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9463         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9464                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9465         if (t->backgroundnumskinframes)
9466                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9467         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9468         {
9469                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9470                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9471         }
9472         else
9473                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9474         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9475                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9476
9477         // there is no tcmod
9478         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9479         {
9480                 t->currenttexmatrix = r_waterscrollmatrix;
9481                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9482         }
9483         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9484         {
9485                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9486                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9487         }
9488
9489         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9490                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9491         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9492                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9493
9494         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9495         if (t->currentskinframe->qpixels)
9496                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9497         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9498         if (!t->basetexture)
9499                 t->basetexture = r_texture_notexture;
9500         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9501         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9502         t->nmaptexture = t->currentskinframe->nmap;
9503         if (!t->nmaptexture)
9504                 t->nmaptexture = r_texture_blanknormalmap;
9505         t->glosstexture = r_texture_black;
9506         t->glowtexture = t->currentskinframe->glow;
9507         t->fogtexture = t->currentskinframe->fog;
9508         t->reflectmasktexture = t->currentskinframe->reflect;
9509         if (t->backgroundnumskinframes)
9510         {
9511                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9512                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9513                 t->backgroundglosstexture = r_texture_black;
9514                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9515                 if (!t->backgroundnmaptexture)
9516                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9517         }
9518         else
9519         {
9520                 t->backgroundbasetexture = r_texture_white;
9521                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9522                 t->backgroundglosstexture = r_texture_black;
9523                 t->backgroundglowtexture = NULL;
9524         }
9525         t->specularpower = r_shadow_glossexponent.value;
9526         // TODO: store reference values for these in the texture?
9527         t->specularscale = 0;
9528         if (r_shadow_gloss.integer > 0)
9529         {
9530                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9531                 {
9532                         if (r_shadow_glossintensity.value > 0)
9533                         {
9534                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9535                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9536                                 t->specularscale = r_shadow_glossintensity.value;
9537                         }
9538                 }
9539                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9540                 {
9541                         t->glosstexture = r_texture_white;
9542                         t->backgroundglosstexture = r_texture_white;
9543                         t->specularscale = r_shadow_gloss2intensity.value;
9544                         t->specularpower = r_shadow_gloss2exponent.value;
9545                 }
9546         }
9547         t->specularscale *= t->specularscalemod;
9548         t->specularpower *= t->specularpowermod;
9549
9550         // lightmaps mode looks bad with dlights using actual texturing, so turn
9551         // off the colormap and glossmap, but leave the normalmap on as it still
9552         // accurately represents the shading involved
9553         if (gl_lightmaps.integer)
9554         {
9555                 t->basetexture = r_texture_grey128;
9556                 t->pantstexture = r_texture_black;
9557                 t->shirttexture = r_texture_black;
9558                 t->nmaptexture = r_texture_blanknormalmap;
9559                 t->glosstexture = r_texture_black;
9560                 t->glowtexture = NULL;
9561                 t->fogtexture = NULL;
9562                 t->reflectmasktexture = NULL;
9563                 t->backgroundbasetexture = NULL;
9564                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9565                 t->backgroundglosstexture = r_texture_black;
9566                 t->backgroundglowtexture = NULL;
9567                 t->specularscale = 0;
9568                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9569         }
9570
9571         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9572         VectorClear(t->dlightcolor);
9573         t->currentnumlayers = 0;
9574         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9575         {
9576                 int blendfunc1, blendfunc2;
9577                 qboolean depthmask;
9578                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9579                 {
9580                         blendfunc1 = GL_SRC_ALPHA;
9581                         blendfunc2 = GL_ONE;
9582                 }
9583                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9584                 {
9585                         blendfunc1 = GL_SRC_ALPHA;
9586                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9587                 }
9588                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9589                 {
9590                         blendfunc1 = t->customblendfunc[0];
9591                         blendfunc2 = t->customblendfunc[1];
9592                 }
9593                 else
9594                 {
9595                         blendfunc1 = GL_ONE;
9596                         blendfunc2 = GL_ZERO;
9597                 }
9598                 // don't colormod evilblend textures
9599                 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
9600                         VectorSet(t->lightmapcolor, 1, 1, 1);
9601                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9602                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9603                 {
9604                         // fullbright is not affected by r_refdef.lightmapintensity
9605                         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]);
9606                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9607                                 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]);
9608                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9609                                 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]);
9610                 }
9611                 else
9612                 {
9613                         vec3_t ambientcolor;
9614                         float colorscale;
9615                         // set the color tint used for lights affecting this surface
9616                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9617                         colorscale = 2;
9618                         // q3bsp has no lightmap updates, so the lightstylevalue that
9619                         // would normally be baked into the lightmap must be
9620                         // applied to the color
9621                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9622                         if (model->type == mod_brushq3)
9623                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9624                         colorscale *= r_refdef.lightmapintensity;
9625                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9626                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9627                         // basic lit geometry
9628                         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]);
9629                         // add pants/shirt if needed
9630                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9631                                 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]);
9632                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9633                                 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]);
9634                         // now add ambient passes if needed
9635                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9636                         {
9637                                 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]);
9638                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9639                                         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]);
9640                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9641                                         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]);
9642                         }
9643                 }
9644                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9645                         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]);
9646                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9647                 {
9648                         // if this is opaque use alpha blend which will darken the earlier
9649                         // passes cheaply.
9650                         //
9651                         // if this is an alpha blended material, all the earlier passes
9652                         // were darkened by fog already, so we only need to add the fog
9653                         // color ontop through the fog mask texture
9654                         //
9655                         // if this is an additive blended material, all the earlier passes
9656                         // were darkened by fog already, and we should not add fog color
9657                         // (because the background was not darkened, there is no fog color
9658                         // that was lost behind it).
9659                         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]);
9660                 }
9661         }
9662
9663         return t->currentframe;
9664 }
9665
9666 rsurfacestate_t rsurface;
9667
9668 void R_Mesh_ResizeArrays(int newvertices)
9669 {
9670         unsigned char *base;
9671         size_t size;
9672         if (rsurface.array_size >= newvertices)
9673                 return;
9674         if (rsurface.array_base)
9675                 Mem_Free(rsurface.array_base);
9676         rsurface.array_size = (newvertices + 1023) & ~1023;
9677         size = 0;
9678         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9679         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9680         size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9681         size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9682         size += rsurface.array_size * sizeof(float[3]);
9683         size += rsurface.array_size * sizeof(float[3]);
9684         size += rsurface.array_size * sizeof(float[3]);
9685         size += rsurface.array_size * sizeof(float[3]);
9686         size += rsurface.array_size * sizeof(float[3]);
9687         size += rsurface.array_size * sizeof(float[3]);
9688         size += rsurface.array_size * sizeof(float[3]);
9689         size += rsurface.array_size * sizeof(float[3]);
9690         size += rsurface.array_size * sizeof(float[4]);
9691         size += rsurface.array_size * sizeof(float[2]);
9692         size += rsurface.array_size * sizeof(float[2]);
9693         size += rsurface.array_size * sizeof(float[4]);
9694         size += rsurface.array_size * sizeof(int[3]);
9695         size += rsurface.array_size * sizeof(unsigned short[3]);
9696         rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
9697         rsurface.array_modelvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
9698         rsurface.array_batchvertexmesh         = (r_vertexmesh_t     *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
9699         rsurface.array_modelvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
9700         rsurface.array_batchvertexposition     = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
9701         rsurface.array_modelvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9702         rsurface.array_modelsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9703         rsurface.array_modeltvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9704         rsurface.array_modelnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9705         rsurface.array_batchvertex3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9706         rsurface.array_batchsvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9707         rsurface.array_batchtvector3f          = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9708         rsurface.array_batchnormal3f           = (float              *)base;base += rsurface.array_size * sizeof(float[3]);
9709         rsurface.array_batchlightmapcolor4f    = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
9710         rsurface.array_batchtexcoordtexture2f  = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
9711         rsurface.array_batchtexcoordlightmap2f = (float              *)base;base += rsurface.array_size * sizeof(float[2]);
9712         rsurface.array_passcolor4f             = (float              *)base;base += rsurface.array_size * sizeof(float[4]);
9713         rsurface.array_batchelement3i          = (int                *)base;base += rsurface.array_size * sizeof(int[3]);
9714         rsurface.array_batchelement3s          = (unsigned short     *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
9715 }
9716
9717 void RSurf_ActiveWorldEntity(void)
9718 {
9719         dp_model_t *model = r_refdef.scene.worldmodel;
9720         //if (rsurface.entity == r_refdef.scene.worldentity)
9721         //      return;
9722         rsurface.entity = r_refdef.scene.worldentity;
9723         rsurface.skeleton = NULL;
9724         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9725         rsurface.ent_skinnum = 0;
9726         rsurface.ent_qwskin = -1;
9727         rsurface.ent_shadertime = 0;
9728         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9729         if (rsurface.array_size < model->surfmesh.num_vertices)
9730                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9731         rsurface.matrix = identitymatrix;
9732         rsurface.inversematrix = identitymatrix;
9733         rsurface.matrixscale = 1;
9734         rsurface.inversematrixscale = 1;
9735         R_EntityMatrix(&identitymatrix);
9736         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9737         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9738         rsurface.fograngerecip = r_refdef.fograngerecip;
9739         rsurface.fogheightfade = r_refdef.fogheightfade;
9740         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9741         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9742         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9743         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9744         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9745         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9746         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9747         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9748         rsurface.colormod[3] = 1;
9749         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);
9750         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9751         rsurface.frameblend[0].lerp = 1;
9752         rsurface.ent_alttextures = false;
9753         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9754         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9755         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9756         rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9757         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9758         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9759         rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9760         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9761         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9762         rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9763         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9764         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9765         rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9766         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9767         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9768         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9769         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9770         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9771         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9772         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9773         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9774         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9775         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9776         rsurface.modelelement3i = model->surfmesh.data_element3i;
9777         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9778         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9779         rsurface.modelelement3s = model->surfmesh.data_element3s;
9780         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9781         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9782         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9783         rsurface.modelnumvertices = model->surfmesh.num_vertices;
9784         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9785         rsurface.modelsurfaces = model->data_surfaces;
9786         rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9787         rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9788         rsurface.modelvertexposition = model->surfmesh.vertexposition;
9789         rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9790         rsurface.modelgeneratedvertex = false;
9791         rsurface.batchgeneratedvertex = false;
9792         rsurface.batchfirstvertex = 0;
9793         rsurface.batchnumvertices = 0;
9794         rsurface.batchfirsttriangle = 0;
9795         rsurface.batchnumtriangles = 0;
9796         rsurface.batchvertex3f  = NULL;
9797         rsurface.batchvertex3f_vertexbuffer = NULL;
9798         rsurface.batchvertex3f_bufferoffset = 0;
9799         rsurface.batchsvector3f = NULL;
9800         rsurface.batchsvector3f_vertexbuffer = NULL;
9801         rsurface.batchsvector3f_bufferoffset = 0;
9802         rsurface.batchtvector3f = NULL;
9803         rsurface.batchtvector3f_vertexbuffer = NULL;
9804         rsurface.batchtvector3f_bufferoffset = 0;
9805         rsurface.batchnormal3f  = NULL;
9806         rsurface.batchnormal3f_vertexbuffer = NULL;
9807         rsurface.batchnormal3f_bufferoffset = 0;
9808         rsurface.batchlightmapcolor4f = NULL;
9809         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9810         rsurface.batchlightmapcolor4f_bufferoffset = 0;
9811         rsurface.batchtexcoordtexture2f = NULL;
9812         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9813         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9814         rsurface.batchtexcoordlightmap2f = NULL;
9815         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9816         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9817         rsurface.batchvertexmesh = NULL;
9818         rsurface.batchvertexmeshbuffer = NULL;
9819         rsurface.batchvertexposition = NULL;
9820         rsurface.batchvertexpositionbuffer = NULL;
9821         rsurface.batchelement3i = NULL;
9822         rsurface.batchelement3i_indexbuffer = NULL;
9823         rsurface.batchelement3i_bufferoffset = 0;
9824         rsurface.batchelement3s = NULL;
9825         rsurface.batchelement3s_indexbuffer = NULL;
9826         rsurface.batchelement3s_bufferoffset = 0;
9827         rsurface.passcolor4f = NULL;
9828         rsurface.passcolor4f_vertexbuffer = NULL;
9829         rsurface.passcolor4f_bufferoffset = 0;
9830 }
9831
9832 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9833 {
9834         dp_model_t *model = ent->model;
9835         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9836         //      return;
9837         rsurface.entity = (entity_render_t *)ent;
9838         rsurface.skeleton = ent->skeleton;
9839         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
9840         rsurface.ent_skinnum = ent->skinnum;
9841         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;
9842         rsurface.ent_shadertime = ent->shadertime;
9843         rsurface.ent_flags = ent->flags;
9844         if (rsurface.array_size < model->surfmesh.num_vertices)
9845                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9846         rsurface.matrix = ent->matrix;
9847         rsurface.inversematrix = ent->inversematrix;
9848         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9849         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9850         R_EntityMatrix(&rsurface.matrix);
9851         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9852         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9853         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9854         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9855         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9856         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9857         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9858         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9859         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9860         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9861         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9862         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9863         rsurface.colormod[3] = ent->alpha;
9864         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9865         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9866         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9867         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9868         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9869         if (ent->model->brush.submodel && !prepass)
9870         {
9871                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9872                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9873         }
9874         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9875         {
9876                 if (ent->animcache_vertex3f && !r_framedata_failed)
9877                 {
9878                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9879                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9880                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9881                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9882                         rsurface.modelvertexmesh = ent->animcache_vertexmesh;
9883                         rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
9884                         rsurface.modelvertexposition = ent->animcache_vertexposition;
9885                         rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
9886                 }
9887                 else if (wanttangents)
9888                 {
9889                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9890                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9891                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9892                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9893                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9894                         rsurface.modelvertexmesh = NULL;
9895                         rsurface.modelvertexmeshbuffer = NULL;
9896                         rsurface.modelvertexposition = NULL;
9897                         rsurface.modelvertexpositionbuffer = NULL;
9898                 }
9899                 else if (wantnormals)
9900                 {
9901                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9902                         rsurface.modelsvector3f = NULL;
9903                         rsurface.modeltvector3f = NULL;
9904                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9905                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9906                         rsurface.modelvertexmesh = NULL;
9907                         rsurface.modelvertexmeshbuffer = NULL;
9908                         rsurface.modelvertexposition = NULL;
9909                         rsurface.modelvertexpositionbuffer = NULL;
9910                 }
9911                 else
9912                 {
9913                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9914                         rsurface.modelsvector3f = NULL;
9915                         rsurface.modeltvector3f = NULL;
9916                         rsurface.modelnormal3f = NULL;
9917                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9918                         rsurface.modelvertexmesh = NULL;
9919                         rsurface.modelvertexmeshbuffer = NULL;
9920                         rsurface.modelvertexposition = NULL;
9921                         rsurface.modelvertexpositionbuffer = NULL;
9922                 }
9923                 rsurface.modelvertex3f_vertexbuffer = 0;
9924                 rsurface.modelvertex3f_bufferoffset = 0;
9925                 rsurface.modelsvector3f_vertexbuffer = 0;
9926                 rsurface.modelsvector3f_bufferoffset = 0;
9927                 rsurface.modeltvector3f_vertexbuffer = 0;
9928                 rsurface.modeltvector3f_bufferoffset = 0;
9929                 rsurface.modelnormal3f_vertexbuffer = 0;
9930                 rsurface.modelnormal3f_bufferoffset = 0;
9931                 rsurface.modelgeneratedvertex = true;
9932         }
9933         else
9934         {
9935                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9936                 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9937                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9938                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9939                 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9940                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9941                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9942                 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9943                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9944                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9945                 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9946                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9947                 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
9948                 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
9949                 rsurface.modelvertexposition = model->surfmesh.vertexposition;
9950                 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
9951                 rsurface.modelgeneratedvertex = false;
9952         }
9953         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9954         rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9955         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9956         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9957         rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9958         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9959         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9960         rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
9961         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9962         rsurface.modelelement3i = model->surfmesh.data_element3i;
9963         rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
9964         rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
9965         rsurface.modelelement3s = model->surfmesh.data_element3s;
9966         rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
9967         rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
9968         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9969         rsurface.modelnumvertices = model->surfmesh.num_vertices;
9970         rsurface.modelnumtriangles = model->surfmesh.num_triangles;
9971         rsurface.modelsurfaces = model->data_surfaces;
9972         rsurface.batchgeneratedvertex = false;
9973         rsurface.batchfirstvertex = 0;
9974         rsurface.batchnumvertices = 0;
9975         rsurface.batchfirsttriangle = 0;
9976         rsurface.batchnumtriangles = 0;
9977         rsurface.batchvertex3f  = NULL;
9978         rsurface.batchvertex3f_vertexbuffer = NULL;
9979         rsurface.batchvertex3f_bufferoffset = 0;
9980         rsurface.batchsvector3f = NULL;
9981         rsurface.batchsvector3f_vertexbuffer = NULL;
9982         rsurface.batchsvector3f_bufferoffset = 0;
9983         rsurface.batchtvector3f = NULL;
9984         rsurface.batchtvector3f_vertexbuffer = NULL;
9985         rsurface.batchtvector3f_bufferoffset = 0;
9986         rsurface.batchnormal3f  = NULL;
9987         rsurface.batchnormal3f_vertexbuffer = NULL;
9988         rsurface.batchnormal3f_bufferoffset = 0;
9989         rsurface.batchlightmapcolor4f = NULL;
9990         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9991         rsurface.batchlightmapcolor4f_bufferoffset = 0;
9992         rsurface.batchtexcoordtexture2f = NULL;
9993         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9994         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9995         rsurface.batchtexcoordlightmap2f = NULL;
9996         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9997         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9998         rsurface.batchvertexmesh = NULL;
9999         rsurface.batchvertexmeshbuffer = NULL;
10000         rsurface.batchvertexposition = NULL;
10001         rsurface.batchvertexpositionbuffer = NULL;
10002         rsurface.batchelement3i = NULL;
10003         rsurface.batchelement3i_indexbuffer = NULL;
10004         rsurface.batchelement3i_bufferoffset = 0;
10005         rsurface.batchelement3s = NULL;
10006         rsurface.batchelement3s_indexbuffer = NULL;
10007         rsurface.batchelement3s_bufferoffset = 0;
10008         rsurface.passcolor4f = NULL;
10009         rsurface.passcolor4f_vertexbuffer = NULL;
10010         rsurface.passcolor4f_bufferoffset = 0;
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         int i;
10016
10017         rsurface.entity = r_refdef.scene.worldentity;
10018         rsurface.skeleton = NULL;
10019         rsurface.ent_skinnum = 0;
10020         rsurface.ent_qwskin = -1;
10021         rsurface.ent_shadertime = shadertime;
10022         rsurface.ent_flags = entflags;
10023         rsurface.modelnumvertices = numvertices;
10024         rsurface.modelnumtriangles = numtriangles;
10025         if (rsurface.array_size < rsurface.modelnumvertices)
10026                 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
10027         rsurface.matrix = *matrix;
10028         rsurface.inversematrix = *inversematrix;
10029         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10030         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10031         R_EntityMatrix(&rsurface.matrix);
10032         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10033         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10034         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10035         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10036         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10037         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10038         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10039         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10040         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10041         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10042         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10043         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
10044         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);
10045         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10046         rsurface.frameblend[0].lerp = 1;
10047         rsurface.ent_alttextures = false;
10048         rsurface.basepolygonfactor = r_refdef.polygonfactor;
10049         rsurface.basepolygonoffset = r_refdef.polygonoffset;
10050         if (wanttangents)
10051         {
10052                 rsurface.modelvertex3f = vertex3f;
10053                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
10054                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
10055                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10056         }
10057         else if (wantnormals)
10058         {
10059                 rsurface.modelvertex3f = vertex3f;
10060                 rsurface.modelsvector3f = NULL;
10061                 rsurface.modeltvector3f = NULL;
10062                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10063         }
10064         else
10065         {
10066                 rsurface.modelvertex3f = vertex3f;
10067                 rsurface.modelsvector3f = NULL;
10068                 rsurface.modeltvector3f = NULL;
10069                 rsurface.modelnormal3f = NULL;
10070         }
10071         rsurface.modelvertexmesh = NULL;
10072         rsurface.modelvertexmeshbuffer = NULL;
10073         rsurface.modelvertexposition = NULL;
10074         rsurface.modelvertexpositionbuffer = NULL;
10075         rsurface.modelvertex3f_vertexbuffer = 0;
10076         rsurface.modelvertex3f_bufferoffset = 0;
10077         rsurface.modelsvector3f_vertexbuffer = 0;
10078         rsurface.modelsvector3f_bufferoffset = 0;
10079         rsurface.modeltvector3f_vertexbuffer = 0;
10080         rsurface.modeltvector3f_bufferoffset = 0;
10081         rsurface.modelnormal3f_vertexbuffer = 0;
10082         rsurface.modelnormal3f_bufferoffset = 0;
10083         rsurface.modelgeneratedvertex = true;
10084         rsurface.modellightmapcolor4f  = color4f;
10085         rsurface.modellightmapcolor4f_vertexbuffer = 0;
10086         rsurface.modellightmapcolor4f_bufferoffset = 0;
10087         rsurface.modeltexcoordtexture2f  = texcoord2f;
10088         rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
10089         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10090         rsurface.modeltexcoordlightmap2f  = NULL;
10091         rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
10092         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10093         rsurface.modelelement3i = element3i;
10094         rsurface.modelelement3i_indexbuffer = NULL;
10095         rsurface.modelelement3i_bufferoffset = 0;
10096         rsurface.modelelement3s = element3s;
10097         rsurface.modelelement3s_indexbuffer = NULL;
10098         rsurface.modelelement3s_bufferoffset = 0;
10099         rsurface.modellightmapoffsets = NULL;
10100         rsurface.modelsurfaces = NULL;
10101         rsurface.batchgeneratedvertex = false;
10102         rsurface.batchfirstvertex = 0;
10103         rsurface.batchnumvertices = 0;
10104         rsurface.batchfirsttriangle = 0;
10105         rsurface.batchnumtriangles = 0;
10106         rsurface.batchvertex3f  = NULL;
10107         rsurface.batchvertex3f_vertexbuffer = NULL;
10108         rsurface.batchvertex3f_bufferoffset = 0;
10109         rsurface.batchsvector3f = NULL;
10110         rsurface.batchsvector3f_vertexbuffer = NULL;
10111         rsurface.batchsvector3f_bufferoffset = 0;
10112         rsurface.batchtvector3f = NULL;
10113         rsurface.batchtvector3f_vertexbuffer = NULL;
10114         rsurface.batchtvector3f_bufferoffset = 0;
10115         rsurface.batchnormal3f  = NULL;
10116         rsurface.batchnormal3f_vertexbuffer = NULL;
10117         rsurface.batchnormal3f_bufferoffset = 0;
10118         rsurface.batchlightmapcolor4f = NULL;
10119         rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10120         rsurface.batchlightmapcolor4f_bufferoffset = 0;
10121         rsurface.batchtexcoordtexture2f = NULL;
10122         rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10123         rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10124         rsurface.batchtexcoordlightmap2f = NULL;
10125         rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10126         rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10127         rsurface.batchvertexmesh = NULL;
10128         rsurface.batchvertexmeshbuffer = NULL;
10129         rsurface.batchvertexposition = NULL;
10130         rsurface.batchvertexpositionbuffer = NULL;
10131         rsurface.batchelement3i = NULL;
10132         rsurface.batchelement3i_indexbuffer = NULL;
10133         rsurface.batchelement3i_bufferoffset = 0;
10134         rsurface.batchelement3s = NULL;
10135         rsurface.batchelement3s_indexbuffer = NULL;
10136         rsurface.batchelement3s_bufferoffset = 0;
10137         rsurface.passcolor4f = NULL;
10138         rsurface.passcolor4f_vertexbuffer = NULL;
10139         rsurface.passcolor4f_bufferoffset = 0;
10140
10141         if (rsurface.modelnumvertices && rsurface.modelelement3i)
10142         {
10143                 if ((wantnormals || wanttangents) && !normal3f)
10144                 {
10145                         Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10146                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10147                 }
10148                 if (wanttangents && !svector3f)
10149                 {
10150                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
10151                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10152                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10153                 }
10154         }
10155
10156         // now convert arrays into vertexmesh structs
10157         for (i = 0;i < numvertices;i++)
10158         {
10159                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
10160                 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
10161                 if (rsurface.modelsvector3f)
10162                         VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
10163                 if (rsurface.modeltvector3f)
10164                         VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
10165                 if (rsurface.modelnormal3f)
10166                         VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
10167                 if (rsurface.modellightmapcolor4f)
10168                         Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
10169                 if (rsurface.modeltexcoordtexture2f)
10170                         Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
10171                 if (rsurface.modeltexcoordlightmap2f)
10172                         Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
10173         }
10174 }
10175
10176 float RSurf_FogPoint(const float *v)
10177 {
10178         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10179         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
10180         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
10181         float FogHeightFade = r_refdef.fogheightfade;
10182         float fogfrac;
10183         unsigned int fogmasktableindex;
10184         if (r_refdef.fogplaneviewabove)
10185                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10186         else
10187                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10188         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
10189         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10190 }
10191
10192 float RSurf_FogVertex(const float *v)
10193 {
10194         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
10195         float FogPlaneViewDist = rsurface.fogplaneviewdist;
10196         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
10197         float FogHeightFade = rsurface.fogheightfade;
10198         float fogfrac;
10199         unsigned int fogmasktableindex;
10200         if (r_refdef.fogplaneviewabove)
10201                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
10202         else
10203                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
10204         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
10205         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
10206 }
10207
10208 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
10209 {
10210         int i;
10211         for (i = 0;i < numelements;i++)
10212                 outelement3i[i] = inelement3i[i] + adjust;
10213 }
10214
10215 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
10216 extern cvar_t gl_vbo;
10217 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
10218 {
10219         int deformindex;
10220         int firsttriangle;
10221         int numtriangles;
10222         int firstvertex;
10223         int endvertex;
10224         int numvertices;
10225         int surfacefirsttriangle;
10226         int surfacenumtriangles;
10227         int surfacefirstvertex;
10228         int surfaceendvertex;
10229         int surfacenumvertices;
10230         int surfaceadjustvertex;
10231         int needsupdate;
10232         int i, j;
10233         qboolean gaps;
10234         qboolean dynamicvertex;
10235         float amplitude;
10236         float animpos;
10237         float scale;
10238         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
10239         float waveparms[4];
10240         q3shaderinfo_deform_t *deform;
10241         const msurface_t *surface, *firstsurface;
10242         r_vertexposition_t *vertexposition;
10243         r_vertexmesh_t *vertexmesh;
10244         if (!texturenumsurfaces)
10245                 return;
10246         // find vertex range of this surface batch
10247         gaps = false;
10248         firstsurface = texturesurfacelist[0];
10249         firsttriangle = firstsurface->num_firsttriangle;
10250         numtriangles = 0;
10251         firstvertex = endvertex = firstsurface->num_firstvertex;
10252         for (i = 0;i < texturenumsurfaces;i++)
10253         {
10254                 surface = texturesurfacelist[i];
10255                 if (surface != firstsurface + i)
10256                         gaps = true;
10257                 surfacefirstvertex = surface->num_firstvertex;
10258                 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
10259                 surfacenumtriangles = surface->num_triangles;
10260                 if (firstvertex > surfacefirstvertex)
10261                         firstvertex = surfacefirstvertex;
10262                 if (endvertex < surfaceendvertex)
10263                         endvertex = surfaceendvertex;
10264                 numtriangles += surfacenumtriangles;
10265         }
10266         if (!numtriangles)
10267                 return;
10268
10269         // we now know the vertex range used, and if there are any gaps in it
10270         rsurface.batchfirstvertex = firstvertex;
10271         rsurface.batchnumvertices = endvertex - firstvertex;
10272         rsurface.batchfirsttriangle = firsttriangle;
10273         rsurface.batchnumtriangles = numtriangles;
10274
10275         // this variable holds flags for which properties have been updated that
10276         // may require regenerating vertexmesh or vertexposition arrays...
10277         needsupdate = 0;
10278
10279         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10280                 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
10281         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10282         {
10283                 switch (deform->deform)
10284                 {
10285                 default:
10286                 case Q3DEFORM_PROJECTIONSHADOW:
10287                 case Q3DEFORM_TEXT0:
10288                 case Q3DEFORM_TEXT1:
10289                 case Q3DEFORM_TEXT2:
10290                 case Q3DEFORM_TEXT3:
10291                 case Q3DEFORM_TEXT4:
10292                 case Q3DEFORM_TEXT5:
10293                 case Q3DEFORM_TEXT6:
10294                 case Q3DEFORM_TEXT7:
10295                 case Q3DEFORM_NONE:
10296                         break;
10297                 case Q3DEFORM_AUTOSPRITE:
10298                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10299                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10300                         break;
10301                 case Q3DEFORM_AUTOSPRITE2:
10302                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10303                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10304                         break;
10305                 case Q3DEFORM_NORMAL:
10306                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10307                         needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10308                         break;
10309                 case Q3DEFORM_WAVE:
10310                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10311                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10312                         break;
10313                 case Q3DEFORM_BULGE:
10314                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
10315                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
10316                         break;
10317                 case Q3DEFORM_MOVE:
10318                         batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10319                         needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
10320                         break;
10321                 }
10322         }
10323         switch(rsurface.texture->tcgen.tcgen)
10324         {
10325         default:
10326         case Q3TCGEN_TEXTURE:
10327                 break;
10328         case Q3TCGEN_LIGHTMAP:
10329                 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
10330                 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
10331                 break;
10332         case Q3TCGEN_VECTOR:
10333                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10334                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10335                 break;
10336         case Q3TCGEN_ENVIRONMENT:
10337                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
10338                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10339                 break;
10340         }
10341         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10342         {
10343                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10344                 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
10345         }
10346
10347         // check if any dynamic vertex processing must occur
10348         dynamicvertex = false;
10349
10350         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10351         {
10352                 dynamicvertex = true;
10353                 batchneed |= BATCHNEED_NOGAPS;
10354                 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
10355         }
10356
10357         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
10358         {
10359                 dynamicvertex = true;
10360                 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
10361                 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
10362         }
10363
10364         if (dynamicvertex || gaps || rsurface.batchfirstvertex)
10365         {
10366                 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
10367                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)      batchneed |= BATCHNEED_ARRAY_VERTEX;
10368                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)      batchneed |= BATCHNEED_ARRAY_NORMAL;
10369                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)      batchneed |= BATCHNEED_ARRAY_VECTOR;
10370                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
10371                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)    batchneed |= BATCHNEED_ARRAY_TEXCOORD;
10372                 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP)    batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
10373         }
10374
10375         // when the model data has no vertex buffer (dynamic mesh), we need to
10376         // eliminate gaps
10377         if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo))
10378                 batchneed |= BATCHNEED_NOGAPS;
10379
10380         // if needsupdate, we have to do a dynamic vertex batch for sure
10381         if (needsupdate & batchneed)
10382                 dynamicvertex = true;
10383
10384         // see if we need to build vertexmesh from arrays
10385         if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
10386                 dynamicvertex = true;
10387
10388         // see if we need to build vertexposition from arrays
10389         if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
10390                 dynamicvertex = true;
10391
10392         // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
10393         if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
10394                 dynamicvertex = true;
10395
10396         // if there is a chance of animated vertex colors, it's a dynamic batch
10397         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10398                 dynamicvertex = true;
10399
10400         rsurface.batchvertex3f = rsurface.modelvertex3f;
10401         rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
10402         rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10403         rsurface.batchsvector3f = rsurface.modelsvector3f;
10404         rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
10405         rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10406         rsurface.batchtvector3f = rsurface.modeltvector3f;
10407         rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
10408         rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10409         rsurface.batchnormal3f = rsurface.modelnormal3f;
10410         rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
10411         rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10412         rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
10413         rsurface.batchlightmapcolor4f_vertexbuffer  = rsurface.modellightmapcolor4f_vertexbuffer;
10414         rsurface.batchlightmapcolor4f_bufferoffset  = rsurface.modellightmapcolor4f_bufferoffset;
10415         rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
10416         rsurface.batchtexcoordtexture2f_vertexbuffer  = rsurface.modeltexcoordtexture2f_vertexbuffer;
10417         rsurface.batchtexcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
10418         rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
10419         rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
10420         rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10421         rsurface.batchvertexposition = rsurface.modelvertexposition;
10422         rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
10423         rsurface.batchvertexmesh = rsurface.modelvertexmesh;
10424         rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
10425         rsurface.batchelement3i = rsurface.modelelement3i;
10426         rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
10427         rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
10428         rsurface.batchelement3s = rsurface.modelelement3s;
10429         rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
10430         rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
10431
10432         // if any dynamic vertex processing has to occur in software, we copy the
10433         // entire surface list together before processing to rebase the vertices
10434         // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
10435         //
10436         // if any gaps exist and we do not have a static vertex buffer, we have to
10437         // copy the surface list together to avoid wasting upload bandwidth on the
10438         // vertices in the gaps.
10439         //
10440         // if gaps exist and we have a static vertex buffer, we still have to
10441         // combine the index buffer ranges into one dynamic index buffer.
10442         //
10443         // in all cases we end up with data that can be drawn in one call.
10444
10445         if (!dynamicvertex)
10446         {
10447                 // static vertex data, just set pointers...
10448                 rsurface.batchgeneratedvertex = false;
10449                 // if there are gaps, we want to build a combined index buffer,
10450                 // otherwise use the original static buffer with an appropriate offset
10451                 if (gaps)
10452                 {
10453                         firsttriangle = 0;
10454                         numtriangles = 0;
10455                         for (i = 0;i < texturenumsurfaces;i++)
10456                         {
10457                                 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10458                                 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10459                                 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
10460                                 numtriangles += surfacenumtriangles;
10461                         }
10462                         rsurface.batchelement3i = rsurface.array_batchelement3i;
10463                         rsurface.batchelement3i_indexbuffer = NULL;
10464                         rsurface.batchelement3i_bufferoffset = 0;
10465                         rsurface.batchelement3s = NULL;
10466                         rsurface.batchelement3s_indexbuffer = NULL;
10467                         rsurface.batchelement3s_bufferoffset = 0;
10468                         if (endvertex <= 65536)
10469                         {
10470                                 rsurface.batchelement3s = rsurface.array_batchelement3s;
10471                                 for (i = 0;i < numtriangles*3;i++)
10472                                         rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10473                         }
10474                         rsurface.batchfirsttriangle = firsttriangle;
10475                         rsurface.batchnumtriangles = numtriangles;
10476                 }
10477                 return;
10478         }
10479
10480         // something needs software processing, do it for real...
10481         // we only directly handle interleaved array data in this case...
10482         rsurface.batchgeneratedvertex = true;
10483
10484         // now copy the vertex data into a combined array and make an index array
10485         // (this is what Quake3 does all the time)
10486         //if (gaps || rsurface.batchfirstvertex)
10487         {
10488                 rsurface.batchvertexposition = NULL;
10489                 rsurface.batchvertexpositionbuffer = NULL;
10490                 rsurface.batchvertexmesh = NULL;
10491                 rsurface.batchvertexmeshbuffer = NULL;
10492                 rsurface.batchvertex3f = NULL;
10493                 rsurface.batchvertex3f_vertexbuffer = NULL;
10494                 rsurface.batchvertex3f_bufferoffset = 0;
10495                 rsurface.batchsvector3f = NULL;
10496                 rsurface.batchsvector3f_vertexbuffer = NULL;
10497                 rsurface.batchsvector3f_bufferoffset = 0;
10498                 rsurface.batchtvector3f = NULL;
10499                 rsurface.batchtvector3f_vertexbuffer = NULL;
10500                 rsurface.batchtvector3f_bufferoffset = 0;
10501                 rsurface.batchnormal3f = NULL;
10502                 rsurface.batchnormal3f_vertexbuffer = NULL;
10503                 rsurface.batchnormal3f_bufferoffset = 0;
10504                 rsurface.batchlightmapcolor4f = NULL;
10505                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10506                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10507                 rsurface.batchtexcoordtexture2f = NULL;
10508                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10509                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10510                 rsurface.batchtexcoordlightmap2f = NULL;
10511                 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10512                 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10513                 rsurface.batchelement3i = rsurface.array_batchelement3i;
10514                 rsurface.batchelement3i_indexbuffer = NULL;
10515                 rsurface.batchelement3i_bufferoffset = 0;
10516                 rsurface.batchelement3s = NULL;
10517                 rsurface.batchelement3s_indexbuffer = NULL;
10518                 rsurface.batchelement3s_bufferoffset = 0;
10519                 // we'll only be setting up certain arrays as needed
10520                 if (batchneed & BATCHNEED_VERTEXPOSITION)
10521                         rsurface.batchvertexposition = rsurface.array_batchvertexposition;
10522                 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10523                         rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10524                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10525                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10526                 if (batchneed & BATCHNEED_ARRAY_NORMAL)
10527                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10528                 if (batchneed & BATCHNEED_ARRAY_VECTOR)
10529                 {
10530                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10531                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10532                 }
10533                 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
10534                         rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10535                 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
10536                         rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10537                 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
10538                         rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
10539                 numvertices = 0;
10540                 numtriangles = 0;
10541                 for (i = 0;i < texturenumsurfaces;i++)
10542                 {
10543                         surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
10544                         surfacenumvertices = texturesurfacelist[i]->num_vertices;
10545                         surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
10546                         surfaceadjustvertex = numvertices - surfacefirstvertex;
10547                         surfacenumtriangles = texturesurfacelist[i]->num_triangles;
10548                         // copy only the data requested
10549                         if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
10550                                 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
10551                         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
10552                                 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
10553                         if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
10554                         {
10555                                 if (batchneed & BATCHNEED_ARRAY_VERTEX)
10556                                         memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10557                                 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
10558                                         memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10559                                 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
10560                                 {
10561                                         memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10562                                         memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
10563                                 }
10564                                 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
10565                                         memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
10566                                 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
10567                                         memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10568                                 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
10569                                         memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
10570                         }
10571                         RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
10572                         numvertices += surfacenumvertices;
10573                         numtriangles += surfacenumtriangles;
10574                 }
10575
10576                 // generate a 16bit index array as well if possible
10577                 // (in general, dynamic batches fit)
10578                 if (numvertices <= 65536)
10579                 {
10580                         rsurface.batchelement3s = rsurface.array_batchelement3s;
10581                         for (i = 0;i < numtriangles*3;i++)
10582                                 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
10583                 }
10584
10585                 // since we've copied everything, the batch now starts at 0
10586                 rsurface.batchfirstvertex = 0;
10587                 rsurface.batchnumvertices = numvertices;
10588                 rsurface.batchfirsttriangle = 0;
10589                 rsurface.batchnumtriangles = numtriangles;
10590         }
10591
10592         // q1bsp surfaces rendered in vertex color mode have to have colors
10593         // calculated based on lightstyles
10594         if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
10595         {
10596                 // generate color arrays for the surfaces in this list
10597                 int c[4];
10598                 int scale;
10599                 int size3;
10600                 const int *offsets;
10601                 const unsigned char *lm;
10602                 numvertices = 0;
10603                 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
10604                 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10605                 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10606                 for (i = 0;i < texturenumsurfaces;i++)
10607                 {
10608                         surface = texturesurfacelist[i];
10609                         offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
10610                         surfacenumvertices = surface->num_vertices;
10611                         if (surface->lightmapinfo->samples)
10612                         {
10613                                 for (j = 0;j < surfacenumvertices;j++)
10614                                 {
10615                                         lm = surface->lightmapinfo->samples + offsets[j];
10616                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
10617                                         VectorScale(lm, scale, c);
10618                                         if (surface->lightmapinfo->styles[1] != 255)
10619                                         {
10620                                                 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10621                                                 lm += size3;
10622                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
10623                                                 VectorMA(c, scale, lm, c);
10624                                                 if (surface->lightmapinfo->styles[2] != 255)
10625                                                 {
10626                                                         lm += size3;
10627                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
10628                                                         VectorMA(c, scale, lm, c);
10629                                                         if (surface->lightmapinfo->styles[3] != 255)
10630                                                         {
10631                                                                 lm += size3;
10632                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
10633                                                                 VectorMA(c, scale, lm, c);
10634                                                         }
10635                                                 }
10636                                         }
10637                                         c[0] >>= 15;
10638                                         c[1] >>= 15;
10639                                         c[2] >>= 15;
10640                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
10641                                         numvertices++;
10642                                 }
10643                         }
10644                         else
10645                         {
10646                                 for (j = 0;j < surfacenumvertices;j++)
10647                                 {
10648                                         Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
10649                                         numvertices++;
10650                                 }
10651                         }
10652                 }
10653         }
10654
10655         // if vertices are deformed (sprite flares and things in maps, possibly
10656         // water waves, bulges and other deformations), modify the copied vertices
10657         // in place
10658         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10659         {
10660                 switch (deform->deform)
10661                 {
10662                 default:
10663                 case Q3DEFORM_PROJECTIONSHADOW:
10664                 case Q3DEFORM_TEXT0:
10665                 case Q3DEFORM_TEXT1:
10666                 case Q3DEFORM_TEXT2:
10667                 case Q3DEFORM_TEXT3:
10668                 case Q3DEFORM_TEXT4:
10669                 case Q3DEFORM_TEXT5:
10670                 case Q3DEFORM_TEXT6:
10671                 case Q3DEFORM_TEXT7:
10672                 case Q3DEFORM_NONE:
10673                         break;
10674                 case Q3DEFORM_AUTOSPRITE:
10675                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10676                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10677                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10678                         VectorNormalize(newforward);
10679                         VectorNormalize(newright);
10680                         VectorNormalize(newup);
10681                         // a single autosprite surface can contain multiple sprites...
10682                         for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10683                         {
10684                                 VectorClear(center);
10685                                 for (i = 0;i < 4;i++)
10686                                         VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10687                                 VectorScale(center, 0.25f, center);
10688                                 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
10689                                 VectorCopy(rsurface.batchsvector3f + 3*j, right);
10690                                 VectorCopy(rsurface.batchtvector3f + 3*j, up);
10691                                 for (i = 0;i < 4;i++)
10692                                 {
10693                                         VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
10694                                         VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
10695                                 }
10696                         }
10697                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10698                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10699                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10700                         rsurface.batchvertex3f_vertexbuffer = NULL;
10701                         rsurface.batchvertex3f_bufferoffset = 0;
10702                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10703                         rsurface.batchsvector3f_vertexbuffer = NULL;
10704                         rsurface.batchsvector3f_bufferoffset = 0;
10705                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10706                         rsurface.batchtvector3f_vertexbuffer = NULL;
10707                         rsurface.batchtvector3f_bufferoffset = 0;
10708                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10709                         rsurface.batchnormal3f_vertexbuffer = NULL;
10710                         rsurface.batchnormal3f_bufferoffset = 0;
10711                         break;
10712                 case Q3DEFORM_AUTOSPRITE2:
10713                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10714                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10715                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10716                         VectorNormalize(newforward);
10717                         VectorNormalize(newright);
10718                         VectorNormalize(newup);
10719                         {
10720                                 const float *v1, *v2;
10721                                 vec3_t start, end;
10722                                 float f, l;
10723                                 struct
10724                                 {
10725                                         float length2;
10726                                         const float *v1;
10727                                         const float *v2;
10728                                 }
10729                                 shortest[2];
10730                                 memset(shortest, 0, sizeof(shortest));
10731                                 // a single autosprite surface can contain multiple sprites...
10732                                 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
10733                                 {
10734                                         VectorClear(center);
10735                                         for (i = 0;i < 4;i++)
10736                                                 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10737                                         VectorScale(center, 0.25f, center);
10738                                         // find the two shortest edges, then use them to define the
10739                                         // axis vectors for rotating around the central axis
10740                                         for (i = 0;i < 6;i++)
10741                                         {
10742                                                 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
10743                                                 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
10744                                                 l = VectorDistance2(v1, v2);
10745                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10746                                                 if (v1[2] != v2[2])
10747                                                         l += (1.0f / 1024.0f);
10748                                                 if (shortest[0].length2 > l || i == 0)
10749                                                 {
10750                                                         shortest[1] = shortest[0];
10751                                                         shortest[0].length2 = l;
10752                                                         shortest[0].v1 = v1;
10753                                                         shortest[0].v2 = v2;
10754                                                 }
10755                                                 else if (shortest[1].length2 > l || i == 1)
10756                                                 {
10757                                                         shortest[1].length2 = l;
10758                                                         shortest[1].v1 = v1;
10759                                                         shortest[1].v2 = v2;
10760                                                 }
10761                                         }
10762                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10763                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10764                                         // this calculates the right vector from the shortest edge
10765                                         // and the up vector from the edge midpoints
10766                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10767                                         VectorNormalize(right);
10768                                         VectorSubtract(end, start, up);
10769                                         VectorNormalize(up);
10770                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10771                                         VectorSubtract(rsurface.localvieworigin, center, forward);
10772                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10773                                         VectorNegate(forward, forward);
10774                                         VectorReflect(forward, 0, up, forward);
10775                                         VectorNormalize(forward);
10776                                         CrossProduct(up, forward, newright);
10777                                         VectorNormalize(newright);
10778                                         // rotate the quad around the up axis vector, this is made
10779                                         // especially easy by the fact we know the quad is flat,
10780                                         // so we only have to subtract the center position and
10781                                         // measure distance along the right vector, and then
10782                                         // multiply that by the newright vector and add back the
10783                                         // center position
10784                                         // we also need to subtract the old position to undo the
10785                                         // displacement from the center, which we do with a
10786                                         // DotProduct, the subtraction/addition of center is also
10787                                         // optimized into DotProducts here
10788                                         l = DotProduct(right, center);
10789                                         for (i = 0;i < 4;i++)
10790                                         {
10791                                                 v1 = rsurface.batchvertex3f + 3*(j+i);
10792                                                 f = DotProduct(right, v1) - l;
10793                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
10794                                         }
10795                                 }
10796                         }
10797                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10798                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10799                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10800                         rsurface.batchvertex3f_vertexbuffer = NULL;
10801                         rsurface.batchvertex3f_bufferoffset = 0;
10802                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10803                         rsurface.batchsvector3f_vertexbuffer = NULL;
10804                         rsurface.batchsvector3f_bufferoffset = 0;
10805                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10806                         rsurface.batchtvector3f_vertexbuffer = NULL;
10807                         rsurface.batchtvector3f_bufferoffset = 0;
10808                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10809                         rsurface.batchnormal3f_vertexbuffer = NULL;
10810                         rsurface.batchnormal3f_bufferoffset = 0;
10811                         break;
10812                 case Q3DEFORM_NORMAL:
10813                         // deform the normals to make reflections wavey
10814                         for (j = 0;j < rsurface.batchnumvertices;j++)
10815                         {
10816                                 float vertex[3];
10817                                 float *normal = rsurface.array_batchnormal3f + 3*j;
10818                                 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10819                                 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10820                                 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10821                                 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10822                                 VectorNormalize(normal);
10823                         }
10824                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10825                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10826                         rsurface.batchsvector3f_vertexbuffer = NULL;
10827                         rsurface.batchsvector3f_bufferoffset = 0;
10828                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10829                         rsurface.batchtvector3f_vertexbuffer = NULL;
10830                         rsurface.batchtvector3f_bufferoffset = 0;
10831                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10832                         rsurface.batchnormal3f_vertexbuffer = NULL;
10833                         rsurface.batchnormal3f_bufferoffset = 0;
10834                         break;
10835                 case Q3DEFORM_WAVE:
10836                         // deform vertex array to make wavey water and flags and such
10837                         waveparms[0] = deform->waveparms[0];
10838                         waveparms[1] = deform->waveparms[1];
10839                         waveparms[2] = deform->waveparms[2];
10840                         waveparms[3] = deform->waveparms[3];
10841                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10842                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10843                         // this is how a divisor of vertex influence on deformation
10844                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10845                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10846                         for (j = 0;j < rsurface.batchnumvertices;j++)
10847                         {
10848                                 // if the wavefunc depends on time, evaluate it per-vertex
10849                                 if (waveparms[3])
10850                                 {
10851                                         waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10852                                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10853                                 }
10854                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10855                         }
10856                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10857                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10858                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10859                         rsurface.batchvertex3f_vertexbuffer = NULL;
10860                         rsurface.batchvertex3f_bufferoffset = 0;
10861                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10862                         rsurface.batchsvector3f_vertexbuffer = NULL;
10863                         rsurface.batchsvector3f_bufferoffset = 0;
10864                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10865                         rsurface.batchtvector3f_vertexbuffer = NULL;
10866                         rsurface.batchtvector3f_bufferoffset = 0;
10867                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10868                         rsurface.batchnormal3f_vertexbuffer = NULL;
10869                         rsurface.batchnormal3f_bufferoffset = 0;
10870                         break;
10871                 case Q3DEFORM_BULGE:
10872                         // deform vertex array to make the surface have moving bulges
10873                         for (j = 0;j < rsurface.batchnumvertices;j++)
10874                         {
10875                                 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
10876                                 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
10877                         }
10878                         Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
10879                         Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
10880                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10881                         rsurface.batchvertex3f_vertexbuffer = NULL;
10882                         rsurface.batchvertex3f_bufferoffset = 0;
10883                         rsurface.batchsvector3f = rsurface.array_batchsvector3f;
10884                         rsurface.batchsvector3f_vertexbuffer = NULL;
10885                         rsurface.batchsvector3f_bufferoffset = 0;
10886                         rsurface.batchtvector3f = rsurface.array_batchtvector3f;
10887                         rsurface.batchtvector3f_vertexbuffer = NULL;
10888                         rsurface.batchtvector3f_bufferoffset = 0;
10889                         rsurface.batchnormal3f = rsurface.array_batchnormal3f;
10890                         rsurface.batchnormal3f_vertexbuffer = NULL;
10891                         rsurface.batchnormal3f_bufferoffset = 0;
10892                         break;
10893                 case Q3DEFORM_MOVE:
10894                         // deform vertex array
10895                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10896                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10897                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10898                         VectorScale(deform->parms, scale, waveparms);
10899                         for (j = 0;j < rsurface.batchnumvertices;j++)
10900                                 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
10901                         rsurface.batchvertex3f = rsurface.array_batchvertex3f;
10902                         rsurface.batchvertex3f_vertexbuffer = NULL;
10903                         rsurface.batchvertex3f_bufferoffset = 0;
10904                         break;
10905                 }
10906         }
10907
10908         // generate texcoords based on the chosen texcoord source
10909         switch(rsurface.texture->tcgen.tcgen)
10910         {
10911         default:
10912         case Q3TCGEN_TEXTURE:
10913                 break;
10914         case Q3TCGEN_LIGHTMAP:
10915                 if (rsurface.batchtexcoordlightmap2f)
10916                         memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
10917                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10918                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10919                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10920                 break;
10921         case Q3TCGEN_VECTOR:
10922                 for (j = 0;j < rsurface.batchnumvertices;j++)
10923                 {
10924                         rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10925                         rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10926                 }
10927                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10928                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10929                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10930                 break;
10931         case Q3TCGEN_ENVIRONMENT:
10932                 // make environment reflections using a spheremap
10933                 for (j = 0;j < rsurface.batchnumvertices;j++)
10934                 {
10935                         // identical to Q3A's method, but executed in worldspace so
10936                         // carried models can be shiny too
10937
10938                         float viewer[3], d, reflected[3], worldreflected[3];
10939
10940                         VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10941                         // VectorNormalize(viewer);
10942
10943                         d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10944
10945                         reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10946                         reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10947                         reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10948                         // note: this is proportinal to viewer, so we can normalize later
10949
10950                         Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10951                         VectorNormalize(worldreflected);
10952
10953                         // note: this sphere map only uses world x and z!
10954                         // so positive and negative y will LOOK THE SAME.
10955                         rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10956                         rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10957                 }
10958                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10959                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10960                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10961                 break;
10962         }
10963         // the only tcmod that needs software vertex processing is turbulent, so
10964         // check for it here and apply the changes if needed
10965         // and we only support that as the first one
10966         // (handling a mixture of turbulent and other tcmods would be problematic
10967         //  without punting it entirely to a software path)
10968         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10969         {
10970                 amplitude = rsurface.texture->tcmods[0].parms[1];
10971                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10972                 for (j = 0;j < rsurface.batchnumvertices;j++)
10973                 {
10974                         rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10975                         rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1]                                ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10976                 }
10977                 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
10978                 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10979                 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10980         }
10981
10982         if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10983         {
10984                 // convert the modified arrays to vertex structs
10985                 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
10986                 rsurface.batchvertexmeshbuffer = NULL;
10987                 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10988                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10989                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10990                 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10991                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10992                                 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10993                 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10994                 {
10995                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
10996                         {
10997                                 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10998                                 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10999                         }
11000                 }
11001                 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
11002                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11003                                 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
11004                 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
11005                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11006                                 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
11007                 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
11008                         for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11009                                 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
11010         }
11011
11012         if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11013         {
11014                 // convert the modified arrays to vertex structs
11015                 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11016                 rsurface.batchvertexpositionbuffer = NULL;
11017                 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
11018                         memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
11019                 else
11020                         for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
11021                                 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
11022         }
11023 }
11024
11025 void RSurf_DrawBatch(void)
11026 {
11027         R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
11028 }
11029
11030 static void RSurf_BindLightmapForBatch(void)
11031 {
11032         switch(vid.renderpath)
11033         {
11034         case RENDERPATH_CGGL:
11035 #ifdef SUPPORTCG
11036                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture );CHECKCGERROR
11037                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, rsurface.deluxemaptexture);CHECKCGERROR
11038 #endif
11039                 break;
11040         case RENDERPATH_GL20:
11041                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture );
11042                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, rsurface.deluxemaptexture);
11043                 break;
11044         case RENDERPATH_GL13:
11045         case RENDERPATH_GL11:
11046                 R_Mesh_TexBind(0, rsurface.lightmaptexture);
11047                 break;
11048         }
11049 }
11050
11051 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
11052 {
11053         // pick the closest matching water plane
11054         int planeindex, vertexindex, bestplaneindex = -1;
11055         float d, bestd;
11056         vec3_t vert;
11057         const float *v;
11058         r_waterstate_waterplane_t *p;
11059         bestd = 0;
11060         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
11061         {
11062                 if(p->camera_entity != rsurface.texture->camera_entity)
11063                         continue;
11064                 d = 0;
11065                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
11066                 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
11067                 {
11068                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
11069                         d += fabs(PlaneDiff(vert, &p->plane));
11070                 }
11071                 if (bestd > d || bestplaneindex < 0)
11072                 {
11073                         bestd = d;
11074                         bestplaneindex = planeindex;
11075                 }
11076         }
11077         return bestplaneindex;
11078 }
11079
11080 static void RSurf_BindReflectionForBatch(int planeindex)
11081 {
11082         // pick the closest matching water plane and bind textures
11083         r_waterstate_waterplane_t *bestp = planeindex >= 0 ? r_waterstate.waterplanes + planeindex : NULL;
11084         switch(vid.renderpath)
11085         {
11086         case RENDERPATH_CGGL:
11087 #ifdef SUPPORTCG
11088                 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
11089                 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
11090                 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
11091 #endif
11092                 break;
11093         case RENDERPATH_GL20:
11094                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
11095                 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
11096                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
11097                 break;
11098         case RENDERPATH_GL13:
11099         case RENDERPATH_GL11:
11100                 break;
11101         }
11102 }
11103
11104 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
11105 {
11106         int i;
11107         for (i = 0;i < rsurface.batchnumvertices;i++)
11108                 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
11109         rsurface.passcolor4f = rsurface.array_passcolor4f;
11110         rsurface.passcolor4f_vertexbuffer = 0;
11111         rsurface.passcolor4f_bufferoffset = 0;
11112 }
11113
11114 static void RSurf_DrawBatch_GL11_ApplyFog(void)
11115 {
11116         int i;
11117         float f;
11118         const float *v;
11119         const float *c;
11120         float *c2;
11121         if (rsurface.passcolor4f)
11122         {
11123                 // generate color arrays
11124                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11125                 {
11126                         f = RSurf_FogVertex(v);
11127                         c2[0] = c[0] * f;
11128                         c2[1] = c[1] * f;
11129                         c2[2] = c[2] * f;
11130                         c2[3] = c[3];
11131                 }
11132         }
11133         else
11134         {
11135                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
11136                 {
11137                         f = RSurf_FogVertex(v);
11138                         c2[0] = f;
11139                         c2[1] = f;
11140                         c2[2] = f;
11141                         c2[3] = 1;
11142                 }
11143         }
11144         rsurface.passcolor4f = rsurface.array_passcolor4f;
11145         rsurface.passcolor4f_vertexbuffer = 0;
11146         rsurface.passcolor4f_bufferoffset = 0;
11147 }
11148
11149 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
11150 {
11151         int i;
11152         float f;
11153         const float *v;
11154         const float *c;
11155         float *c2;
11156         if (!rsurface.passcolor4f)
11157                 return;
11158         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11159         {
11160                 f = RSurf_FogVertex(v);
11161                 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
11162                 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
11163                 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
11164                 c2[3] = c[3];
11165         }
11166         rsurface.passcolor4f = rsurface.array_passcolor4f;
11167         rsurface.passcolor4f_vertexbuffer = 0;
11168         rsurface.passcolor4f_bufferoffset = 0;
11169 }
11170
11171 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
11172 {
11173         int i;
11174         const float *c;
11175         float *c2;
11176         if (!rsurface.passcolor4f)
11177                 return;
11178         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11179         {
11180                 c2[0] = c[0] * r;
11181                 c2[1] = c[1] * g;
11182                 c2[2] = c[2] * b;
11183                 c2[3] = c[3] * a;
11184         }
11185         rsurface.passcolor4f = rsurface.array_passcolor4f;
11186         rsurface.passcolor4f_vertexbuffer = 0;
11187         rsurface.passcolor4f_bufferoffset = 0;
11188 }
11189
11190 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
11191 {
11192         int i;
11193         const float *c;
11194         float *c2;
11195         if (!rsurface.passcolor4f)
11196                 return;
11197         for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
11198         {
11199                 c2[0] = c[0] + r_refdef.scene.ambient;
11200                 c2[1] = c[1] + r_refdef.scene.ambient;
11201                 c2[2] = c[2] + r_refdef.scene.ambient;
11202                 c2[3] = c[3];
11203         }
11204         rsurface.passcolor4f = rsurface.array_passcolor4f;
11205         rsurface.passcolor4f_vertexbuffer = 0;
11206         rsurface.passcolor4f_bufferoffset = 0;
11207 }
11208
11209 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11210 {
11211         // TODO: optimize
11212         rsurface.passcolor4f = NULL;
11213         rsurface.passcolor4f_vertexbuffer = 0;
11214         rsurface.passcolor4f_bufferoffset = 0;
11215         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11216         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11217         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11218         GL_Color(r, g, b, a);
11219         RSurf_BindLightmapForBatch();
11220         RSurf_DrawBatch();
11221 }
11222
11223 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11224 {
11225         // TODO: optimize applyfog && applycolor case
11226         // just apply fog if necessary, and tint the fog color array if necessary
11227         rsurface.passcolor4f = NULL;
11228         rsurface.passcolor4f_vertexbuffer = 0;
11229         rsurface.passcolor4f_bufferoffset = 0;
11230         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11231         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11232         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11233         GL_Color(r, g, b, a);
11234         RSurf_DrawBatch();
11235 }
11236
11237 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11238 {
11239         // TODO: optimize
11240         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11241         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11242         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11243         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11244         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11245         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11246         GL_Color(r, g, b, a);
11247         RSurf_DrawBatch();
11248 }
11249
11250 static void RSurf_DrawBatch_GL11_ClampColor(void)
11251 {
11252         int i;
11253         const float *c1;
11254         float *c2;
11255         if (!rsurface.passcolor4f)
11256                 return;
11257         for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
11258         {
11259                 c2[0] = bound(0.0f, c1[0], 1.0f);
11260                 c2[1] = bound(0.0f, c1[1], 1.0f);
11261                 c2[2] = bound(0.0f, c1[2], 1.0f);
11262                 c2[3] = bound(0.0f, c1[3], 1.0f);
11263         }
11264 }
11265
11266 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
11267 {
11268         int i;
11269         float f;
11270         float alpha;
11271         const float *v;
11272         const float *n;
11273         float *c;
11274         vec3_t ambientcolor;
11275         vec3_t diffusecolor;
11276         vec3_t lightdir;
11277         // TODO: optimize
11278         // model lighting
11279         VectorCopy(rsurface.modellight_lightdir, lightdir);
11280         f = 0.5f * r_refdef.lightmapintensity;
11281         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
11282         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
11283         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
11284         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
11285         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
11286         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
11287         alpha = *a;
11288         if (VectorLength2(diffusecolor) > 0)
11289         {
11290                 // q3-style directional shading
11291                 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
11292                 {
11293                         if ((f = DotProduct(n, lightdir)) > 0)
11294                                 VectorMA(ambientcolor, f, diffusecolor, c);
11295                         else
11296                                 VectorCopy(ambientcolor, c);
11297                         c[3] = alpha;
11298                 }
11299                 *r = 1;
11300                 *g = 1;
11301                 *b = 1;
11302                 *a = 1;
11303                 rsurface.passcolor4f = rsurface.array_passcolor4f;
11304                 rsurface.passcolor4f_vertexbuffer = 0;
11305                 rsurface.passcolor4f_bufferoffset = 0;
11306                 *applycolor = false;
11307         }
11308         else
11309         {
11310                 *r = ambientcolor[0];
11311                 *g = ambientcolor[1];
11312                 *b = ambientcolor[2];
11313                 rsurface.passcolor4f = NULL;
11314                 rsurface.passcolor4f_vertexbuffer = 0;
11315                 rsurface.passcolor4f_bufferoffset = 0;
11316         }
11317 }
11318
11319 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
11320 {
11321         RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
11322         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog();
11323         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
11324         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
11325         GL_Color(r, g, b, a);
11326         RSurf_DrawBatch();
11327 }
11328
11329 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
11330 {
11331         int i;
11332         float f;
11333         const float *v;
11334         float *c;
11335         for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
11336         {
11337                 f = 1 - RSurf_FogVertex(v);
11338                 c[0] = r;
11339                 c[1] = g;
11340                 c[2] = b;
11341                 c[3] = f * a;
11342         }
11343 }
11344
11345 void RSurf_SetupDepthAndCulling(void)
11346 {
11347         // submodels are biased to avoid z-fighting with world surfaces that they
11348         // may be exactly overlapping (avoids z-fighting artifacts on certain
11349         // doors and things in Quake maps)
11350         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
11351         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
11352         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
11353         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11354 }
11355
11356 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11357 {
11358         // transparent sky would be ridiculous
11359         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11360                 return;
11361         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11362         skyrenderlater = true;
11363         RSurf_SetupDepthAndCulling();
11364         GL_DepthMask(true);
11365         // LordHavoc: HalfLife maps have freaky skypolys so don't use
11366         // skymasking on them, and Quake3 never did sky masking (unlike
11367         // software Quake and software Quake2), so disable the sky masking
11368         // in Quake3 maps as it causes problems with q3map2 sky tricks,
11369         // and skymasking also looks very bad when noclipping outside the
11370         // level, so don't use it then either.
11371         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11372         {
11373                 R_Mesh_ResetTextureState();
11374                 if (skyrendermasked)
11375                 {
11376                         R_SetupShader_DepthOrShadow();
11377                         // depth-only (masking)
11378                         GL_ColorMask(0,0,0,0);
11379                         // just to make sure that braindead drivers don't draw
11380                         // anything despite that colormask...
11381                         GL_BlendFunc(GL_ZERO, GL_ONE);
11382                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11383                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11384                 }
11385                 else
11386                 {
11387                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11388                         // fog sky
11389                         GL_BlendFunc(GL_ONE, GL_ZERO);
11390                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
11391                         GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11392                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11393                 }
11394                 RSurf_DrawBatch();
11395                 if (skyrendermasked)
11396                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11397         }
11398         R_Mesh_ResetTextureState();
11399         GL_Color(1, 1, 1, 1);
11400 }
11401
11402 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11403 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11404 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11405 {
11406         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11407                 return;
11408         if (prepass)
11409         {
11410                 // render screenspace normalmap to texture
11411                 GL_DepthMask(true);
11412                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist);
11413                 RSurf_DrawBatch();
11414                 return;
11415         }
11416
11417         // bind lightmap texture
11418
11419         // water/refraction/reflection/camera surfaces have to be handled specially
11420         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
11421         {
11422                 int start, end, startplaneindex;
11423                 for (start = 0;start < texturenumsurfaces;start = end)
11424                 {
11425                         startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
11426                         for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
11427                                 ;
11428                         // now that we have a batch using the same planeindex, render it
11429                         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11430                         {
11431                                 // render water or distortion background
11432                                 GL_DepthMask(true);
11433                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start);
11434                                 RSurf_BindReflectionForBatch(startplaneindex);
11435                                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11436                                         RSurf_BindLightmapForBatch();
11437                                 RSurf_DrawBatch();
11438                                 // blend surface on top
11439                                 GL_DepthMask(false);
11440                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11441                                 RSurf_DrawBatch();
11442                         }
11443                         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
11444                         {
11445                                 // render surface with reflection texture as input
11446                                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11447                                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start);
11448                                 RSurf_BindReflectionForBatch(startplaneindex);
11449                                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11450                                         RSurf_BindLightmapForBatch();
11451                                 RSurf_DrawBatch();
11452                         }
11453                 }
11454                 return;
11455         }
11456
11457         // render surface batch normally
11458         GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11459         R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist);
11460         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11461                 RSurf_BindLightmapForBatch();
11462         RSurf_DrawBatch();
11463 }
11464
11465 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11466 {
11467         // OpenGL 1.3 path - anything not completely ancient
11468         qboolean applycolor;
11469         qboolean applyfog;
11470         int layerindex;
11471         const texturelayer_t *layer;
11472         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11473         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11474
11475         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11476         {
11477                 vec4_t layercolor;
11478                 int layertexrgbscale;
11479                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11480                 {
11481                         if (layerindex == 0)
11482                                 GL_AlphaTest(true);
11483                         else
11484                         {
11485                                 GL_AlphaTest(false);
11486                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11487                         }
11488                 }
11489                 GL_DepthMask(layer->depthmask && writedepth);
11490                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11491                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11492                 {
11493                         layertexrgbscale = 4;
11494                         VectorScale(layer->color, 0.25f, layercolor);
11495                 }
11496                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11497                 {
11498                         layertexrgbscale = 2;
11499                         VectorScale(layer->color, 0.5f, layercolor);
11500                 }
11501                 else
11502                 {
11503                         layertexrgbscale = 1;
11504                         VectorScale(layer->color, 1.0f, layercolor);
11505                 }
11506                 layercolor[3] = layer->color[3];
11507                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11508                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11509                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11510                 switch (layer->type)
11511                 {
11512                 case TEXTURELAYERTYPE_LITTEXTURE:
11513                         // single-pass lightmapped texture with 2x rgbscale
11514                         R_Mesh_TexBind(0, r_texture_white);
11515                         R_Mesh_TexMatrix(0, NULL);
11516                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11517                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11518                         R_Mesh_TexBind(1, layer->texture);
11519                         R_Mesh_TexMatrix(1, &layer->texmatrix);
11520                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11521                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11522                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11523                                 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11524                         else if (rsurface.uselightmaptexture)
11525                                 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11526                         else
11527                                 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11528                         break;
11529                 case TEXTURELAYERTYPE_TEXTURE:
11530                         // singletexture unlit texture with transparency support
11531                         R_Mesh_TexBind(0, layer->texture);
11532                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11533                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11534                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11535                         R_Mesh_TexBind(1, 0);
11536                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11537                         RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11538                         break;
11539                 case TEXTURELAYERTYPE_FOG:
11540                         // singletexture fogging
11541                         if (layer->texture)
11542                         {
11543                                 R_Mesh_TexBind(0, layer->texture);
11544                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11545                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11546                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11547                         }
11548                         else
11549                         {
11550                                 R_Mesh_TexBind(0, 0);
11551                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11552                         }
11553                         R_Mesh_TexBind(1, 0);
11554                         R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11555                         // generate a color array for the fog pass
11556                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11557                         RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
11558                         RSurf_DrawBatch();
11559                         break;
11560                 default:
11561                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11562                 }
11563         }
11564         CHECKGLERROR
11565         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11566         {
11567                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11568                 GL_AlphaTest(false);
11569         }
11570 }
11571
11572 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11573 {
11574         // OpenGL 1.1 - crusty old voodoo path
11575         qboolean applyfog;
11576         int layerindex;
11577         const texturelayer_t *layer;
11578         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11579         R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11580
11581         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11582         {
11583                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11584                 {
11585                         if (layerindex == 0)
11586                                 GL_AlphaTest(true);
11587                         else
11588                         {
11589                                 GL_AlphaTest(false);
11590                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11591                         }
11592                 }
11593                 GL_DepthMask(layer->depthmask && writedepth);
11594                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11595                 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11596                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11597                 switch (layer->type)
11598                 {
11599                 case TEXTURELAYERTYPE_LITTEXTURE:
11600                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11601                         {
11602                                 // two-pass lit texture with 2x rgbscale
11603                                 // first the lightmap pass
11604                                 R_Mesh_TexBind(0, r_texture_white);
11605                                 R_Mesh_TexMatrix(0, NULL);
11606                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11607                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11608                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11609                                         RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
11610                                 else if (rsurface.uselightmaptexture)
11611                                         RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
11612                                 else
11613                                         RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
11614                                 // then apply the texture to it
11615                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11616                                 R_Mesh_TexBind(0, layer->texture);
11617                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11618                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11619                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11620                                 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
11621                         }
11622                         else
11623                         {
11624                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11625                                 R_Mesh_TexBind(0, layer->texture);
11626                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11627                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11628                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11629                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11630                                         RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11631                                 else
11632                                         RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11633                         }
11634                         break;
11635                 case TEXTURELAYERTYPE_TEXTURE:
11636                         // singletexture unlit texture with transparency support
11637                         R_Mesh_TexBind(0, layer->texture);
11638                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11639                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11640                         R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11641                         RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11642                         break;
11643                 case TEXTURELAYERTYPE_FOG:
11644                         // singletexture fogging
11645                         if (layer->texture)
11646                         {
11647                                 R_Mesh_TexBind(0, layer->texture);
11648                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11649                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11650                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11651                         }
11652                         else
11653                         {
11654                                 R_Mesh_TexBind(0, 0);
11655                                 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11656                         }
11657                         // generate a color array for the fog pass
11658                         R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
11659                         RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
11660                         RSurf_DrawBatch();
11661                         break;
11662                 default:
11663                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11664                 }
11665         }
11666         CHECKGLERROR
11667         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11668         {
11669                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11670                 GL_AlphaTest(false);
11671         }
11672 }
11673
11674 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11675 {
11676         int vi;
11677         int j;
11678         r_vertexgeneric_t *batchvertex;
11679         float c[4];
11680
11681         GL_AlphaTest(false);
11682         R_Mesh_ResetTextureState();
11683         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11684
11685         if(rsurface.texture && rsurface.texture->currentskinframe)
11686         {
11687                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11688                 c[3] *= rsurface.texture->currentalpha;
11689         }
11690         else
11691         {
11692                 c[0] = 1;
11693                 c[1] = 0;
11694                 c[2] = 1;
11695                 c[3] = 1;
11696         }
11697
11698         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11699         {
11700                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11701                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11702                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11703         }
11704
11705         // brighten it up (as texture value 127 means "unlit")
11706         c[0] *= 2 * r_refdef.view.colorscale;
11707         c[1] *= 2 * r_refdef.view.colorscale;
11708         c[2] *= 2 * r_refdef.view.colorscale;
11709
11710         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11711                 c[3] *= r_wateralpha.value;
11712
11713         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11714         {
11715                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11716                 GL_DepthMask(false);
11717         }
11718         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11719         {
11720                 GL_BlendFunc(GL_ONE, GL_ONE);
11721                 GL_DepthMask(false);
11722         }
11723         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11724         {
11725                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11726                 GL_DepthMask(false);
11727         }
11728         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11729         {
11730                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11731                 GL_DepthMask(false);
11732         }
11733         else
11734         {
11735                 GL_BlendFunc(GL_ONE, GL_ZERO);
11736                 GL_DepthMask(writedepth);
11737         }
11738
11739         if (r_showsurfaces.integer == 3)
11740         {
11741                 rsurface.passcolor4f = NULL;
11742
11743                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11744                 {
11745                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11746
11747                         rsurface.passcolor4f = NULL;
11748                         rsurface.passcolor4f_vertexbuffer = 0;
11749                         rsurface.passcolor4f_bufferoffset = 0;
11750                 }
11751                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11752                 {
11753                         qboolean applycolor = true;
11754                         float one = 1.0;
11755
11756                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11757
11758                         r_refdef.lightmapintensity = 1;
11759                         RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11760                         r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11761                 }
11762                 else
11763                 {
11764                         RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11765
11766                         rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11767                         rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11768                         rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11769                 }
11770
11771                 if(!rsurface.passcolor4f)
11772                         RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11773
11774                 RSurf_DrawBatch_GL11_ApplyAmbient();
11775                 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11776                 if(r_refdef.fogenabled)
11777                         RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11778                 RSurf_DrawBatch_GL11_ClampColor();
11779
11780                 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11781                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11782                 RSurf_DrawBatch();
11783         }
11784         else if (!r_refdef.view.showdebug)
11785         {
11786                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11787                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11788                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11789                 {
11790                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11791                         Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
11792                 }
11793                 R_Mesh_PrepareVertices_Generic_Unlock();
11794                 RSurf_DrawBatch();
11795         }
11796         else if (r_showsurfaces.integer == 4)
11797         {
11798                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11799                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11800                 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
11801                 {
11802                         unsigned char c = vi << 3;
11803                         VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11804                         Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
11805                 }
11806                 R_Mesh_PrepareVertices_Generic_Unlock();
11807                 RSurf_DrawBatch();
11808         }
11809         else if (r_showsurfaces.integer == 2)
11810         {
11811                 const int *e;
11812                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11813                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11814                 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11815                 {
11816                         unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
11817                         VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11818                         VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11819                         VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11820                         Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
11821                         Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
11822                         Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
11823                 }
11824                 R_Mesh_PrepareVertices_Generic_Unlock();
11825                 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11826         }
11827         else
11828         {
11829                 int texturesurfaceindex;
11830                 int k;
11831                 const msurface_t *surface;
11832                 unsigned char surfacecolor4ub[4];
11833                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11834                 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11835                 vi = 0;
11836                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11837                 {
11838                         surface = texturesurfacelist[texturesurfaceindex];
11839                         k = (int)(((size_t)surface) / sizeof(msurface_t));
11840                         Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
11841                         for (j = 0;j < surface->num_vertices;j++)
11842                         {
11843                                 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11844                                 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
11845                                 vi++;
11846                         }
11847                 }
11848                 R_Mesh_PrepareVertices_Generic_Unlock();
11849                 RSurf_DrawBatch();
11850         }
11851 }
11852
11853 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11854 {
11855         CHECKGLERROR
11856         RSurf_SetupDepthAndCulling();
11857         if (r_showsurfaces.integer)
11858         {
11859                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11860                 return;
11861         }
11862         switch (vid.renderpath)
11863         {
11864         case RENDERPATH_GL20:
11865         case RENDERPATH_CGGL:
11866                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11867                 break;
11868         case RENDERPATH_GL13:
11869                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11870                 break;
11871         case RENDERPATH_GL11:
11872                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11873                 break;
11874         }
11875         CHECKGLERROR
11876 }
11877
11878 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11879 {
11880         CHECKGLERROR
11881         RSurf_SetupDepthAndCulling();
11882         if (r_showsurfaces.integer)
11883         {
11884                 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11885                 return;
11886         }
11887         switch (vid.renderpath)
11888         {
11889         case RENDERPATH_GL20:
11890         case RENDERPATH_CGGL:
11891                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11892                 break;
11893         case RENDERPATH_GL13:
11894                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11895                 break;
11896         case RENDERPATH_GL11:
11897                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11898                 break;
11899         }
11900         CHECKGLERROR
11901 }
11902
11903 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11904 {
11905         int i, j;
11906         int texturenumsurfaces, endsurface;
11907         texture_t *texture;
11908         const msurface_t *surface;
11909 #define MAXBATCH_TRANSPARENTSURFACES 256
11910         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11911
11912         // if the model is static it doesn't matter what value we give for
11913         // wantnormals and wanttangents, so this logic uses only rules applicable
11914         // to a model, knowing that they are meaningless otherwise
11915         if (ent == r_refdef.scene.worldentity)
11916                 RSurf_ActiveWorldEntity();
11917         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11918                 RSurf_ActiveModelEntity(ent, false, false, false);
11919         else
11920         {
11921                 switch (vid.renderpath)
11922                 {
11923                 case RENDERPATH_GL20:
11924                 case RENDERPATH_CGGL:
11925                         RSurf_ActiveModelEntity(ent, true, true, false);
11926                         break;
11927                 case RENDERPATH_GL13:
11928                 case RENDERPATH_GL11:
11929                         RSurf_ActiveModelEntity(ent, true, false, false);
11930                         break;
11931                 }
11932         }
11933
11934         if (r_transparentdepthmasking.integer)
11935         {
11936                 qboolean setup = false;
11937                 for (i = 0;i < numsurfaces;i = j)
11938                 {
11939                         j = i + 1;
11940                         surface = rsurface.modelsurfaces + surfacelist[i];
11941                         texture = surface->texture;
11942                         rsurface.texture = R_GetCurrentTexture(texture);
11943                         rsurface.lightmaptexture = NULL;
11944                         rsurface.deluxemaptexture = NULL;
11945                         rsurface.uselightmaptexture = false;
11946                         // scan ahead until we find a different texture
11947                         endsurface = min(i + 1024, numsurfaces);
11948                         texturenumsurfaces = 0;
11949                         texturesurfacelist[texturenumsurfaces++] = surface;
11950                         for (;j < endsurface;j++)
11951                         {
11952                                 surface = rsurface.modelsurfaces + surfacelist[j];
11953                                 if (texture != surface->texture)
11954                                         break;
11955                                 texturesurfacelist[texturenumsurfaces++] = surface;
11956                         }
11957                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11958                                 continue;
11959                         // render the range of surfaces as depth
11960                         if (!setup)
11961                         {
11962                                 setup = true;
11963                                 GL_ColorMask(0,0,0,0);
11964                                 GL_Color(1,1,1,1);
11965                                 GL_DepthTest(true);
11966                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11967                                 GL_DepthMask(true);
11968                                 GL_AlphaTest(false);
11969                                 R_Mesh_ResetTextureState();
11970                                 R_SetupShader_DepthOrShadow();
11971                         }
11972                         RSurf_SetupDepthAndCulling();
11973                         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
11974                         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
11975                         RSurf_DrawBatch();
11976                 }
11977                 if (setup)
11978                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11979         }
11980
11981         for (i = 0;i < numsurfaces;i = j)
11982         {
11983                 j = i + 1;
11984                 surface = rsurface.modelsurfaces + surfacelist[i];
11985                 texture = surface->texture;
11986                 rsurface.texture = R_GetCurrentTexture(texture);
11987                 rsurface.lightmaptexture = surface->lightmaptexture;
11988                 rsurface.deluxemaptexture = surface->deluxemaptexture;
11989                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11990                 // scan ahead until we find a different texture
11991                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11992                 texturenumsurfaces = 0;
11993                 texturesurfacelist[texturenumsurfaces++] = surface;
11994                 for (;j < endsurface;j++)
11995                 {
11996                         surface = rsurface.modelsurfaces + surfacelist[j];
11997                         if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11998                                 break;
11999                         texturesurfacelist[texturenumsurfaces++] = surface;
12000                 }
12001                 // render the range of surfaces
12002                 if (ent == r_refdef.scene.worldentity)
12003                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12004                 else
12005                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12006         }
12007         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12008         GL_AlphaTest(false);
12009 }
12010
12011 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
12012 {
12013         // transparent surfaces get pushed off into the transparent queue
12014         int surfacelistindex;
12015         const msurface_t *surface;
12016         vec3_t tempcenter, center;
12017         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
12018         {
12019                 surface = texturesurfacelist[surfacelistindex];
12020                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
12021                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
12022                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
12023                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
12024                 if (queueentity->transparent_offset) // transparent offset
12025                 {
12026                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
12027                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
12028                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
12029                 }
12030                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
12031         }
12032 }
12033
12034 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12035 {
12036         if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
12037                 return;
12038         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
12039                 return;
12040         RSurf_SetupDepthAndCulling();
12041         RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12042         R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12043         RSurf_DrawBatch();
12044 }
12045
12046 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
12047 {
12048         const entity_render_t *queueentity = r_refdef.scene.worldentity;
12049         CHECKGLERROR
12050         if (depthonly)
12051                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12052         else if (prepass)
12053         {
12054                 if (!rsurface.texture->currentnumlayers)
12055                         return;
12056                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12057                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12058                 else
12059                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12060         }
12061         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12062                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12063         else if (!rsurface.texture->currentnumlayers)
12064                 return;
12065         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12066         {
12067                 // in the deferred case, transparent surfaces were queued during prepass
12068                 if (!r_shadow_usingdeferredprepass)
12069                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12070         }
12071         else
12072         {
12073                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12074                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12075         }
12076         CHECKGLERROR
12077 }
12078
12079 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12080 {
12081         int i, j;
12082         texture_t *texture;
12083         // break the surface list down into batches by texture and use of lightmapping
12084         for (i = 0;i < numsurfaces;i = j)
12085         {
12086                 j = i + 1;
12087                 // texture is the base texture pointer, rsurface.texture is the
12088                 // current frame/skin the texture is directing us to use (for example
12089                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12090                 // use skin 1 instead)
12091                 texture = surfacelist[i]->texture;
12092                 rsurface.texture = R_GetCurrentTexture(texture);
12093                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12094                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12095                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12096                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12097                 {
12098                         // if this texture is not the kind we want, skip ahead to the next one
12099                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12100                                 ;
12101                         continue;
12102                 }
12103                 // simply scan ahead until we find a different texture or lightmap state
12104                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12105                         ;
12106                 // render the range of surfaces
12107                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
12108         }
12109 }
12110
12111 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
12112 {
12113         CHECKGLERROR
12114         if (depthonly)
12115                 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12116         else if (prepass)
12117         {
12118                 if (!rsurface.texture->currentnumlayers)
12119                         return;
12120                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12121                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12122                 else
12123                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12124         }
12125         else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12126                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12127         else if (!rsurface.texture->currentnumlayers)
12128                 return;
12129         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12130         {
12131                 // in the deferred case, transparent surfaces were queued during prepass
12132                 if (!r_shadow_usingdeferredprepass)
12133                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12134         }
12135         else
12136         {
12137                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12138                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12139         }
12140         CHECKGLERROR
12141 }
12142
12143 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12144 {
12145         int i, j;
12146         texture_t *texture;
12147         // break the surface list down into batches by texture and use of lightmapping
12148         for (i = 0;i < numsurfaces;i = j)
12149         {
12150                 j = i + 1;
12151                 // texture is the base texture pointer, rsurface.texture is the
12152                 // current frame/skin the texture is directing us to use (for example
12153                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
12154                 // use skin 1 instead)
12155                 texture = surfacelist[i]->texture;
12156                 rsurface.texture = R_GetCurrentTexture(texture);
12157                 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
12158                 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
12159                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
12160                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
12161                 {
12162                         // if this texture is not the kind we want, skip ahead to the next one
12163                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
12164                                 ;
12165                         continue;
12166                 }
12167                 // simply scan ahead until we find a different texture or lightmap state
12168                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
12169                         ;
12170                 // render the range of surfaces
12171                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
12172         }
12173 }
12174
12175 float locboxvertex3f[6*4*3] =
12176 {
12177         1,0,1, 1,0,0, 1,1,0, 1,1,1,
12178         0,1,1, 0,1,0, 0,0,0, 0,0,1,
12179         1,1,1, 1,1,0, 0,1,0, 0,1,1,
12180         0,0,1, 0,0,0, 1,0,0, 1,0,1,
12181         0,0,1, 1,0,1, 1,1,1, 0,1,1,
12182         1,0,0, 0,0,0, 0,1,0, 1,1,0
12183 };
12184
12185 unsigned short locboxelements[6*2*3] =
12186 {
12187          0, 1, 2, 0, 2, 3,
12188          4, 5, 6, 4, 6, 7,
12189          8, 9,10, 8,10,11,
12190         12,13,14, 12,14,15,
12191         16,17,18, 16,18,19,
12192         20,21,22, 20,22,23
12193 };
12194
12195 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12196 {
12197         int i, j;
12198         cl_locnode_t *loc = (cl_locnode_t *)ent;
12199         vec3_t mins, size;
12200         float vertex3f[6*4*3];
12201         CHECKGLERROR
12202         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12203         GL_DepthMask(false);
12204         GL_DepthRange(0, 1);
12205         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12206         GL_DepthTest(true);
12207         GL_CullFace(GL_NONE);
12208         R_EntityMatrix(&identitymatrix);
12209
12210         R_Mesh_ResetTextureState();
12211
12212         i = surfacelist[0];
12213         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12214                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12215                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
12216                         surfacelist[0] < 0 ? 0.5f : 0.125f);
12217
12218         if (VectorCompare(loc->mins, loc->maxs))
12219         {
12220                 VectorSet(size, 2, 2, 2);
12221                 VectorMA(loc->mins, -0.5f, size, mins);
12222         }
12223         else
12224         {
12225                 VectorCopy(loc->mins, mins);
12226                 VectorSubtract(loc->maxs, loc->mins, size);
12227         }
12228
12229         for (i = 0;i < 6*4*3;)
12230                 for (j = 0;j < 3;j++, i++)
12231                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
12232
12233         R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
12234         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12235         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
12236 }
12237
12238 void R_DrawLocs(void)
12239 {
12240         int index;
12241         cl_locnode_t *loc, *nearestloc;
12242         vec3_t center;
12243         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
12244         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
12245         {
12246                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
12247                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
12248         }
12249 }
12250
12251 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
12252 {
12253         if (decalsystem->decals)
12254                 Mem_Free(decalsystem->decals);
12255         memset(decalsystem, 0, sizeof(*decalsystem));
12256 }
12257
12258 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)
12259 {
12260         tridecal_t *decal;
12261         tridecal_t *decals;
12262         int i;
12263
12264         // expand or initialize the system
12265         if (decalsystem->maxdecals <= decalsystem->numdecals)
12266         {
12267                 decalsystem_t old = *decalsystem;
12268                 qboolean useshortelements;
12269                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
12270                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
12271                 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)));
12272                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
12273                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
12274                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
12275                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
12276                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
12277                 if (decalsystem->numdecals)
12278                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
12279                 if (old.decals)
12280                         Mem_Free(old.decals);
12281                 for (i = 0;i < decalsystem->maxdecals*3;i++)
12282                         decalsystem->element3i[i] = i;
12283                 if (useshortelements)
12284                         for (i = 0;i < decalsystem->maxdecals*3;i++)
12285                                 decalsystem->element3s[i] = i;
12286         }
12287
12288         // grab a decal and search for another free slot for the next one
12289         decals = decalsystem->decals;
12290         decal = decalsystem->decals + (i = decalsystem->freedecal++);
12291         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
12292                 ;
12293         decalsystem->freedecal = i;
12294         if (decalsystem->numdecals <= i)
12295                 decalsystem->numdecals = i + 1;
12296
12297         // initialize the decal
12298         decal->lived = 0;
12299         decal->triangleindex = triangleindex;
12300         decal->surfaceindex = surfaceindex;
12301         decal->decalsequence = decalsequence;
12302         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
12303         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
12304         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
12305         decal->color4ub[0][3] = 255;
12306         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
12307         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
12308         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
12309         decal->color4ub[1][3] = 255;
12310         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
12311         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
12312         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
12313         decal->color4ub[2][3] = 255;
12314         decal->vertex3f[0][0] = v0[0];
12315         decal->vertex3f[0][1] = v0[1];
12316         decal->vertex3f[0][2] = v0[2];
12317         decal->vertex3f[1][0] = v1[0];
12318         decal->vertex3f[1][1] = v1[1];
12319         decal->vertex3f[1][2] = v1[2];
12320         decal->vertex3f[2][0] = v2[0];
12321         decal->vertex3f[2][1] = v2[1];
12322         decal->vertex3f[2][2] = v2[2];
12323         decal->texcoord2f[0][0] = t0[0];
12324         decal->texcoord2f[0][1] = t0[1];
12325         decal->texcoord2f[1][0] = t1[0];
12326         decal->texcoord2f[1][1] = t1[1];
12327         decal->texcoord2f[2][0] = t2[0];
12328         decal->texcoord2f[2][1] = t2[1];
12329 }
12330
12331 extern cvar_t cl_decals_bias;
12332 extern cvar_t cl_decals_models;
12333 extern cvar_t cl_decals_newsystem_intensitymultiplier;
12334 // baseparms, parms, temps
12335 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)
12336 {
12337         int cornerindex;
12338         int index;
12339         float v[9][3];
12340         const float *vertex3f;
12341         int numpoints;
12342         float points[2][9][3];
12343         float temp[3];
12344         float tc[9][2];
12345         float f;
12346         float c[9][4];
12347         const int *e;
12348
12349         e = rsurface.modelelement3i + 3*triangleindex;
12350
12351         vertex3f = rsurface.modelvertex3f;
12352
12353         for (cornerindex = 0;cornerindex < 3;cornerindex++)
12354         {
12355                 index = 3*e[cornerindex];
12356                 VectorCopy(vertex3f + index, v[cornerindex]);
12357         }
12358         // cull backfaces
12359         //TriangleNormal(v[0], v[1], v[2], normal);
12360         //if (DotProduct(normal, localnormal) < 0.0f)
12361         //      continue;
12362         // clip by each of the box planes formed from the projection matrix
12363         // if anything survives, we emit the decal
12364         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]);
12365         if (numpoints < 3)
12366                 return;
12367         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]);
12368         if (numpoints < 3)
12369                 return;
12370         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]);
12371         if (numpoints < 3)
12372                 return;
12373         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]);
12374         if (numpoints < 3)
12375                 return;
12376         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]);
12377         if (numpoints < 3)
12378                 return;
12379         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]);
12380         if (numpoints < 3)
12381                 return;
12382         // some part of the triangle survived, so we have to accept it...
12383         if (dynamic)
12384         {
12385                 // dynamic always uses the original triangle
12386                 numpoints = 3;
12387                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12388                 {
12389                         index = 3*e[cornerindex];
12390                         VectorCopy(vertex3f + index, v[cornerindex]);
12391                 }
12392         }
12393         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12394         {
12395                 // convert vertex positions to texcoords
12396                 Matrix4x4_Transform(projection, v[cornerindex], temp);
12397                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12398                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12399                 // calculate distance fade from the projection origin
12400                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12401                 f = bound(0.0f, f, 1.0f);
12402                 c[cornerindex][0] = r * f;
12403                 c[cornerindex][1] = g * f;
12404                 c[cornerindex][2] = b * f;
12405                 c[cornerindex][3] = 1.0f;
12406                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12407         }
12408         if (dynamic)
12409                 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);
12410         else
12411                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12412                         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);
12413 }
12414 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)
12415 {
12416         matrix4x4_t projection;
12417         decalsystem_t *decalsystem;
12418         qboolean dynamic;
12419         dp_model_t *model;
12420         const msurface_t *surface;
12421         const msurface_t *surfaces;
12422         const int *surfacelist;
12423         const texture_t *texture;
12424         int numtriangles;
12425         int numsurfacelist;
12426         int surfacelistindex;
12427         int surfaceindex;
12428         int triangleindex;
12429         float localorigin[3];
12430         float localnormal[3];
12431         float localmins[3];
12432         float localmaxs[3];
12433         float localsize;
12434         //float normal[3];
12435         float planes[6][4];
12436         float angles[3];
12437         bih_t *bih;
12438         int bih_triangles_count;
12439         int bih_triangles[256];
12440         int bih_surfaces[256];
12441
12442         decalsystem = &ent->decalsystem;
12443         model = ent->model;
12444         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12445         {
12446                 R_DecalSystem_Reset(&ent->decalsystem);
12447                 return;
12448         }
12449
12450         if (!model->brush.data_nodes && !cl_decals_models.integer)
12451         {
12452                 if (decalsystem->model)
12453                         R_DecalSystem_Reset(decalsystem);
12454                 return;
12455         }
12456
12457         if (decalsystem->model != model)
12458                 R_DecalSystem_Reset(decalsystem);
12459         decalsystem->model = model;
12460
12461         RSurf_ActiveModelEntity(ent, false, false, false);
12462
12463         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12464         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12465         VectorNormalize(localnormal);
12466         localsize = worldsize*rsurface.inversematrixscale;
12467         localmins[0] = localorigin[0] - localsize;
12468         localmins[1] = localorigin[1] - localsize;
12469         localmins[2] = localorigin[2] - localsize;
12470         localmaxs[0] = localorigin[0] + localsize;
12471         localmaxs[1] = localorigin[1] + localsize;
12472         localmaxs[2] = localorigin[2] + localsize;
12473
12474         //VectorCopy(localnormal, planes[4]);
12475         //VectorVectors(planes[4], planes[2], planes[0]);
12476         AnglesFromVectors(angles, localnormal, NULL, false);
12477         AngleVectors(angles, planes[0], planes[2], planes[4]);
12478         VectorNegate(planes[0], planes[1]);
12479         VectorNegate(planes[2], planes[3]);
12480         VectorNegate(planes[4], planes[5]);
12481         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12482         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12483         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12484         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12485         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12486         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12487
12488 #if 1
12489 // works
12490 {
12491         matrix4x4_t forwardprojection;
12492         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12493         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12494 }
12495 #else
12496 // broken
12497 {
12498         float projectionvector[4][3];
12499         VectorScale(planes[0], ilocalsize, projectionvector[0]);
12500         VectorScale(planes[2], ilocalsize, projectionvector[1]);
12501         VectorScale(planes[4], ilocalsize, projectionvector[2]);
12502         projectionvector[0][0] = planes[0][0] * ilocalsize;
12503         projectionvector[0][1] = planes[1][0] * ilocalsize;
12504         projectionvector[0][2] = planes[2][0] * ilocalsize;
12505         projectionvector[1][0] = planes[0][1] * ilocalsize;
12506         projectionvector[1][1] = planes[1][1] * ilocalsize;
12507         projectionvector[1][2] = planes[2][1] * ilocalsize;
12508         projectionvector[2][0] = planes[0][2] * ilocalsize;
12509         projectionvector[2][1] = planes[1][2] * ilocalsize;
12510         projectionvector[2][2] = planes[2][2] * ilocalsize;
12511         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12512         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12513         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12514         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12515 }
12516 #endif
12517
12518         dynamic = model->surfmesh.isanimated;
12519         numsurfacelist = model->nummodelsurfaces;
12520         surfacelist = model->sortedmodelsurfaces;
12521         surfaces = model->data_surfaces;
12522
12523         bih = NULL;
12524         bih_triangles_count = -1;
12525         if(!dynamic)
12526         {
12527                 if(model->render_bih.numleafs)
12528                         bih = &model->render_bih;
12529                 else if(model->collision_bih.numleafs)
12530                         bih = &model->collision_bih;
12531         }
12532         if(bih)
12533                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
12534         if(bih_triangles_count == 0)
12535                 return;
12536         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
12537                 return;
12538         if(bih_triangles_count > 0)
12539         {
12540                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
12541                 {
12542                         surfaceindex = bih_surfaces[triangleindex];
12543                         surface = surfaces + surfaceindex;
12544                         texture = surface->texture;
12545                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12546                                 continue;
12547                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12548                                 continue;
12549                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
12550                 }
12551         }
12552         else
12553         {
12554                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12555                 {
12556                         surfaceindex = surfacelist[surfacelistindex];
12557                         surface = surfaces + surfaceindex;
12558                         // check cull box first because it rejects more than any other check
12559                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12560                                 continue;
12561                         // skip transparent surfaces
12562                         texture = surface->texture;
12563                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12564                                 continue;
12565                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12566                                 continue;
12567                         numtriangles = surface->num_triangles;
12568                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
12569                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
12570                 }
12571         }
12572 }
12573
12574 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12575 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)
12576 {
12577         int renderentityindex;
12578         float worldmins[3];
12579         float worldmaxs[3];
12580         entity_render_t *ent;
12581
12582         if (!cl_decals_newsystem.integer)
12583                 return;
12584
12585         worldmins[0] = worldorigin[0] - worldsize;
12586         worldmins[1] = worldorigin[1] - worldsize;
12587         worldmins[2] = worldorigin[2] - worldsize;
12588         worldmaxs[0] = worldorigin[0] + worldsize;
12589         worldmaxs[1] = worldorigin[1] + worldsize;
12590         worldmaxs[2] = worldorigin[2] + worldsize;
12591
12592         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12593
12594         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12595         {
12596                 ent = r_refdef.scene.entities[renderentityindex];
12597                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12598                         continue;
12599
12600                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12601         }
12602 }
12603
12604 typedef struct r_decalsystem_splatqueue_s
12605 {
12606         vec3_t worldorigin;
12607         vec3_t worldnormal;
12608         float color[4];
12609         float tcrange[4];
12610         float worldsize;
12611         int decalsequence;
12612 }
12613 r_decalsystem_splatqueue_t;
12614
12615 int r_decalsystem_numqueued = 0;
12616 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12617
12618 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)
12619 {
12620         r_decalsystem_splatqueue_t *queue;
12621
12622         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12623                 return;
12624
12625         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12626         VectorCopy(worldorigin, queue->worldorigin);
12627         VectorCopy(worldnormal, queue->worldnormal);
12628         Vector4Set(queue->color, r, g, b, a);
12629         Vector4Set(queue->tcrange, s1, t1, s2, t2);
12630         queue->worldsize = worldsize;
12631         queue->decalsequence = cl.decalsequence++;
12632 }
12633
12634 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12635 {
12636         int i;
12637         r_decalsystem_splatqueue_t *queue;
12638
12639         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12640                 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);
12641         r_decalsystem_numqueued = 0;
12642 }
12643
12644 extern cvar_t cl_decals_max;
12645 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12646 {
12647         int i;
12648         decalsystem_t *decalsystem = &ent->decalsystem;
12649         int numdecals;
12650         int killsequence;
12651         tridecal_t *decal;
12652         float frametime;
12653         float lifetime;
12654
12655         if (!decalsystem->numdecals)
12656                 return;
12657
12658         if (r_showsurfaces.integer)
12659                 return;
12660
12661         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12662         {
12663                 R_DecalSystem_Reset(decalsystem);
12664                 return;
12665         }
12666
12667         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12668         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12669
12670         if (decalsystem->lastupdatetime)
12671                 frametime = (cl.time - decalsystem->lastupdatetime);
12672         else
12673                 frametime = 0;
12674         decalsystem->lastupdatetime = cl.time;
12675         decal = decalsystem->decals;
12676         numdecals = decalsystem->numdecals;
12677
12678         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12679         {
12680                 if (decal->color4ub[0][3])
12681                 {
12682                         decal->lived += frametime;
12683                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12684                         {
12685                                 memset(decal, 0, sizeof(*decal));
12686                                 if (decalsystem->freedecal > i)
12687                                         decalsystem->freedecal = i;
12688                         }
12689                 }
12690         }
12691         decal = decalsystem->decals;
12692         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12693                 numdecals--;
12694
12695         // collapse the array by shuffling the tail decals into the gaps
12696         for (;;)
12697         {
12698                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12699                         decalsystem->freedecal++;
12700                 if (decalsystem->freedecal == numdecals)
12701                         break;
12702                 decal[decalsystem->freedecal] = decal[--numdecals];
12703         }
12704
12705         decalsystem->numdecals = numdecals;
12706
12707         if (numdecals <= 0)
12708         {
12709                 // if there are no decals left, reset decalsystem
12710                 R_DecalSystem_Reset(decalsystem);
12711         }
12712 }
12713
12714 extern skinframe_t *decalskinframe;
12715 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12716 {
12717         int i;
12718         decalsystem_t *decalsystem = &ent->decalsystem;
12719         int numdecals;
12720         tridecal_t *decal;
12721         float faderate;
12722         float alpha;
12723         float *v3f;
12724         float *c4f;
12725         float *t2f;
12726         const int *e;
12727         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12728         int numtris = 0;
12729
12730         numdecals = decalsystem->numdecals;
12731         if (!numdecals)
12732                 return;
12733
12734         if (r_showsurfaces.integer)
12735                 return;
12736
12737         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12738         {
12739                 R_DecalSystem_Reset(decalsystem);
12740                 return;
12741         }
12742
12743         // if the model is static it doesn't matter what value we give for
12744         // wantnormals and wanttangents, so this logic uses only rules applicable
12745         // to a model, knowing that they are meaningless otherwise
12746         if (ent == r_refdef.scene.worldentity)
12747                 RSurf_ActiveWorldEntity();
12748         else
12749                 RSurf_ActiveModelEntity(ent, false, false, false);
12750
12751         decalsystem->lastupdatetime = cl.time;
12752         decal = decalsystem->decals;
12753
12754         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12755
12756         // update vertex positions for animated models
12757         v3f = decalsystem->vertex3f;
12758         c4f = decalsystem->color4f;
12759         t2f = decalsystem->texcoord2f;
12760         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12761         {
12762                 if (!decal->color4ub[0][3])
12763                         continue;
12764
12765                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12766                         continue;
12767
12768                 // update color values for fading decals
12769                 if (decal->lived >= cl_decals_time.value)
12770                 {
12771                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12772                         alpha *= (1.0f/255.0f);
12773                 }
12774                 else
12775                         alpha = 1.0f/255.0f;
12776
12777                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12778                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12779                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12780                 c4f[ 3] = 1;
12781                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12782                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12783                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12784                 c4f[ 7] = 1;
12785                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12786                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12787                 c4f[10] = decal->color4ub[2][2] * alpha;
12788                 c4f[11] = 1;
12789
12790                 t2f[0] = decal->texcoord2f[0][0];
12791                 t2f[1] = decal->texcoord2f[0][1];
12792                 t2f[2] = decal->texcoord2f[1][0];
12793                 t2f[3] = decal->texcoord2f[1][1];
12794                 t2f[4] = decal->texcoord2f[2][0];
12795                 t2f[5] = decal->texcoord2f[2][1];
12796
12797                 // update vertex positions for animated models
12798                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12799                 {
12800                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12801                         VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
12802                         VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
12803                         VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
12804                 }
12805                 else
12806                 {
12807                         VectorCopy(decal->vertex3f[0], v3f);
12808                         VectorCopy(decal->vertex3f[1], v3f + 3);
12809                         VectorCopy(decal->vertex3f[2], v3f + 6);
12810                 }
12811
12812                 if (r_refdef.fogenabled)
12813                 {
12814                         alpha = RSurf_FogVertex(v3f);
12815                         VectorScale(c4f, alpha, c4f);
12816                         alpha = RSurf_FogVertex(v3f + 3);
12817                         VectorScale(c4f + 4, alpha, c4f + 4);
12818                         alpha = RSurf_FogVertex(v3f + 6);
12819                         VectorScale(c4f + 8, alpha, c4f + 8);
12820                 }
12821
12822                 v3f += 9;
12823                 c4f += 12;
12824                 t2f += 6;
12825                 numtris++;
12826         }
12827
12828         if (numtris > 0)
12829         {
12830                 r_refdef.stats.drawndecals += numtris;
12831
12832                 // now render the decals all at once
12833                 // (this assumes they all use one particle font texture!)
12834                 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);
12835                 R_Mesh_ResetTextureState();
12836                 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12837                 GL_DepthMask(false);
12838                 GL_DepthRange(0, 1);
12839                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12840                 GL_DepthTest(true);
12841                 GL_CullFace(GL_NONE);
12842                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12843                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12844                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12845         }
12846 }
12847
12848 static void R_DrawModelDecals(void)
12849 {
12850         int i, numdecals;
12851
12852         // fade faster when there are too many decals
12853         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12854         for (i = 0;i < r_refdef.scene.numentities;i++)
12855                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12856
12857         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12858         for (i = 0;i < r_refdef.scene.numentities;i++)
12859                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12860                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12861
12862         R_DecalSystem_ApplySplatEntitiesQueue();
12863
12864         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12865         for (i = 0;i < r_refdef.scene.numentities;i++)
12866                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12867
12868         r_refdef.stats.totaldecals += numdecals;
12869
12870         if (r_showsurfaces.integer)
12871                 return;
12872
12873         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12874
12875         for (i = 0;i < r_refdef.scene.numentities;i++)
12876         {
12877                 if (!r_refdef.viewcache.entityvisible[i])
12878                         continue;
12879                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12880                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12881         }
12882 }
12883
12884 extern cvar_t mod_collision_bih;
12885 void R_DrawDebugModel(void)
12886 {
12887         entity_render_t *ent = rsurface.entity;
12888         int i, j, k, l, flagsmask;
12889         const msurface_t *surface;
12890         dp_model_t *model = ent->model;
12891         vec3_t v;
12892
12893         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12894
12895         R_Mesh_ResetTextureState();
12896         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12897         GL_DepthRange(0, 1);
12898         GL_DepthTest(!r_showdisabledepthtest.integer);
12899         GL_DepthMask(false);
12900         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12901
12902         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12903         {
12904                 int triangleindex;
12905                 int bihleafindex;
12906                 qboolean cullbox = ent == r_refdef.scene.worldentity;
12907                 const q3mbrush_t *brush;
12908                 const bih_t *bih = &model->collision_bih;
12909                 const bih_leaf_t *bihleaf;
12910                 float vertex3f[3][3];
12911                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12912                 cullbox = false;
12913                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12914                 {
12915                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12916                                 continue;
12917                         switch (bihleaf->type)
12918                         {
12919                         case BIH_BRUSH:
12920                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12921                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12922                                 {
12923                                         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);
12924                                         R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12925                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12926                                 }
12927                                 break;
12928                         case BIH_COLLISIONTRIANGLE:
12929                                 triangleindex = bihleaf->itemindex;
12930                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12931                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12932                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12933                                 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);
12934                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12935                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12936                                 break;
12937                         case BIH_RENDERTRIANGLE:
12938                                 triangleindex = bihleaf->itemindex;
12939                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12940                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12941                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12942                                 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);
12943                                 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12944                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12945                                 break;
12946                         }
12947                 }
12948         }
12949
12950         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12951
12952         if (r_showtris.integer || r_shownormals.integer)
12953         {
12954                 if (r_showdisabledepthtest.integer)
12955                 {
12956                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12957                         GL_DepthMask(false);
12958                 }
12959                 else
12960                 {
12961                         GL_BlendFunc(GL_ONE, GL_ZERO);
12962                         GL_DepthMask(true);
12963                 }
12964                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12965                 {
12966                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12967                                 continue;
12968                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12969                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12970                         {
12971                                 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12972                                 if (r_showtris.value > 0)
12973                                 {
12974                                         if (!rsurface.texture->currentlayers->depthmask)
12975                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12976                                         else if (ent == r_refdef.scene.worldentity)
12977                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12978                                         else
12979                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12980                                         R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12981                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12982                                         RSurf_DrawBatch();
12983                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12984                                         CHECKGLERROR
12985                                 }
12986                                 if (r_shownormals.value < 0)
12987                                 {
12988                                         qglBegin(GL_LINES);
12989                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12990                                         {
12991                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12992                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12993                                                 qglVertex3f(v[0], v[1], v[2]);
12994                                                 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12995                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12996                                                 qglVertex3f(v[0], v[1], v[2]);
12997                                         }
12998                                         qglEnd();
12999                                         CHECKGLERROR
13000                                 }
13001                                 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
13002                                 {
13003                                         qglBegin(GL_LINES);
13004                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13005                                         {
13006                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13007                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13008                                                 qglVertex3f(v[0], v[1], v[2]);
13009                                                 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13010                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13011                                                 qglVertex3f(v[0], v[1], v[2]);
13012                                         }
13013                                         qglEnd();
13014                                         CHECKGLERROR
13015                                         qglBegin(GL_LINES);
13016                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13017                                         {
13018                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13019                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
13020                                                 qglVertex3f(v[0], v[1], v[2]);
13021                                                 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
13022                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13023                                                 qglVertex3f(v[0], v[1], v[2]);
13024                                         }
13025                                         qglEnd();
13026                                         CHECKGLERROR
13027                                         qglBegin(GL_LINES);
13028                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13029                                         {
13030                                                 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13031                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
13032                                                 qglVertex3f(v[0], v[1], v[2]);
13033                                                 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
13034                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13035                                                 qglVertex3f(v[0], v[1], v[2]);
13036                                         }
13037                                         qglEnd();
13038                                         CHECKGLERROR
13039                                 }
13040                         }
13041                 }
13042                 rsurface.texture = NULL;
13043         }
13044 }
13045
13046 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
13047 int r_maxsurfacelist = 0;
13048 const msurface_t **r_surfacelist = NULL;
13049 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13050 {
13051         int i, j, endj, flagsmask;
13052         dp_model_t *model = r_refdef.scene.worldmodel;
13053         msurface_t *surfaces;
13054         unsigned char *update;
13055         int numsurfacelist = 0;
13056         if (model == NULL)
13057                 return;
13058
13059         if (r_maxsurfacelist < model->num_surfaces)
13060         {
13061                 r_maxsurfacelist = model->num_surfaces;
13062                 if (r_surfacelist)
13063                         Mem_Free((msurface_t**)r_surfacelist);
13064                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13065         }
13066
13067         RSurf_ActiveWorldEntity();
13068
13069         surfaces = model->data_surfaces;
13070         update = model->brushq1.lightmapupdateflags;
13071
13072         // update light styles on this submodel
13073         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13074         {
13075                 model_brush_lightstyleinfo_t *style;
13076                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13077                 {
13078                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
13079                         {
13080                                 int *list = style->surfacelist;
13081                                 style->value = r_refdef.scene.lightstylevalue[style->style];
13082                                 for (j = 0;j < style->numsurfaces;j++)
13083                                         update[list[j]] = true;
13084                         }
13085                 }
13086         }
13087
13088         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13089
13090         if (debug)
13091         {
13092                 R_DrawDebugModel();
13093                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13094                 return;
13095         }
13096
13097         rsurface.lightmaptexture = NULL;
13098         rsurface.deluxemaptexture = NULL;
13099         rsurface.uselightmaptexture = false;
13100         rsurface.texture = NULL;
13101         rsurface.rtlight = NULL;
13102         numsurfacelist = 0;
13103         // add visible surfaces to draw list
13104         for (i = 0;i < model->nummodelsurfaces;i++)
13105         {
13106                 j = model->sortedmodelsurfaces[i];
13107                 if (r_refdef.viewcache.world_surfacevisible[j])
13108                         r_surfacelist[numsurfacelist++] = surfaces + j;
13109         }
13110         // update lightmaps if needed
13111         if (model->brushq1.firstrender)
13112         {
13113                 model->brushq1.firstrender = false;
13114                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13115                         if (update[j])
13116                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13117         }
13118         else if (update)
13119         {
13120                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13121                         if (r_refdef.viewcache.world_surfacevisible[j])
13122                                 if (update[j])
13123                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
13124         }
13125         // don't do anything if there were no surfaces
13126         if (!numsurfacelist)
13127         {
13128                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13129                 return;
13130         }
13131         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13132         GL_AlphaTest(false);
13133
13134         // add to stats if desired
13135         if (r_speeds.integer && !skysurfaces && !depthonly)
13136         {
13137                 r_refdef.stats.world_surfaces += numsurfacelist;
13138                 for (j = 0;j < numsurfacelist;j++)
13139                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
13140         }
13141
13142         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13143 }
13144
13145 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13146 {
13147         int i, j, endj, flagsmask;
13148         dp_model_t *model = ent->model;
13149         msurface_t *surfaces;
13150         unsigned char *update;
13151         int numsurfacelist = 0;
13152         if (model == NULL)
13153                 return;
13154
13155         if (r_maxsurfacelist < model->num_surfaces)
13156         {
13157                 r_maxsurfacelist = model->num_surfaces;
13158                 if (r_surfacelist)
13159                         Mem_Free((msurface_t **)r_surfacelist);
13160                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13161         }
13162
13163         // if the model is static it doesn't matter what value we give for
13164         // wantnormals and wanttangents, so this logic uses only rules applicable
13165         // to a model, knowing that they are meaningless otherwise
13166         if (ent == r_refdef.scene.worldentity)
13167                 RSurf_ActiveWorldEntity();
13168         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
13169                 RSurf_ActiveModelEntity(ent, false, false, false);
13170         else if (prepass)
13171                 RSurf_ActiveModelEntity(ent, true, true, true);
13172         else if (depthonly)
13173         {
13174                 switch (vid.renderpath)
13175                 {
13176                 case RENDERPATH_GL20:
13177                 case RENDERPATH_CGGL:
13178                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
13179                         break;
13180                 case RENDERPATH_GL13:
13181                 case RENDERPATH_GL11:
13182                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
13183                         break;
13184                 }
13185         }
13186         else
13187         {
13188                 switch (vid.renderpath)
13189                 {
13190                 case RENDERPATH_GL20:
13191                 case RENDERPATH_CGGL:
13192                         RSurf_ActiveModelEntity(ent, true, true, false);
13193                         break;
13194                 case RENDERPATH_GL13:
13195                 case RENDERPATH_GL11:
13196                         RSurf_ActiveModelEntity(ent, true, false, false);
13197                         break;
13198                 }
13199         }
13200
13201         surfaces = model->data_surfaces;
13202         update = model->brushq1.lightmapupdateflags;
13203
13204         // update light styles
13205         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
13206         {
13207                 model_brush_lightstyleinfo_t *style;
13208                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
13209                 {
13210                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
13211                         {
13212                                 int *list = style->surfacelist;
13213                                 style->value = r_refdef.scene.lightstylevalue[style->style];
13214                                 for (j = 0;j < style->numsurfaces;j++)
13215                                         update[list[j]] = true;
13216                         }
13217                 }
13218         }
13219
13220         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
13221
13222         if (debug)
13223         {
13224                 R_DrawDebugModel();
13225                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13226                 return;
13227         }
13228
13229         rsurface.lightmaptexture = NULL;
13230         rsurface.deluxemaptexture = NULL;
13231         rsurface.uselightmaptexture = false;
13232         rsurface.texture = NULL;
13233         rsurface.rtlight = NULL;
13234         numsurfacelist = 0;
13235         // add visible surfaces to draw list
13236         for (i = 0;i < model->nummodelsurfaces;i++)
13237                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
13238         // don't do anything if there were no surfaces
13239         if (!numsurfacelist)
13240         {
13241                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13242                 return;
13243         }
13244         // update lightmaps if needed
13245         if (update)
13246         {
13247                 int updated = 0;
13248                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13249                 {
13250                         if (update[j])
13251                         {
13252                                 updated++;
13253                                 R_BuildLightMap(ent, surfaces + j);
13254                         }
13255                 }
13256         }
13257         if (update)
13258                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
13259                         if (update[j])
13260                                 R_BuildLightMap(ent, surfaces + j);
13261         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
13262         GL_AlphaTest(false);
13263
13264         // add to stats if desired
13265         if (r_speeds.integer && !skysurfaces && !depthonly)
13266         {
13267                 r_refdef.stats.entities_surfaces += numsurfacelist;
13268                 for (j = 0;j < numsurfacelist;j++)
13269                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
13270         }
13271
13272         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
13273 }
13274
13275 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
13276 {
13277         static texture_t texture;
13278         static msurface_t surface;
13279         const msurface_t *surfacelist = &surface;
13280
13281         // fake enough texture and surface state to render this geometry
13282
13283         texture.update_lastrenderframe = -1; // regenerate this texture
13284         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
13285         texture.currentskinframe = skinframe;
13286         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
13287         texture.offsetmapping = OFFSETMAPPING_OFF;
13288         texture.offsetscale = 1;
13289         texture.specularscalemod = 1;
13290         texture.specularpowermod = 1;
13291
13292         surface.texture = &texture;
13293         surface.num_triangles = numtriangles;
13294         surface.num_firsttriangle = firsttriangle;
13295         surface.num_vertices = numvertices;
13296         surface.num_firstvertex = firstvertex;
13297
13298         // now render it
13299         rsurface.texture = R_GetCurrentTexture(surface.texture);
13300         rsurface.lightmaptexture = NULL;
13301         rsurface.deluxemaptexture = NULL;
13302         rsurface.uselightmaptexture = false;
13303         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13304 }
13305
13306 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)
13307 {
13308         static msurface_t surface;
13309         const msurface_t *surfacelist = &surface;
13310
13311         // fake enough texture and surface state to render this geometry
13312
13313         surface.texture = texture;
13314         surface.num_triangles = numtriangles;
13315         surface.num_firsttriangle = firsttriangle;
13316         surface.num_vertices = numvertices;
13317         surface.num_firstvertex = firstvertex;
13318
13319         // now render it
13320         rsurface.texture = R_GetCurrentTexture(surface.texture);
13321         rsurface.lightmaptexture = NULL;
13322         rsurface.deluxemaptexture = NULL;
13323         rsurface.uselightmaptexture = false;
13324         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
13325 }