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[xonotic/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
33
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
35
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
38 qboolean r_loadfog;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
41
42 //
43 // screen size info
44 //
45 r_refdef_t r_refdef;
46
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
55
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
61
62 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
68 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
72 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
75 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
76 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
80 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
81 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
82 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)"};
83 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)"};
84 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
85 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
86 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
87 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
88 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
89 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
90 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
91 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."};
92 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
93 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
94 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
95 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."};
96 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
97 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
98 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
99 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
100 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"};
101 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"};
102 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
103 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
104 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
105 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
106 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"};
107
108 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
109 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
110 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
111 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
112 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
113 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
114 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
115 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
116
117 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)"};
118 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"};
119
120 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
121 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
122 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
125
126 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
127 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
128 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
129
130 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)"};
131 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
132 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
133 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
134 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
135 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)"};
136 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)"};
137 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)"};
138 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)"};
139
140 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)"};
141 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
142 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"};
143 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
144 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
145
146 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
147 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
148 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
149 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
150
151 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
152 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
153 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
154 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
155 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
156 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
157 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
158
159 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
160 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
161 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
162 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)"};
163
164 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"};
165
166 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"};
167
168 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
169
170 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
171 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
172 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"};
173 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
174 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
175 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
176 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
177 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)"};
178
179 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
180
181 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)"};
182
183 extern cvar_t v_glslgamma;
184
185 extern qboolean v_flipped_state;
186
187 static struct r_bloomstate_s
188 {
189         qboolean enabled;
190         qboolean hdr;
191
192         int bloomwidth, bloomheight;
193
194         int screentexturewidth, screentextureheight;
195         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
196
197         int bloomtexturewidth, bloomtextureheight;
198         rtexture_t *texture_bloom;
199
200         // arrays for rendering the screen passes
201         float screentexcoord2f[8];
202         float bloomtexcoord2f[8];
203         float offsettexcoord2f[8];
204
205         r_viewport_t viewport;
206 }
207 r_bloomstate;
208
209 r_waterstate_t r_waterstate;
210
211 /// shadow volume bsp struct with automatically growing nodes buffer
212 svbsp_t r_svbsp;
213
214 rtexture_t *r_texture_blanknormalmap;
215 rtexture_t *r_texture_white;
216 rtexture_t *r_texture_grey128;
217 rtexture_t *r_texture_black;
218 rtexture_t *r_texture_notexture;
219 rtexture_t *r_texture_whitecube;
220 rtexture_t *r_texture_normalizationcube;
221 rtexture_t *r_texture_fogattenuation;
222 rtexture_t *r_texture_fogheighttexture;
223 rtexture_t *r_texture_gammaramps;
224 unsigned int r_texture_gammaramps_serial;
225 //rtexture_t *r_texture_fogintensity;
226 rtexture_t *r_texture_reflectcube;
227
228 // TODO: hash lookups?
229 typedef struct cubemapinfo_s
230 {
231         char basename[64];
232         rtexture_t *texture;
233 }
234 cubemapinfo_t;
235
236 int r_texture_numcubemaps;
237 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
238
239 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
240 unsigned int r_numqueries;
241 unsigned int r_maxqueries;
242
243 typedef struct r_qwskincache_s
244 {
245         char name[MAX_QPATH];
246         skinframe_t *skinframe;
247 }
248 r_qwskincache_t;
249
250 static r_qwskincache_t *r_qwskincache;
251 static int r_qwskincache_size;
252
253 /// vertex coordinates for a quad that covers the screen exactly
254 const float r_screenvertex3f[12] =
255 {
256         0, 0, 0,
257         1, 0, 0,
258         1, 1, 0,
259         0, 1, 0
260 };
261
262 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
263 {
264         int i;
265         for (i = 0;i < verts;i++)
266         {
267                 out[0] = in[0] * r;
268                 out[1] = in[1] * g;
269                 out[2] = in[2] * b;
270                 out[3] = in[3];
271                 in += 4;
272                 out += 4;
273         }
274 }
275
276 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
277 {
278         int i;
279         for (i = 0;i < verts;i++)
280         {
281                 out[0] = r;
282                 out[1] = g;
283                 out[2] = b;
284                 out[3] = a;
285                 out += 4;
286         }
287 }
288
289 // FIXME: move this to client?
290 void FOG_clear(void)
291 {
292         if (gamemode == GAME_NEHAHRA)
293         {
294                 Cvar_Set("gl_fogenable", "0");
295                 Cvar_Set("gl_fogdensity", "0.2");
296                 Cvar_Set("gl_fogred", "0.3");
297                 Cvar_Set("gl_foggreen", "0.3");
298                 Cvar_Set("gl_fogblue", "0.3");
299         }
300         r_refdef.fog_density = 0;
301         r_refdef.fog_red = 0;
302         r_refdef.fog_green = 0;
303         r_refdef.fog_blue = 0;
304         r_refdef.fog_alpha = 1;
305         r_refdef.fog_start = 0;
306         r_refdef.fog_end = 16384;
307         r_refdef.fog_height = 1<<30;
308         r_refdef.fog_fadedepth = 128;
309         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
310 }
311
312 static void R_BuildBlankTextures(void)
313 {
314         unsigned char data[4];
315         data[2] = 128; // normal X
316         data[1] = 128; // normal Y
317         data[0] = 255; // normal Z
318         data[3] = 128; // height
319         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
320         data[0] = 255;
321         data[1] = 255;
322         data[2] = 255;
323         data[3] = 255;
324         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
325         data[0] = 128;
326         data[1] = 128;
327         data[2] = 128;
328         data[3] = 255;
329         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
330         data[0] = 0;
331         data[1] = 0;
332         data[2] = 0;
333         data[3] = 255;
334         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, NULL);
335 }
336
337 static void R_BuildNoTexture(void)
338 {
339         int x, y;
340         unsigned char pix[16][16][4];
341         // this makes a light grey/dark grey checkerboard texture
342         for (y = 0;y < 16;y++)
343         {
344                 for (x = 0;x < 16;x++)
345                 {
346                         if ((y < 8) ^ (x < 8))
347                         {
348                                 pix[y][x][0] = 128;
349                                 pix[y][x][1] = 128;
350                                 pix[y][x][2] = 128;
351                                 pix[y][x][3] = 255;
352                         }
353                         else
354                         {
355                                 pix[y][x][0] = 64;
356                                 pix[y][x][1] = 64;
357                                 pix[y][x][2] = 64;
358                                 pix[y][x][3] = 255;
359                         }
360                 }
361         }
362         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
363 }
364
365 static void R_BuildWhiteCube(void)
366 {
367         unsigned char data[6*1*1*4];
368         memset(data, 255, sizeof(data));
369         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
370 }
371
372 static void R_BuildNormalizationCube(void)
373 {
374         int x, y, side;
375         vec3_t v;
376         vec_t s, t, intensity;
377 #define NORMSIZE 64
378         unsigned char *data;
379         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
380         for (side = 0;side < 6;side++)
381         {
382                 for (y = 0;y < NORMSIZE;y++)
383                 {
384                         for (x = 0;x < NORMSIZE;x++)
385                         {
386                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
387                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
388                                 switch(side)
389                                 {
390                                 default:
391                                 case 0:
392                                         v[0] = 1;
393                                         v[1] = -t;
394                                         v[2] = -s;
395                                         break;
396                                 case 1:
397                                         v[0] = -1;
398                                         v[1] = -t;
399                                         v[2] = s;
400                                         break;
401                                 case 2:
402                                         v[0] = s;
403                                         v[1] = 1;
404                                         v[2] = t;
405                                         break;
406                                 case 3:
407                                         v[0] = s;
408                                         v[1] = -1;
409                                         v[2] = -t;
410                                         break;
411                                 case 4:
412                                         v[0] = s;
413                                         v[1] = -t;
414                                         v[2] = 1;
415                                         break;
416                                 case 5:
417                                         v[0] = -s;
418                                         v[1] = -t;
419                                         v[2] = -1;
420                                         break;
421                                 }
422                                 intensity = 127.0f / sqrt(DotProduct(v, v));
423                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
424                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
425                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
426                                 data[((side*64+y)*64+x)*4+3] = 255;
427                         }
428                 }
429         }
430         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, NULL);
431         Mem_Free(data);
432 }
433
434 static void R_BuildFogTexture(void)
435 {
436         int x, b;
437 #define FOGWIDTH 256
438         unsigned char data1[FOGWIDTH][4];
439         //unsigned char data2[FOGWIDTH][4];
440         double d, r, alpha;
441
442         r_refdef.fogmasktable_start = r_refdef.fog_start;
443         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
444         r_refdef.fogmasktable_range = r_refdef.fogrange;
445         r_refdef.fogmasktable_density = r_refdef.fog_density;
446
447         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
448         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
449         {
450                 d = (x * r - r_refdef.fogmasktable_start);
451                 if(developer_extra.integer)
452                         Con_DPrintf("%f ", d);
453                 d = max(0, d);
454                 if (r_fog_exp2.integer)
455                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
456                 else
457                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
458                 if(developer_extra.integer)
459                         Con_DPrintf(" : %f ", alpha);
460                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
461                 if(developer_extra.integer)
462                         Con_DPrintf(" = %f\n", alpha);
463                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
464         }
465
466         for (x = 0;x < FOGWIDTH;x++)
467         {
468                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
469                 data1[x][0] = b;
470                 data1[x][1] = b;
471                 data1[x][2] = b;
472                 data1[x][3] = 255;
473                 //data2[x][0] = 255 - b;
474                 //data2[x][1] = 255 - b;
475                 //data2[x][2] = 255 - b;
476                 //data2[x][3] = 255;
477         }
478         if (r_texture_fogattenuation)
479         {
480                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
481                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
482         }
483         else
484         {
485                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
486                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
487         }
488 }
489
490 static void R_BuildFogHeightTexture(void)
491 {
492         unsigned char *inpixels;
493         int size;
494         int x;
495         int y;
496         int j;
497         float c[4];
498         float f;
499         inpixels = NULL;
500         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
501         if (r_refdef.fogheighttexturename[0])
502                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false);
503         if (!inpixels)
504         {
505                 r_refdef.fog_height_tablesize = 0;
506                 if (r_texture_fogheighttexture)
507                         R_FreeTexture(r_texture_fogheighttexture);
508                 r_texture_fogheighttexture = NULL;
509                 if (r_refdef.fog_height_table2d)
510                         Mem_Free(r_refdef.fog_height_table2d);
511                 r_refdef.fog_height_table2d = NULL;
512                 if (r_refdef.fog_height_table1d)
513                         Mem_Free(r_refdef.fog_height_table1d);
514                 r_refdef.fog_height_table1d = NULL;
515                 return;
516         }
517         size = image_width;
518         r_refdef.fog_height_tablesize = size;
519         r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
520         r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
521         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
522         Mem_Free(inpixels);
523         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
524         // average fog color table accounting for every fog layer between a point
525         // and the camera.  (Note: attenuation is handled separately!)
526         for (y = 0;y < size;y++)
527         {
528                 for (x = 0;x < size;x++)
529                 {
530                         Vector4Clear(c);
531                         f = 0;
532                         if (x < y)
533                         {
534                                 for (j = x;j <= y;j++)
535                                 {
536                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
537                                         f++;
538                                 }
539                         }
540                         else
541                         {
542                                 for (j = x;j >= y;j--)
543                                 {
544                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
545                                         f++;
546                                 }
547                         }
548                         f = 1.0f / f;
549                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
550                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
551                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
552                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
553                 }
554         }
555         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, NULL);
556 }
557
558 //=======================================================================================================================================================
559
560 static const char *builtinshaderstring =
561 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
562 "// written by Forest 'LordHavoc' Hale\n"
563 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
564 "\n"
565 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
566 "# define USEFOG\n"
567 "#endif\n"
568 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
569 "#define USELIGHTMAP\n"
570 "#endif\n"
571 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
572 "#define USEEYEVECTOR\n"
573 "#endif\n"
574 "\n"
575 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
576 "# extension GL_ARB_texture_rectangle : enable\n"
577 "#endif\n"
578 "\n"
579 "#ifdef USESHADOWMAP2D\n"
580 "# ifdef GL_EXT_gpu_shader4\n"
581 "#   extension GL_EXT_gpu_shader4 : enable\n"
582 "# endif\n"
583 "# ifdef GL_ARB_texture_gather\n"
584 "#   extension GL_ARB_texture_gather : enable\n"
585 "# else\n"
586 "#   ifdef GL_AMD_texture_texture4\n"
587 "#     extension GL_AMD_texture_texture4 : enable\n"
588 "#   endif\n"
589 "# endif\n"
590 "#endif\n"
591 "\n"
592 "#ifdef USESHADOWMAPCUBE\n"
593 "# extension GL_EXT_gpu_shader4 : enable\n"
594 "#endif\n"
595 "\n"
596 "//#ifdef USESHADOWSAMPLER\n"
597 "//# extension GL_ARB_shadow : enable\n"
598 "//#endif\n"
599 "\n"
600 "//#ifdef __GLSL_CG_DATA_TYPES\n"
601 "//# define myhalf half\n"
602 "//# define myhalf2 half2\n"
603 "//# define myhalf3 half3\n"
604 "//# define myhalf4 half4\n"
605 "//#else\n"
606 "# define myhalf float\n"
607 "# define myhalf2 vec2\n"
608 "# define myhalf3 vec3\n"
609 "# define myhalf4 vec4\n"
610 "//#endif\n"
611 "\n"
612 "#ifdef VERTEX_SHADER\n"
613 "uniform mat4 ModelViewProjectionMatrix;\n"
614 "#endif\n"
615 "\n"
616 "#ifdef MODE_DEPTH_OR_SHADOW\n"
617 "#ifdef VERTEX_SHADER\n"
618 "void main(void)\n"
619 "{\n"
620 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
621 "}\n"
622 "#endif\n"
623 "#else // !MODE_DEPTH_ORSHADOW\n"
624 "\n"
625 "\n"
626 "\n"
627 "\n"
628 "#ifdef MODE_SHOWDEPTH\n"
629 "#ifdef VERTEX_SHADER\n"
630 "void main(void)\n"
631 "{\n"
632 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
633 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
634 "}\n"
635 "#endif\n"
636 "\n"
637 "#ifdef FRAGMENT_SHADER\n"
638 "void main(void)\n"
639 "{\n"
640 "       gl_FragColor = gl_Color;\n"
641 "}\n"
642 "#endif\n"
643 "#else // !MODE_SHOWDEPTH\n"
644 "\n"
645 "\n"
646 "\n"
647 "\n"
648 "#ifdef MODE_POSTPROCESS\n"
649 "varying vec2 TexCoord1;\n"
650 "varying vec2 TexCoord2;\n"
651 "\n"
652 "#ifdef VERTEX_SHADER\n"
653 "void main(void)\n"
654 "{\n"
655 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
656 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
657 "#ifdef USEBLOOM\n"
658 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
659 "#endif\n"
660 "}\n"
661 "#endif\n"
662 "\n"
663 "#ifdef FRAGMENT_SHADER\n"
664 "uniform sampler2D Texture_First;\n"
665 "#ifdef USEBLOOM\n"
666 "uniform sampler2D Texture_Second;\n"
667 "#endif\n"
668 "#ifdef USEGAMMARAMPS\n"
669 "uniform sampler2D Texture_GammaRamps;\n"
670 "#endif\n"
671 "#ifdef USESATURATION\n"
672 "uniform float Saturation;\n"
673 "#endif\n"
674 "#ifdef USEVIEWTINT\n"
675 "uniform vec4 ViewTintColor;\n"
676 "#endif\n"
677 "//uncomment these if you want to use them:\n"
678 "uniform vec4 UserVec1;\n"
679 "uniform vec4 UserVec2;\n"
680 "// uniform vec4 UserVec3;\n"
681 "// uniform vec4 UserVec4;\n"
682 "// uniform float ClientTime;\n"
683 "uniform vec2 PixelSize;\n"
684 "void main(void)\n"
685 "{\n"
686 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
687 "#ifdef USEBLOOM\n"
688 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
689 "#endif\n"
690 "#ifdef USEVIEWTINT\n"
691 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
692 "#endif\n"
693 "\n"
694 "#ifdef USEPOSTPROCESSING\n"
695 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
696 "// 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"
697 "       float sobel = 1.0;\n"
698 "       // vec2 ts = textureSize(Texture_First, 0);\n"
699 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
700 "       vec2 px = PixelSize;\n"
701 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
702 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
703 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
704 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
705 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
706 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
707 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
708 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
709 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
710 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
711 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
712 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
713 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
714 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
715 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
716 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
717 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
718 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
719 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
720 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
721 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
722 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
723 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
724 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
725 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
726 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
727 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
728 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
729 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
730 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
731 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
732 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
733 "#endif\n"
734 "\n"
735 "#ifdef USESATURATION\n"
736 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
737 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
738 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
739 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
740 "#endif\n"
741 "\n"
742 "#ifdef USEGAMMARAMPS\n"
743 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
744 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
745 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
746 "#endif\n"
747 "}\n"
748 "#endif\n"
749 "#else // !MODE_POSTPROCESS\n"
750 "\n"
751 "\n"
752 "\n"
753 "\n"
754 "#ifdef MODE_GENERIC\n"
755 "#ifdef USEDIFFUSE\n"
756 "varying vec2 TexCoord1;\n"
757 "#endif\n"
758 "#ifdef USESPECULAR\n"
759 "varying vec2 TexCoord2;\n"
760 "#endif\n"
761 "#ifdef VERTEX_SHADER\n"
762 "void main(void)\n"
763 "{\n"
764 "       gl_FrontColor = gl_Color;\n"
765 "#ifdef USEDIFFUSE\n"
766 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
767 "#endif\n"
768 "#ifdef USESPECULAR\n"
769 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
770 "#endif\n"
771 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
772 "}\n"
773 "#endif\n"
774 "\n"
775 "#ifdef FRAGMENT_SHADER\n"
776 "#ifdef USEDIFFUSE\n"
777 "uniform sampler2D Texture_First;\n"
778 "#endif\n"
779 "#ifdef USESPECULAR\n"
780 "uniform sampler2D Texture_Second;\n"
781 "#endif\n"
782 "\n"
783 "void main(void)\n"
784 "{\n"
785 "       gl_FragColor = gl_Color;\n"
786 "#ifdef USEDIFFUSE\n"
787 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
788 "#endif\n"
789 "\n"
790 "#ifdef USESPECULAR\n"
791 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
792 "# ifdef USECOLORMAPPING\n"
793 "       gl_FragColor *= tex2;\n"
794 "# endif\n"
795 "# ifdef USEGLOW\n"
796 "       gl_FragColor += tex2;\n"
797 "# endif\n"
798 "# ifdef USEVERTEXTEXTUREBLEND\n"
799 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
800 "# endif\n"
801 "#endif\n"
802 "}\n"
803 "#endif\n"
804 "#else // !MODE_GENERIC\n"
805 "\n"
806 "\n"
807 "\n"
808 "\n"
809 "#ifdef MODE_BLOOMBLUR\n"
810 "varying TexCoord;\n"
811 "#ifdef VERTEX_SHADER\n"
812 "void main(void)\n"
813 "{\n"
814 "       gl_FrontColor = gl_Color;\n"
815 "       TexCoord = gl_MultiTexCoord0.xy;\n"
816 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
817 "}\n"
818 "#endif\n"
819 "\n"
820 "#ifdef FRAGMENT_SHADER\n"
821 "uniform sampler2D Texture_First;\n"
822 "uniform vec4 BloomBlur_Parameters;\n"
823 "\n"
824 "void main(void)\n"
825 "{\n"
826 "       int i;\n"
827 "       vec2 tc = TexCoord;\n"
828 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
829 "       tc += BloomBlur_Parameters.xy;\n"
830 "       for (i = 1;i < SAMPLES;i++)\n"
831 "       {\n"
832 "               color += texture2D(Texture_First, tc).rgb;\n"
833 "               tc += BloomBlur_Parameters.xy;\n"
834 "       }\n"
835 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
836 "}\n"
837 "#endif\n"
838 "#else // !MODE_BLOOMBLUR\n"
839 "#ifdef MODE_REFRACTION\n"
840 "varying vec2 TexCoord;\n"
841 "varying vec4 ModelViewProjectionPosition;\n"
842 "uniform mat4 TexMatrix;\n"
843 "#ifdef VERTEX_SHADER\n"
844 "\n"
845 "void main(void)\n"
846 "{\n"
847 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
848 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
849 "       ModelViewProjectionPosition = gl_Position;\n"
850 "}\n"
851 "#endif\n"
852 "\n"
853 "#ifdef FRAGMENT_SHADER\n"
854 "uniform sampler2D Texture_Normal;\n"
855 "uniform sampler2D Texture_Refraction;\n"
856 "uniform sampler2D Texture_Reflection;\n"
857 "\n"
858 "uniform vec4 DistortScaleRefractReflect;\n"
859 "uniform vec4 ScreenScaleRefractReflect;\n"
860 "uniform vec4 ScreenCenterRefractReflect;\n"
861 "uniform vec4 RefractColor;\n"
862 "uniform vec4 ReflectColor;\n"
863 "uniform float ReflectFactor;\n"
864 "uniform float ReflectOffset;\n"
865 "\n"
866 "void main(void)\n"
867 "{\n"
868 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
869 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
870 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
871 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
872 "       // FIXME temporary hack to detect the case that the reflection\n"
873 "       // gets blackened at edges due to leaving the area that contains actual\n"
874 "       // content.\n"
875 "       // Remove this 'ack once we have a better way to stop this thing from\n"
876 "       // 'appening.\n"
877 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
878 "       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 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
882 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
883 "}\n"
884 "#endif\n"
885 "#else // !MODE_REFRACTION\n"
886 "\n"
887 "\n"
888 "\n"
889 "\n"
890 "#ifdef MODE_WATER\n"
891 "varying vec2 TexCoord;\n"
892 "varying vec3 EyeVector;\n"
893 "varying vec4 ModelViewProjectionPosition;\n"
894 "#ifdef VERTEX_SHADER\n"
895 "uniform vec3 EyePosition;\n"
896 "uniform mat4 TexMatrix;\n"
897 "\n"
898 "void main(void)\n"
899 "{\n"
900 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
901 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
902 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
903 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
904 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
905 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
906 "       ModelViewProjectionPosition = gl_Position;\n"
907 "}\n"
908 "#endif\n"
909 "\n"
910 "#ifdef FRAGMENT_SHADER\n"
911 "uniform sampler2D Texture_Normal;\n"
912 "uniform sampler2D Texture_Refraction;\n"
913 "uniform sampler2D Texture_Reflection;\n"
914 "\n"
915 "uniform vec4 DistortScaleRefractReflect;\n"
916 "uniform vec4 ScreenScaleRefractReflect;\n"
917 "uniform vec4 ScreenCenterRefractReflect;\n"
918 "uniform vec4 RefractColor;\n"
919 "uniform vec4 ReflectColor;\n"
920 "uniform float ReflectFactor;\n"
921 "uniform float ReflectOffset;\n"
922 "\n"
923 "void main(void)\n"
924 "{\n"
925 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
926 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
927 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
928 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
929 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
930 "       // FIXME temporary hack to detect the case that the reflection\n"
931 "       // gets blackened at edges due to leaving the area that contains actual\n"
932 "       // content.\n"
933 "       // Remove this 'ack once we have a better way to stop this thing from\n"
934 "       // 'appening.\n"
935 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
936 "       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 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
940 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\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 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
945 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
946 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
947 "}\n"
948 "#endif\n"
949 "#else // !MODE_WATER\n"
950 "\n"
951 "\n"
952 "\n"
953 "\n"
954 "// common definitions between vertex shader and fragment shader:\n"
955 "\n"
956 "varying vec2 TexCoord;\n"
957 "#ifdef USEVERTEXTEXTUREBLEND\n"
958 "varying vec2 TexCoord2;\n"
959 "#endif\n"
960 "#ifdef USELIGHTMAP\n"
961 "varying vec2 TexCoordLightmap;\n"
962 "#endif\n"
963 "\n"
964 "#ifdef MODE_LIGHTSOURCE\n"
965 "varying vec3 CubeVector;\n"
966 "#endif\n"
967 "\n"
968 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
969 "varying vec3 LightVector;\n"
970 "#endif\n"
971 "\n"
972 "#ifdef USEEYEVECTOR\n"
973 "varying vec3 EyeVector;\n"
974 "#endif\n"
975 "#ifdef USEFOG\n"
976 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
977 "#endif\n"
978 "\n"
979 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
980 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
981 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
982 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
983 "#endif\n"
984 "\n"
985 "#ifdef USEREFLECTION\n"
986 "varying vec4 ModelViewProjectionPosition;\n"
987 "#endif\n"
988 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
989 "uniform vec3 LightPosition;\n"
990 "varying vec4 ModelViewPosition;\n"
991 "#endif\n"
992 "\n"
993 "#ifdef MODE_LIGHTSOURCE\n"
994 "uniform vec3 LightPosition;\n"
995 "#endif\n"
996 "uniform vec3 EyePosition;\n"
997 "#ifdef MODE_LIGHTDIRECTION\n"
998 "uniform vec3 LightDir;\n"
999 "#endif\n"
1000 "uniform vec4 FogPlane;\n"
1001 "\n"
1002 "#ifdef USESHADOWMAPORTHO\n"
1003 "varying vec3 ShadowMapTC;\n"
1004 "#endif\n"
1005 "\n"
1006 "\n"
1007 "\n"
1008 "\n"
1009 "\n"
1010 "// 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"
1011 "\n"
1012 "// fragment shader specific:\n"
1013 "#ifdef FRAGMENT_SHADER\n"
1014 "\n"
1015 "uniform sampler2D Texture_Normal;\n"
1016 "uniform sampler2D Texture_Color;\n"
1017 "uniform sampler2D Texture_Gloss;\n"
1018 "#ifdef USEGLOW\n"
1019 "uniform sampler2D Texture_Glow;\n"
1020 "#endif\n"
1021 "#ifdef USEVERTEXTEXTUREBLEND\n"
1022 "uniform sampler2D Texture_SecondaryNormal;\n"
1023 "uniform sampler2D Texture_SecondaryColor;\n"
1024 "uniform sampler2D Texture_SecondaryGloss;\n"
1025 "#ifdef USEGLOW\n"
1026 "uniform sampler2D Texture_SecondaryGlow;\n"
1027 "#endif\n"
1028 "#endif\n"
1029 "#ifdef USECOLORMAPPING\n"
1030 "uniform sampler2D Texture_Pants;\n"
1031 "uniform sampler2D Texture_Shirt;\n"
1032 "#endif\n"
1033 "#ifdef USEFOG\n"
1034 "#ifdef USEFOGHEIGHTTEXTURE\n"
1035 "uniform sampler2D Texture_FogHeightTexture;\n"
1036 "#endif\n"
1037 "uniform sampler2D Texture_FogMask;\n"
1038 "#endif\n"
1039 "#ifdef USELIGHTMAP\n"
1040 "uniform sampler2D Texture_Lightmap;\n"
1041 "#endif\n"
1042 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1043 "uniform sampler2D Texture_Deluxemap;\n"
1044 "#endif\n"
1045 "#ifdef USEREFLECTION\n"
1046 "uniform sampler2D Texture_Reflection;\n"
1047 "#endif\n"
1048 "\n"
1049 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1050 "uniform sampler2D Texture_ScreenDepth;\n"
1051 "uniform sampler2D Texture_ScreenNormalMap;\n"
1052 "#endif\n"
1053 "#ifdef USEDEFERREDLIGHTMAP\n"
1054 "uniform sampler2D Texture_ScreenDiffuse;\n"
1055 "uniform sampler2D Texture_ScreenSpecular;\n"
1056 "#endif\n"
1057 "\n"
1058 "uniform myhalf3 Color_Pants;\n"
1059 "uniform myhalf3 Color_Shirt;\n"
1060 "uniform myhalf3 FogColor;\n"
1061 "\n"
1062 "#ifdef USEFOG\n"
1063 "uniform float FogRangeRecip;\n"
1064 "uniform float FogPlaneViewDist;\n"
1065 "uniform float FogHeightFade;\n"
1066 "vec3 FogVertex(vec3 surfacecolor)\n"
1067 "{\n"
1068 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1069 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1070 "       float fogfrac;\n"
1071 "#ifdef USEFOGHEIGHTTEXTURE\n"
1072 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1073 "       fogfrac = fogheightpixel.a;\n"
1074 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1075 "#else\n"
1076 "# ifdef USEFOGOUTSIDE\n"
1077 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1078 "# else\n"
1079 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1080 "# endif\n"
1081 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1082 "#endif\n"
1083 "}\n"
1084 "#endif\n"
1085 "\n"
1086 "#ifdef USEOFFSETMAPPING\n"
1087 "uniform float OffsetMapping_Scale;\n"
1088 "vec2 OffsetMapping(vec2 TexCoord)\n"
1089 "{\n"
1090 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1091 "       // 14 sample relief mapping: linear search and then binary search\n"
1092 "       // this basically steps forward a small amount repeatedly until it finds\n"
1093 "       // itself inside solid, then jitters forward and back using decreasing\n"
1094 "       // amounts to find the impact\n"
1095 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1096 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1097 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1098 "       vec3 RT = vec3(TexCoord, 1);\n"
1099 "       OffsetVector *= 0.1;\n"
1100 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\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)          - 0.5);\n"
1110 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1111 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1112 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1113 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1114 "       return RT.xy;\n"
1115 "#else\n"
1116 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1117 "       // this basically moves forward the full distance, and then backs up based\n"
1118 "       // on height of samples\n"
1119 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1120 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1121 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1122 "       TexCoord += OffsetVector;\n"
1123 "       OffsetVector *= 0.333;\n"
1124 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1125 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1126 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 "       return TexCoord;\n"
1128 "#endif\n"
1129 "}\n"
1130 "#endif // USEOFFSETMAPPING\n"
1131 "\n"
1132 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1133 "uniform sampler2D Texture_Attenuation;\n"
1134 "uniform samplerCube Texture_Cube;\n"
1135 "#endif\n"
1136 "\n"
1137 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1138 "\n"
1139 "#ifdef USESHADOWMAPRECT\n"
1140 "# ifdef USESHADOWSAMPLER\n"
1141 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1142 "# else\n"
1143 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1144 "# endif\n"
1145 "#endif\n"
1146 "\n"
1147 "#ifdef USESHADOWMAP2D\n"
1148 "# ifdef USESHADOWSAMPLER\n"
1149 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1150 "# else\n"
1151 "uniform sampler2D Texture_ShadowMap2D;\n"
1152 "# endif\n"
1153 "#endif\n"
1154 "\n"
1155 "#ifdef USESHADOWMAPVSDCT\n"
1156 "uniform samplerCube Texture_CubeProjection;\n"
1157 "#endif\n"
1158 "\n"
1159 "#ifdef USESHADOWMAPCUBE\n"
1160 "# ifdef USESHADOWSAMPLER\n"
1161 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1162 "# else\n"
1163 "uniform samplerCube Texture_ShadowMapCube;\n"
1164 "# endif\n"
1165 "#endif\n"
1166 "\n"
1167 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1168 "uniform vec2 ShadowMap_TextureScale;\n"
1169 "uniform vec4 ShadowMap_Parameters;\n"
1170 "#endif\n"
1171 "\n"
1172 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1173 "# ifdef USESHADOWMAPORTHO\n"
1174 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1175 "# else\n"
1176 "#  ifdef USESHADOWMAPVSDCT\n"
1177 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1178 "{\n"
1179 "       vec3 adir = abs(dir);\n"
1180 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1181 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1182 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1183 "}\n"
1184 "#  else\n"
1185 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1186 "{\n"
1187 "       vec3 adir = abs(dir);\n"
1188 "       float ma = adir.z;\n"
1189 "       vec4 proj = vec4(dir, 2.5);\n"
1190 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1191 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1192 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1193 "       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"
1194 "}\n"
1195 "#  endif\n"
1196 "# endif\n"
1197 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1198 "\n"
1199 "#ifdef USESHADOWMAPCUBE\n"
1200 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1201 "{\n"
1202 "       vec3 adir = abs(dir);\n"
1203 "       return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1204 "}\n"
1205 "#endif\n"
1206 "\n"
1207 "# ifdef USESHADOWMAPRECT\n"
1208 "float ShadowMapCompare(vec3 dir)\n"
1209 "{\n"
1210 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1211 "       float f;\n"
1212 "#  ifdef USESHADOWSAMPLER\n"
1213 "\n"
1214 "#    ifdef USESHADOWMAPPCF\n"
1215 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1216 "       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"
1217 "#    else\n"
1218 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1219 "#    endif\n"
1220 "\n"
1221 "#  else\n"
1222 "\n"
1223 "#    ifdef USESHADOWMAPPCF\n"
1224 "#      if USESHADOWMAPPCF > 1\n"
1225 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1226 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1227 "       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"
1228 "       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"
1229 "       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"
1230 "       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"
1231 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1232 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1233 "#      else\n"
1234 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1235 "       vec2 offset = fract(shadowmaptc.xy);\n"
1236 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1237 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1238 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1239 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1240 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1241 "#      endif\n"
1242 "#    else\n"
1243 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1244 "#    endif\n"
1245 "\n"
1246 "#  endif\n"
1247 "#  ifdef USESHADOWMAPORTHO\n"
1248 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1249 "#  else\n"
1250 "       return f;\n"
1251 "#  endif\n"
1252 "}\n"
1253 "# endif\n"
1254 "\n"
1255 "# ifdef USESHADOWMAP2D\n"
1256 "float ShadowMapCompare(vec3 dir)\n"
1257 "{\n"
1258 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1259 "       float f;\n"
1260 "\n"
1261 "#  ifdef USESHADOWSAMPLER\n"
1262 "#    ifdef USESHADOWMAPPCF\n"
1263 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1264 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1265 "       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"
1266 "#    else\n"
1267 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1268 "#    endif\n"
1269 "#  else\n"
1270 "#    ifdef USESHADOWMAPPCF\n"
1271 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1272 "#      ifdef GL_ARB_texture_gather\n"
1273 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1274 "#      else\n"
1275 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1276 "#      endif\n"
1277 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1278 "#      if USESHADOWMAPPCF > 1\n"
1279 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1280 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1281 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1282 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1283 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1284 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1285 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1286 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1287 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1288 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1289 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1290 "       locols.yz += group2.ab;\n"
1291 "       hicols.yz += group8.rg;\n"
1292 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1293 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1294 "                               mix(locols, hicols, offset.y);\n"
1295 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1296 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1297 "       f = dot(cols, vec4(1.0/25.0));\n"
1298 "#      else\n"
1299 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1300 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1301 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1302 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1303 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1304 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1305 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1306 "#      endif\n"
1307 "#     else\n"
1308 "#      ifdef GL_EXT_gpu_shader4\n"
1309 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1310 "#      else\n"
1311 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1312 "#      endif\n"
1313 "#      if USESHADOWMAPPCF > 1\n"
1314 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1315 "       center *= ShadowMap_TextureScale;\n"
1316 "       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"
1317 "       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"
1318 "       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"
1319 "       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"
1320 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1321 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1322 "#      else\n"
1323 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1324 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1325 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1326 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1327 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1328 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1329 "#      endif\n"
1330 "#     endif\n"
1331 "#    else\n"
1332 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1333 "#    endif\n"
1334 "#  endif\n"
1335 "#  ifdef USESHADOWMAPORTHO\n"
1336 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1337 "#  else\n"
1338 "       return f;\n"
1339 "#  endif\n"
1340 "}\n"
1341 "# endif\n"
1342 "\n"
1343 "# ifdef USESHADOWMAPCUBE\n"
1344 "float ShadowMapCompare(vec3 dir)\n"
1345 "{\n"
1346 "       // apply depth texture cubemap as light filter\n"
1347 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1348 "       float f;\n"
1349 "#  ifdef USESHADOWSAMPLER\n"
1350 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1351 "#  else\n"
1352 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1353 "#  endif\n"
1354 "       return f;\n"
1355 "}\n"
1356 "# endif\n"
1357 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1358 "#endif // FRAGMENT_SHADER\n"
1359 "\n"
1360 "\n"
1361 "\n"
1362 "\n"
1363 "#ifdef MODE_DEFERREDGEOMETRY\n"
1364 "#ifdef VERTEX_SHADER\n"
1365 "uniform mat4 TexMatrix;\n"
1366 "#ifdef USEVERTEXTEXTUREBLEND\n"
1367 "uniform mat4 BackgroundTexMatrix;\n"
1368 "#endif\n"
1369 "uniform mat4 ModelViewMatrix;\n"
1370 "void main(void)\n"
1371 "{\n"
1372 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1373 "#ifdef USEVERTEXTEXTUREBLEND\n"
1374 "       gl_FrontColor = gl_Color;\n"
1375 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1376 "#endif\n"
1377 "\n"
1378 "       // transform unnormalized eye direction into tangent space\n"
1379 "#ifdef USEOFFSETMAPPING\n"
1380 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1381 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1382 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1383 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1384 "#endif\n"
1385 "\n"
1386 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1387 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1388 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1389 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1390 "}\n"
1391 "#endif // VERTEX_SHADER\n"
1392 "\n"
1393 "#ifdef FRAGMENT_SHADER\n"
1394 "void main(void)\n"
1395 "{\n"
1396 "#ifdef USEOFFSETMAPPING\n"
1397 "       // apply offsetmapping\n"
1398 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1399 "#define TexCoord TexCoordOffset\n"
1400 "#endif\n"
1401 "\n"
1402 "#ifdef USEALPHAKILL\n"
1403 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1404 "               discard;\n"
1405 "#endif\n"
1406 "\n"
1407 "#ifdef USEVERTEXTEXTUREBLEND\n"
1408 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1409 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1410 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1411 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1412 "#endif\n"
1413 "\n"
1414 "#ifdef USEVERTEXTEXTUREBLEND\n"
1415 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1416 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1417 "#else\n"
1418 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1419 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1420 "#endif\n"
1421 "\n"
1422 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1423 "}\n"
1424 "#endif // FRAGMENT_SHADER\n"
1425 "#else // !MODE_DEFERREDGEOMETRY\n"
1426 "\n"
1427 "\n"
1428 "\n"
1429 "\n"
1430 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1431 "#ifdef VERTEX_SHADER\n"
1432 "uniform mat4 ModelViewMatrix;\n"
1433 "void main(void)\n"
1434 "{\n"
1435 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1436 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1437 "}\n"
1438 "#endif // VERTEX_SHADER\n"
1439 "\n"
1440 "#ifdef FRAGMENT_SHADER\n"
1441 "uniform mat4 ViewToLight;\n"
1442 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1443 "uniform vec2 ScreenToDepth;\n"
1444 "uniform myhalf3 DeferredColor_Ambient;\n"
1445 "uniform myhalf3 DeferredColor_Diffuse;\n"
1446 "#ifdef USESPECULAR\n"
1447 "uniform myhalf3 DeferredColor_Specular;\n"
1448 "uniform myhalf SpecularPower;\n"
1449 "#endif\n"
1450 "uniform myhalf2 PixelToScreenTexCoord;\n"
1451 "void main(void)\n"
1452 "{\n"
1453 "       // calculate viewspace pixel position\n"
1454 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1455 "       vec3 position;\n"
1456 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1457 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1458 "       // decode viewspace pixel normal\n"
1459 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1460 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1461 "       // surfacenormal = pixel normal in viewspace\n"
1462 "       // LightVector = pixel to light in viewspace\n"
1463 "       // CubeVector = position in lightspace\n"
1464 "       // eyevector = pixel to view in viewspace\n"
1465 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1466 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1467 "#ifdef USEDIFFUSE\n"
1468 "       // calculate diffuse shading\n"
1469 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1470 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1471 "#endif\n"
1472 "#ifdef USESPECULAR\n"
1473 "       // calculate directional shading\n"
1474 "       vec3 eyevector = position * -1.0;\n"
1475 "#  ifdef USEEXACTSPECULARMATH\n"
1476 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1477 "#  else\n"
1478 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1479 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1480 "#  endif\n"
1481 "#endif\n"
1482 "\n"
1483 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1484 "       fade *= ShadowMapCompare(CubeVector);\n"
1485 "#endif\n"
1486 "\n"
1487 "#ifdef USEDIFFUSE\n"
1488 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1489 "#else\n"
1490 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1491 "#endif\n"
1492 "#ifdef USESPECULAR\n"
1493 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1494 "#else\n"
1495 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1496 "#endif\n"
1497 "\n"
1498 "# ifdef USECUBEFILTER\n"
1499 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1500 "       gl_FragData[0].rgb *= cubecolor;\n"
1501 "       gl_FragData[1].rgb *= cubecolor;\n"
1502 "# endif\n"
1503 "}\n"
1504 "#endif // FRAGMENT_SHADER\n"
1505 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1506 "\n"
1507 "\n"
1508 "\n"
1509 "\n"
1510 "#ifdef VERTEX_SHADER\n"
1511 "uniform mat4 TexMatrix;\n"
1512 "#ifdef USEVERTEXTEXTUREBLEND\n"
1513 "uniform mat4 BackgroundTexMatrix;\n"
1514 "#endif\n"
1515 "#ifdef MODE_LIGHTSOURCE\n"
1516 "uniform mat4 ModelToLight;\n"
1517 "#endif\n"
1518 "#ifdef USESHADOWMAPORTHO\n"
1519 "uniform mat4 ShadowMapMatrix;\n"
1520 "#endif\n"
1521 "void main(void)\n"
1522 "{\n"
1523 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1524 "       gl_FrontColor = gl_Color;\n"
1525 "#endif\n"
1526 "       // copy the surface texcoord\n"
1527 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1528 "#ifdef USEVERTEXTEXTUREBLEND\n"
1529 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1530 "#endif\n"
1531 "#ifdef USELIGHTMAP\n"
1532 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1533 "#endif\n"
1534 "\n"
1535 "#ifdef MODE_LIGHTSOURCE\n"
1536 "       // transform vertex position into light attenuation/cubemap space\n"
1537 "       // (-1 to +1 across the light box)\n"
1538 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1539 "\n"
1540 "# ifdef USEDIFFUSE\n"
1541 "       // transform unnormalized light direction into tangent space\n"
1542 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1543 "       //  normalize it per pixel)\n"
1544 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1545 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1546 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1547 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1548 "# endif\n"
1549 "#endif\n"
1550 "\n"
1551 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1552 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1553 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1554 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1555 "#endif\n"
1556 "\n"
1557 "       // transform unnormalized eye direction into tangent space\n"
1558 "#ifdef USEEYEVECTOR\n"
1559 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1560 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1561 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1562 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1563 "#endif\n"
1564 "\n"
1565 "#ifdef USEFOG\n"
1566 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1567 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1568 "#endif\n"
1569 "\n"
1570 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1571 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1572 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1573 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1574 "#endif\n"
1575 "\n"
1576 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1577 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1578 "\n"
1579 "#ifdef USESHADOWMAPORTHO\n"
1580 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1581 "#endif\n"
1582 "\n"
1583 "#ifdef USEREFLECTION\n"
1584 "       ModelViewProjectionPosition = gl_Position;\n"
1585 "#endif\n"
1586 "}\n"
1587 "#endif // VERTEX_SHADER\n"
1588 "\n"
1589 "\n"
1590 "\n"
1591 "\n"
1592 "#ifdef FRAGMENT_SHADER\n"
1593 "#ifdef USEDEFERREDLIGHTMAP\n"
1594 "uniform myhalf2 PixelToScreenTexCoord;\n"
1595 "uniform myhalf3 DeferredMod_Diffuse;\n"
1596 "uniform myhalf3 DeferredMod_Specular;\n"
1597 "#endif\n"
1598 "uniform myhalf3 Color_Ambient;\n"
1599 "uniform myhalf3 Color_Diffuse;\n"
1600 "uniform myhalf3 Color_Specular;\n"
1601 "uniform myhalf SpecularPower;\n"
1602 "#ifdef USEGLOW\n"
1603 "uniform myhalf3 Color_Glow;\n"
1604 "#endif\n"
1605 "uniform myhalf Alpha;\n"
1606 "#ifdef USEREFLECTION\n"
1607 "uniform vec4 DistortScaleRefractReflect;\n"
1608 "uniform vec4 ScreenScaleRefractReflect;\n"
1609 "uniform vec4 ScreenCenterRefractReflect;\n"
1610 "uniform myhalf4 ReflectColor;\n"
1611 "#endif\n"
1612 "#ifdef USEREFLECTCUBE\n"
1613 "uniform mat4 ModelToReflectCube;\n"
1614 "uniform sampler2D Texture_ReflectMask;\n"
1615 "uniform samplerCube Texture_ReflectCube;\n"
1616 "#endif\n"
1617 "#ifdef MODE_LIGHTDIRECTION\n"
1618 "uniform myhalf3 LightColor;\n"
1619 "#endif\n"
1620 "#ifdef MODE_LIGHTSOURCE\n"
1621 "uniform myhalf3 LightColor;\n"
1622 "#endif\n"
1623 "void main(void)\n"
1624 "{\n"
1625 "#ifdef USEOFFSETMAPPING\n"
1626 "       // apply offsetmapping\n"
1627 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1628 "#define TexCoord TexCoordOffset\n"
1629 "#endif\n"
1630 "\n"
1631 "       // combine the diffuse textures (base, pants, shirt)\n"
1632 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1633 "#ifdef USEALPHAKILL\n"
1634 "       if (color.a < 0.5)\n"
1635 "               discard;\n"
1636 "#endif\n"
1637 "       color.a *= Alpha;\n"
1638 "#ifdef USECOLORMAPPING\n"
1639 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1640 "#endif\n"
1641 "#ifdef USEVERTEXTEXTUREBLEND\n"
1642 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1643 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1644 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1645 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1646 "       color.a = 1.0;\n"
1647 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1648 "#endif\n"
1649 "\n"
1650 "       // get the surface normal\n"
1651 "#ifdef USEVERTEXTEXTUREBLEND\n"
1652 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1653 "#else\n"
1654 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1655 "#endif\n"
1656 "\n"
1657 "       // get the material colors\n"
1658 "       myhalf3 diffusetex = color.rgb;\n"
1659 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1660 "# ifdef USEVERTEXTEXTUREBLEND\n"
1661 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1662 "# else\n"
1663 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1664 "# endif\n"
1665 "#endif\n"
1666 "\n"
1667 "#ifdef USEREFLECTCUBE\n"
1668 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1669 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1670 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1671 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1672 "#endif\n"
1673 "\n"
1674 "\n"
1675 "\n"
1676 "\n"
1677 "#ifdef MODE_LIGHTSOURCE\n"
1678 "       // light source\n"
1679 "#ifdef USEDIFFUSE\n"
1680 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1681 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1682 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1683 "#ifdef USESPECULAR\n"
1684 "#ifdef USEEXACTSPECULARMATH\n"
1685 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1686 "#else\n"
1687 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1688 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1689 "#endif\n"
1690 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1691 "#endif\n"
1692 "#else\n"
1693 "       color.rgb = diffusetex * Color_Ambient;\n"
1694 "#endif\n"
1695 "       color.rgb *= LightColor;\n"
1696 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1697 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1698 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1699 "#endif\n"
1700 "# ifdef USECUBEFILTER\n"
1701 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1702 "# endif\n"
1703 "#endif // MODE_LIGHTSOURCE\n"
1704 "\n"
1705 "\n"
1706 "\n"
1707 "\n"
1708 "#ifdef MODE_LIGHTDIRECTION\n"
1709 "#define SHADING\n"
1710 "#ifdef USEDIFFUSE\n"
1711 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1712 "#endif\n"
1713 "#define lightcolor LightColor\n"
1714 "#endif // MODE_LIGHTDIRECTION\n"
1715 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1716 "#define SHADING\n"
1717 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1718 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1719 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1720 "       // convert modelspace light vector to tangentspace\n"
1721 "       myhalf3 lightnormal;\n"
1722 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1723 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1724 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1725 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1726 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1727 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1728 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1729 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1730 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1731 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1732 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1733 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1734 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1735 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1736 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1737 "#define SHADING\n"
1738 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1739 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1740 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1741 "#endif\n"
1742 "\n"
1743 "\n"
1744 "\n"
1745 "\n"
1746 "#ifdef MODE_LIGHTMAP\n"
1747 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1748 "#endif // MODE_LIGHTMAP\n"
1749 "#ifdef MODE_VERTEXCOLOR\n"
1750 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1751 "#endif // MODE_VERTEXCOLOR\n"
1752 "#ifdef MODE_FLATCOLOR\n"
1753 "       color.rgb = diffusetex * Color_Ambient;\n"
1754 "#endif // MODE_FLATCOLOR\n"
1755 "\n"
1756 "\n"
1757 "\n"
1758 "\n"
1759 "#ifdef SHADING\n"
1760 "# ifdef USEDIFFUSE\n"
1761 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1762 "#  ifdef USESPECULAR\n"
1763 "#   ifdef USEEXACTSPECULARMATH\n"
1764 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1765 "#   else\n"
1766 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1767 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1768 "#   endif\n"
1769 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1770 "#  else\n"
1771 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1772 "#  endif\n"
1773 "# else\n"
1774 "       color.rgb = diffusetex * Color_Ambient;\n"
1775 "# endif\n"
1776 "#endif\n"
1777 "\n"
1778 "#ifdef USESHADOWMAPORTHO\n"
1779 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1780 "#endif\n"
1781 "\n"
1782 "#ifdef USEDEFERREDLIGHTMAP\n"
1783 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1784 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1785 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1786 "#endif\n"
1787 "\n"
1788 "#ifdef USEGLOW\n"
1789 "#ifdef USEVERTEXTEXTUREBLEND\n"
1790 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1791 "#else\n"
1792 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1793 "#endif\n"
1794 "#endif\n"
1795 "\n"
1796 "#ifdef USEFOG\n"
1797 "       color.rgb = FogVertex(color.rgb);\n"
1798 "#endif\n"
1799 "\n"
1800 "       // 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"
1801 "#ifdef USEREFLECTION\n"
1802 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1803 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1804 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1805 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1806 "       // FIXME temporary hack to detect the case that the reflection\n"
1807 "       // gets blackened at edges due to leaving the area that contains actual\n"
1808 "       // content.\n"
1809 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1810 "       // 'appening.\n"
1811 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1812 "       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 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1816 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1817 "#endif\n"
1818 "\n"
1819 "       gl_FragColor = vec4(color);\n"
1820 "}\n"
1821 "#endif // FRAGMENT_SHADER\n"
1822 "\n"
1823 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1824 "#endif // !MODE_DEFERREDGEOMETRY\n"
1825 "#endif // !MODE_WATER\n"
1826 "#endif // !MODE_REFRACTION\n"
1827 "#endif // !MODE_BLOOMBLUR\n"
1828 "#endif // !MODE_GENERIC\n"
1829 "#endif // !MODE_POSTPROCESS\n"
1830 "#endif // !MODE_SHOWDEPTH\n"
1831 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1832 ;
1833
1834 /*
1835 =========================================================================================================================================================
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1845
1846
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1853
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1860 */
1861
1862 const char *builtincgshaderstring =
1863 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1864 "// written by Forest 'LordHavoc' Hale\n"
1865 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1866 "\n"
1867 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1868 "#if defined(USEREFLECTION)\n"
1869 "#undef USESHADOWMAPORTHO\n"
1870 "#endif\n"
1871 "\n"
1872 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1873 "# define USEFOG\n"
1874 "#endif\n"
1875 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1876 "#define USELIGHTMAP\n"
1877 "#endif\n"
1878 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1879 "#define USEEYEVECTOR\n"
1880 "#endif\n"
1881 "\n"
1882 "#ifdef FRAGMENT_SHADER\n"
1883 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1884 "#endif\n"
1885 "\n"
1886 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1887 "#ifdef VERTEX_SHADER\n"
1888 "void main\n"
1889 "(\n"
1890 "float4 gl_Vertex : POSITION,\n"
1891 "uniform float4x4 ModelViewProjectionMatrix,\n"
1892 "out float4 gl_Position : POSITION\n"
1893 ")\n"
1894 "{\n"
1895 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1896 "}\n"
1897 "#endif\n"
1898 "#else // !MODE_DEPTH_ORSHADOW\n"
1899 "\n"
1900 "\n"
1901 "\n"
1902 "\n"
1903 "#ifdef MODE_SHOWDEPTH\n"
1904 "#ifdef VERTEX_SHADER\n"
1905 "void main\n"
1906 "(\n"
1907 "float4 gl_Vertex : POSITION,\n"
1908 "uniform float4x4 ModelViewProjectionMatrix,\n"
1909 "out float4 gl_Position : POSITION,\n"
1910 "out float4 gl_FrontColor : COLOR0\n"
1911 ")\n"
1912 "{\n"
1913 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1914 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1915 "}\n"
1916 "#endif\n"
1917 "\n"
1918 "#ifdef FRAGMENT_SHADER\n"
1919 "void main\n"
1920 "(\n"
1921 "float4 gl_FrontColor : COLOR0,\n"
1922 "out float4 gl_FragColor : COLOR\n"
1923 ")\n"
1924 "{\n"
1925 "       gl_FragColor = gl_FrontColor;\n"
1926 "}\n"
1927 "#endif\n"
1928 "#else // !MODE_SHOWDEPTH\n"
1929 "\n"
1930 "\n"
1931 "\n"
1932 "\n"
1933 "#ifdef MODE_POSTPROCESS\n"
1934 "\n"
1935 "#ifdef VERTEX_SHADER\n"
1936 "void main\n"
1937 "(\n"
1938 "float4 gl_Vertex : POSITION,\n"
1939 "uniform float4x4 ModelViewProjectionMatrix,\n"
1940 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1941 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1942 "out float4 gl_Position : POSITION,\n"
1943 "out float2 TexCoord1 : TEXCOORD0,\n"
1944 "out float2 TexCoord2 : TEXCOORD1\n"
1945 ")\n"
1946 "{\n"
1947 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1948 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1949 "#ifdef USEBLOOM\n"
1950 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1951 "#endif\n"
1952 "}\n"
1953 "#endif\n"
1954 "\n"
1955 "#ifdef FRAGMENT_SHADER\n"
1956 "void main\n"
1957 "(\n"
1958 "float2 TexCoord1 : TEXCOORD0,\n"
1959 "float2 TexCoord2 : TEXCOORD1,\n"
1960 "uniform sampler2D Texture_First,\n"
1961 "#ifdef USEBLOOM\n"
1962 "uniform sampler2D Texture_Second,\n"
1963 "#endif\n"
1964 "#ifdef USEGAMMARAMPS\n"
1965 "uniform sampler2D Texture_GammaRamps,\n"
1966 "#endif\n"
1967 "#ifdef USESATURATION\n"
1968 "uniform float Saturation,\n"
1969 "#endif\n"
1970 "#ifdef USEVIEWTINT\n"
1971 "uniform float4 ViewTintColor,\n"
1972 "#endif\n"
1973 "uniform float4 UserVec1,\n"
1974 "uniform float4 UserVec2,\n"
1975 "uniform float4 UserVec3,\n"
1976 "uniform float4 UserVec4,\n"
1977 "uniform float ClientTime,\n"
1978 "uniform float2 PixelSize,\n"
1979 "out float4 gl_FragColor : COLOR\n"
1980 ")\n"
1981 "{\n"
1982 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1983 "#ifdef USEBLOOM\n"
1984 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1985 "#endif\n"
1986 "#ifdef USEVIEWTINT\n"
1987 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1988 "#endif\n"
1989 "\n"
1990 "#ifdef USEPOSTPROCESSING\n"
1991 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1992 "// 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"
1993 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1994 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1995 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1996 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1997 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
1998 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
1999 "#endif\n"
2000 "\n"
2001 "#ifdef USESATURATION\n"
2002 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2003 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2004 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2005 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2006 "#endif\n"
2007 "\n"
2008 "#ifdef USEGAMMARAMPS\n"
2009 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2010 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2011 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2012 "#endif\n"
2013 "}\n"
2014 "#endif\n"
2015 "#else // !MODE_POSTPROCESS\n"
2016 "\n"
2017 "\n"
2018 "\n"
2019 "\n"
2020 "#ifdef MODE_GENERIC\n"
2021 "#ifdef VERTEX_SHADER\n"
2022 "void main\n"
2023 "(\n"
2024 "float4 gl_Vertex : POSITION,\n"
2025 "uniform float4x4 ModelViewProjectionMatrix,\n"
2026 "float4 gl_Color : COLOR0,\n"
2027 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2028 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2029 "out float4 gl_Position : POSITION,\n"
2030 "out float4 gl_FrontColor : COLOR,\n"
2031 "out float2 TexCoord1 : TEXCOORD0,\n"
2032 "out float2 TexCoord2 : TEXCOORD1\n"
2033 ")\n"
2034 "{\n"
2035 "       gl_FrontColor = gl_Color;\n"
2036 "#ifdef USEDIFFUSE\n"
2037 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2038 "#endif\n"
2039 "#ifdef USESPECULAR\n"
2040 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2041 "#endif\n"
2042 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2043 "}\n"
2044 "#endif\n"
2045 "\n"
2046 "#ifdef FRAGMENT_SHADER\n"
2047 "\n"
2048 "void main\n"
2049 "(\n"
2050 "float4 gl_FrontColor : COLOR,\n"
2051 "float2 TexCoord1 : TEXCOORD0,\n"
2052 "float2 TexCoord2 : TEXCOORD1,\n"
2053 "#ifdef USEDIFFUSE\n"
2054 "uniform sampler2D Texture_First,\n"
2055 "#endif\n"
2056 "#ifdef USESPECULAR\n"
2057 "uniform sampler2D Texture_Second,\n"
2058 "#endif\n"
2059 "out float4 gl_FragColor : COLOR\n"
2060 ")\n"
2061 "{\n"
2062 "       gl_FragColor = gl_FrontColor;\n"
2063 "#ifdef USEDIFFUSE\n"
2064 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2065 "#endif\n"
2066 "\n"
2067 "#ifdef USESPECULAR\n"
2068 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2069 "# ifdef USECOLORMAPPING\n"
2070 "       gl_FragColor *= tex2;\n"
2071 "# endif\n"
2072 "# ifdef USEGLOW\n"
2073 "       gl_FragColor += tex2;\n"
2074 "# endif\n"
2075 "# ifdef USEVERTEXTEXTUREBLEND\n"
2076 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2077 "# endif\n"
2078 "#endif\n"
2079 "}\n"
2080 "#endif\n"
2081 "#else // !MODE_GENERIC\n"
2082 "\n"
2083 "\n"
2084 "\n"
2085 "\n"
2086 "#ifdef MODE_BLOOMBLUR\n"
2087 "#ifdef VERTEX_SHADER\n"
2088 "void main\n"
2089 "(\n"
2090 "float4 gl_Vertex : POSITION,\n"
2091 "uniform float4x4 ModelViewProjectionMatrix,\n"
2092 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2093 "out float4 gl_Position : POSITION,\n"
2094 "out float2 TexCoord : TEXCOORD0\n"
2095 ")\n"
2096 "{\n"
2097 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2098 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2099 "}\n"
2100 "#endif\n"
2101 "\n"
2102 "#ifdef FRAGMENT_SHADER\n"
2103 "\n"
2104 "void main\n"
2105 "(\n"
2106 "float2 TexCoord : TEXCOORD0,\n"
2107 "uniform sampler2D Texture_First,\n"
2108 "uniform float4 BloomBlur_Parameters,\n"
2109 "out float4 gl_FragColor : COLOR\n"
2110 ")\n"
2111 "{\n"
2112 "       int i;\n"
2113 "       float2 tc = TexCoord;\n"
2114 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2115 "       tc += BloomBlur_Parameters.xy;\n"
2116 "       for (i = 1;i < SAMPLES;i++)\n"
2117 "       {\n"
2118 "               color += tex2D(Texture_First, tc).rgb;\n"
2119 "               tc += BloomBlur_Parameters.xy;\n"
2120 "       }\n"
2121 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2122 "}\n"
2123 "#endif\n"
2124 "#else // !MODE_BLOOMBLUR\n"
2125 "#ifdef MODE_REFRACTION\n"
2126 "#ifdef VERTEX_SHADER\n"
2127 "void main\n"
2128 "(\n"
2129 "float4 gl_Vertex : POSITION,\n"
2130 "uniform float4x4 ModelViewProjectionMatrix,\n"
2131 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2132 "uniform float4x4 TexMatrix,\n"
2133 "uniform float3 EyePosition,\n"
2134 "out float4 gl_Position : POSITION,\n"
2135 "out float2 TexCoord : TEXCOORD0,\n"
2136 "out float3 EyeVector : TEXCOORD1,\n"
2137 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2138 ")\n"
2139 "{\n"
2140 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2141 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2142 "       ModelViewProjectionPosition = gl_Position;\n"
2143 "}\n"
2144 "#endif\n"
2145 "\n"
2146 "#ifdef FRAGMENT_SHADER\n"
2147 "void main\n"
2148 "(\n"
2149 "float2 TexCoord : TEXCOORD0,\n"
2150 "float3 EyeVector : TEXCOORD1,\n"
2151 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2152 "uniform sampler2D Texture_Normal,\n"
2153 "uniform sampler2D Texture_Refraction,\n"
2154 "uniform sampler2D Texture_Reflection,\n"
2155 "uniform float4 DistortScaleRefractReflect,\n"
2156 "uniform float4 ScreenScaleRefractReflect,\n"
2157 "uniform float4 ScreenCenterRefractReflect,\n"
2158 "uniform float4 RefractColor,\n"
2159 "out float4 gl_FragColor : COLOR\n"
2160 ")\n"
2161 "{\n"
2162 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2163 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2164 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2165 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2166 "       // FIXME temporary hack to detect the case that the reflection\n"
2167 "       // gets blackened at edges due to leaving the area that contains actual\n"
2168 "       // content.\n"
2169 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2170 "       // 'appening.\n"
2171 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2172 "       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 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2176 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2177 "}\n"
2178 "#endif\n"
2179 "#else // !MODE_REFRACTION\n"
2180 "\n"
2181 "\n"
2182 "\n"
2183 "\n"
2184 "#ifdef MODE_WATER\n"
2185 "#ifdef VERTEX_SHADER\n"
2186 "\n"
2187 "void main\n"
2188 "(\n"
2189 "float4 gl_Vertex : POSITION,\n"
2190 "uniform float4x4 ModelViewProjectionMatrix,\n"
2191 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2192 "uniform float4x4 TexMatrix,\n"
2193 "uniform float3 EyePosition,\n"
2194 "out float4 gl_Position : POSITION,\n"
2195 "out float2 TexCoord : TEXCOORD0,\n"
2196 "out float3 EyeVector : TEXCOORD1,\n"
2197 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2198 ")\n"
2199 "{\n"
2200 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2201 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2202 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2203 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2204 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2205 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2206 "       ModelViewProjectionPosition = gl_Position;\n"
2207 "}\n"
2208 "#endif\n"
2209 "\n"
2210 "#ifdef FRAGMENT_SHADER\n"
2211 "void main\n"
2212 "(\n"
2213 "float2 TexCoord : TEXCOORD0,\n"
2214 "float3 EyeVector : TEXCOORD1,\n"
2215 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2216 "uniform sampler2D Texture_Normal,\n"
2217 "uniform sampler2D Texture_Refraction,\n"
2218 "uniform sampler2D Texture_Reflection,\n"
2219 "uniform float4 DistortScaleRefractReflect,\n"
2220 "uniform float4 ScreenScaleRefractReflect,\n"
2221 "uniform float4 ScreenCenterRefractReflect,\n"
2222 "uniform float4 RefractColor,\n"
2223 "uniform float4 ReflectColor,\n"
2224 "uniform float ReflectFactor,\n"
2225 "uniform float ReflectOffset,\n"
2226 "out float4 gl_FragColor : COLOR\n"
2227 ")\n"
2228 "{\n"
2229 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2230 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2231 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2233 "       // FIXME temporary hack to detect the case that the reflection\n"
2234 "       // gets blackened at edges due to leaving the area that contains actual\n"
2235 "       // content.\n"
2236 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2237 "       // 'appening.\n"
2238 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2239 "       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 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2243 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\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 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2248 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2249 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2250 "}\n"
2251 "#endif\n"
2252 "#else // !MODE_WATER\n"
2253 "\n"
2254 "\n"
2255 "\n"
2256 "\n"
2257 "// 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"
2258 "\n"
2259 "// fragment shader specific:\n"
2260 "#ifdef FRAGMENT_SHADER\n"
2261 "\n"
2262 "#ifdef USEFOG\n"
2263 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2264 "{\n"
2265 "       float fogfrac;\n"
2266 "#ifdef USEFOGHEIGHTTEXTURE\n"
2267 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2268 "       fogfrac = fogheightpixel.a;\n"
2269 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2270 "#else\n"
2271 "# ifdef USEFOGOUTSIDE\n"
2272 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2273 "# else\n"
2274 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2275 "# endif\n"
2276 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2277 "#endif\n"
2278 "}\n"
2279 "#endif\n"
2280 "\n"
2281 "#ifdef USEOFFSETMAPPING\n"
2282 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2283 "{\n"
2284 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2285 "       // 14 sample relief mapping: linear search and then binary search\n"
2286 "       // this basically steps forward a small amount repeatedly until it finds\n"
2287 "       // itself inside solid, then jitters forward and back using decreasing\n"
2288 "       // amounts to find the impact\n"
2289 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2290 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2291 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2292 "       float3 RT = float3(TexCoord, 1);\n"
2293 "       OffsetVector *= 0.1;\n"
2294 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\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)          - 0.5);\n"
2304 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2305 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2306 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2307 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2308 "       return RT.xy;\n"
2309 "#else\n"
2310 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2311 "       // this basically moves forward the full distance, and then backs up based\n"
2312 "       // on height of samples\n"
2313 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2314 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2315 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2316 "       TexCoord += OffsetVector;\n"
2317 "       OffsetVector *= 0.333;\n"
2318 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2319 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2320 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 "       return TexCoord;\n"
2322 "#endif\n"
2323 "}\n"
2324 "#endif // USEOFFSETMAPPING\n"
2325 "\n"
2326 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2327 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2328 "# ifdef USESHADOWMAPORTHO\n"
2329 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2330 "# else\n"
2331 "#  ifdef USESHADOWMAPVSDCT\n"
2332 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2333 "{\n"
2334 "       float3 adir = abs(dir);\n"
2335 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2336 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2337 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2338 "}\n"
2339 "#  else\n"
2340 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2341 "{\n"
2342 "       float3 adir = abs(dir);\n"
2343 "       float ma = adir.z;\n"
2344 "       float4 proj = float4(dir, 2.5);\n"
2345 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2346 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2347 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2348 "       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"
2349 "}\n"
2350 "#  endif\n"
2351 "# endif\n"
2352 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2353 "\n"
2354 "#ifdef USESHADOWMAPCUBE\n"
2355 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2356 "{\n"
2357 "    float3 adir = abs(dir);\n"
2358 "    return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2359 "}\n"
2360 "#endif\n"
2361 "\n"
2362 "# ifdef USESHADOWMAPRECT\n"
2363 "#ifdef USESHADOWMAPVSDCT\n"
2364 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2365 "#else\n"
2366 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2367 "#endif\n"
2368 "{\n"
2369 "#ifdef USESHADOWMAPVSDCT\n"
2370 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2371 "#else\n"
2372 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2373 "#endif\n"
2374 "       float f;\n"
2375 "#  ifdef USESHADOWSAMPLER\n"
2376 "\n"
2377 "#    ifdef USESHADOWMAPPCF\n"
2378 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2379 "    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"
2380 "#    else\n"
2381 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2382 "#    endif\n"
2383 "\n"
2384 "#  else\n"
2385 "\n"
2386 "#    ifdef USESHADOWMAPPCF\n"
2387 "#      if USESHADOWMAPPCF > 1\n"
2388 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2389 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2390 "    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"
2391 "    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"
2392 "    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"
2393 "    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"
2394 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2395 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2396 "#      else\n"
2397 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2398 "    float2 offset = frac(shadowmaptc.xy);\n"
2399 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2400 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2401 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2402 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2403 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2404 "#      endif\n"
2405 "#    else\n"
2406 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2407 "#    endif\n"
2408 "\n"
2409 "#  endif\n"
2410 "#  ifdef USESHADOWMAPORTHO\n"
2411 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2412 "#  else\n"
2413 "       return f;\n"
2414 "#  endif\n"
2415 "}\n"
2416 "# endif\n"
2417 "\n"
2418 "# ifdef USESHADOWMAP2D\n"
2419 "#ifdef USESHADOWMAPVSDCT\n"
2420 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2421 "#else\n"
2422 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2423 "#endif\n"
2424 "{\n"
2425 "#ifdef USESHADOWMAPVSDCT\n"
2426 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2427 "#else\n"
2428 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2429 "#endif\n"
2430 "    float f;\n"
2431 "\n"
2432 "#  ifdef USESHADOWSAMPLER\n"
2433 "#    ifdef USESHADOWMAPPCF\n"
2434 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2435 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2436 "    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"
2437 "#    else\n"
2438 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2439 "#    endif\n"
2440 "#  else\n"
2441 "#    ifdef USESHADOWMAPPCF\n"
2442 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2443 "#      ifdef GL_ARB_texture_gather\n"
2444 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2445 "#      else\n"
2446 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2447 "#      endif\n"
2448 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2449 "    center *= ShadowMap_TextureScale;\n"
2450 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2451 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2452 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2453 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2454 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2455 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2456 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2457 "#     else\n"
2458 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2459 "#      if USESHADOWMAPPCF > 1\n"
2460 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2461 "    center *= ShadowMap_TextureScale;\n"
2462 "    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"
2463 "    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"
2464 "    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"
2465 "    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"
2466 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2467 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2468 "#      else\n"
2469 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2470 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2471 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2472 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2473 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2474 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2475 "#      endif\n"
2476 "#     endif\n"
2477 "#    else\n"
2478 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2479 "#    endif\n"
2480 "#  endif\n"
2481 "#  ifdef USESHADOWMAPORTHO\n"
2482 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2483 "#  else\n"
2484 "       return f;\n"
2485 "#  endif\n"
2486 "}\n"
2487 "# endif\n"
2488 "\n"
2489 "# ifdef USESHADOWMAPCUBE\n"
2490 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2491 "{\n"
2492 "    // apply depth texture cubemap as light filter\n"
2493 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2494 "    float f;\n"
2495 "#  ifdef USESHADOWSAMPLER\n"
2496 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2497 "#  else\n"
2498 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2499 "#  endif\n"
2500 "    return f;\n"
2501 "}\n"
2502 "# endif\n"
2503 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2504 "#endif // FRAGMENT_SHADER\n"
2505 "\n"
2506 "\n"
2507 "\n"
2508 "\n"
2509 "#ifdef MODE_DEFERREDGEOMETRY\n"
2510 "#ifdef VERTEX_SHADER\n"
2511 "void main\n"
2512 "(\n"
2513 "float4 gl_Vertex : POSITION,\n"
2514 "uniform float4x4 ModelViewProjectionMatrix,\n"
2515 "#ifdef USEVERTEXTEXTUREBLEND\n"
2516 "float4 gl_Color : COLOR0,\n"
2517 "#endif\n"
2518 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2519 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2520 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2521 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2522 "uniform float4x4 TexMatrix,\n"
2523 "#ifdef USEVERTEXTEXTUREBLEND\n"
2524 "uniform float4x4 BackgroundTexMatrix,\n"
2525 "#endif\n"
2526 "uniform float4x4 ModelViewMatrix,\n"
2527 "#ifdef USEOFFSETMAPPING\n"
2528 "uniform float3 EyePosition,\n"
2529 "#endif\n"
2530 "out float4 gl_Position : POSITION,\n"
2531 "out float4 gl_FrontColor : COLOR,\n"
2532 "out float4 TexCoordBoth : TEXCOORD0,\n"
2533 "#ifdef USEOFFSETMAPPING\n"
2534 "out float3 EyeVector : TEXCOORD2,\n"
2535 "#endif\n"
2536 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2537 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2538 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2539 ")\n"
2540 "{\n"
2541 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2542 "#ifdef USEVERTEXTEXTUREBLEND\n"
2543 "       gl_FrontColor = gl_Color;\n"
2544 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2545 "#endif\n"
2546 "\n"
2547 "       // transform unnormalized eye direction into tangent space\n"
2548 "#ifdef USEOFFSETMAPPING\n"
2549 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2550 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2551 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2552 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2553 "#endif\n"
2554 "\n"
2555 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2556 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2557 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2558 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2559 "}\n"
2560 "#endif // VERTEX_SHADER\n"
2561 "\n"
2562 "#ifdef FRAGMENT_SHADER\n"
2563 "void main\n"
2564 "(\n"
2565 "float4 TexCoordBoth : TEXCOORD0,\n"
2566 "float3 EyeVector : TEXCOORD2,\n"
2567 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2568 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2569 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2570 "uniform sampler2D Texture_Normal,\n"
2571 "#ifdef USEALPHAKILL\n"
2572 "uniform sampler2D Texture_Color,\n"
2573 "#endif\n"
2574 "uniform sampler2D Texture_Gloss,\n"
2575 "#ifdef USEVERTEXTEXTUREBLEND\n"
2576 "uniform sampler2D Texture_SecondaryNormal,\n"
2577 "uniform sampler2D Texture_SecondaryGloss,\n"
2578 "#endif\n"
2579 "#ifdef USEOFFSETMAPPING\n"
2580 "uniform float OffsetMapping_Scale,\n"
2581 "#endif\n"
2582 "uniform half SpecularPower,\n"
2583 "out float4 gl_FragColor : COLOR\n"
2584 ")\n"
2585 "{\n"
2586 "       float2 TexCoord = TexCoordBoth.xy;\n"
2587 "#ifdef USEOFFSETMAPPING\n"
2588 "       // apply offsetmapping\n"
2589 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2590 "#define TexCoord TexCoordOffset\n"
2591 "#endif\n"
2592 "\n"
2593 "#ifdef USEALPHAKILL\n"
2594 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2595 "               discard;\n"
2596 "#endif\n"
2597 "\n"
2598 "#ifdef USEVERTEXTEXTUREBLEND\n"
2599 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2600 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2601 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2602 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2603 "#endif\n"
2604 "\n"
2605 "#ifdef USEVERTEXTEXTUREBLEND\n"
2606 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2607 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2608 "#else\n"
2609 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2610 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2611 "#endif\n"
2612 "\n"
2613 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2614 "}\n"
2615 "#endif // FRAGMENT_SHADER\n"
2616 "#else // !MODE_DEFERREDGEOMETRY\n"
2617 "\n"
2618 "\n"
2619 "\n"
2620 "\n"
2621 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2622 "#ifdef VERTEX_SHADER\n"
2623 "void main\n"
2624 "(\n"
2625 "float4 gl_Vertex : POSITION,\n"
2626 "uniform float4x4 ModelViewProjectionMatrix,\n"
2627 "uniform float4x4 ModelViewMatrix,\n"
2628 "out float4 gl_Position : POSITION,\n"
2629 "out float4 ModelViewPosition : TEXCOORD0\n"
2630 ")\n"
2631 "{\n"
2632 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2633 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2634 "}\n"
2635 "#endif // VERTEX_SHADER\n"
2636 "\n"
2637 "#ifdef FRAGMENT_SHADER\n"
2638 "void main\n"
2639 "(\n"
2640 "float2 Pixel : WPOS,\n"
2641 "float4 ModelViewPosition : TEXCOORD0,\n"
2642 "uniform float4x4 ViewToLight,\n"
2643 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2644 "uniform float3 LightPosition,\n"
2645 "uniform half2 PixelToScreenTexCoord,\n"
2646 "uniform half3 DeferredColor_Ambient,\n"
2647 "uniform half3 DeferredColor_Diffuse,\n"
2648 "#ifdef USESPECULAR\n"
2649 "uniform half3 DeferredColor_Specular,\n"
2650 "uniform half SpecularPower,\n"
2651 "#endif\n"
2652 "uniform sampler2D Texture_Attenuation,\n"
2653 "uniform sampler2D Texture_ScreenDepth,\n"
2654 "uniform sampler2D Texture_ScreenNormalMap,\n"
2655 "\n"
2656 "#ifdef USECUBEFILTER\n"
2657 "uniform samplerCUBE Texture_Cube,\n"
2658 "#endif\n"
2659 "\n"
2660 "#ifdef USESHADOWMAPRECT\n"
2661 "# ifdef USESHADOWSAMPLER\n"
2662 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2663 "# else\n"
2664 "uniform samplerRECT Texture_ShadowMapRect,\n"
2665 "# endif\n"
2666 "#endif\n"
2667 "\n"
2668 "#ifdef USESHADOWMAP2D\n"
2669 "# ifdef USESHADOWSAMPLER\n"
2670 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2671 "# else\n"
2672 "uniform sampler2D Texture_ShadowMap2D,\n"
2673 "# endif\n"
2674 "#endif\n"
2675 "\n"
2676 "#ifdef USESHADOWMAPVSDCT\n"
2677 "uniform samplerCUBE Texture_CubeProjection,\n"
2678 "#endif\n"
2679 "\n"
2680 "#ifdef USESHADOWMAPCUBE\n"
2681 "# ifdef USESHADOWSAMPLER\n"
2682 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2683 "# else\n"
2684 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2685 "# endif\n"
2686 "#endif\n"
2687 "\n"
2688 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2689 "uniform float2 ShadowMap_TextureScale,\n"
2690 "uniform float4 ShadowMap_Parameters,\n"
2691 "#endif\n"
2692 "\n"
2693 "out float4 gl_FragData0 : COLOR0,\n"
2694 "out float4 gl_FragData1 : COLOR1\n"
2695 ")\n"
2696 "{\n"
2697 "       // calculate viewspace pixel position\n"
2698 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2699 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2700 "       float3 position;\n"
2701 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2702 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2703 "       // decode viewspace pixel normal\n"
2704 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2705 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2706 "       // surfacenormal = pixel normal in viewspace\n"
2707 "       // LightVector = pixel to light in viewspace\n"
2708 "       // CubeVector = position in lightspace\n"
2709 "       // eyevector = pixel to view in viewspace\n"
2710 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2711 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2712 "#ifdef USEDIFFUSE\n"
2713 "       // calculate diffuse shading\n"
2714 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2715 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2716 "#endif\n"
2717 "#ifdef USESPECULAR\n"
2718 "       // calculate directional shading\n"
2719 "       float3 eyevector = position * -1.0;\n"
2720 "#  ifdef USEEXACTSPECULARMATH\n"
2721 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2722 "#  else\n"
2723 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2724 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2725 "#  endif\n"
2726 "#endif\n"
2727 "\n"
2728 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2729 "       fade *= ShadowMapCompare(CubeVector,\n"
2730 "# if defined(USESHADOWMAP2D)\n"
2731 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2732 "# endif\n"
2733 "# if defined(USESHADOWMAPRECT)\n"
2734 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2735 "# endif\n"
2736 "# if defined(USESHADOWMAPCUBE)\n"
2737 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2738 "# endif\n"
2739 "\n"
2740 "#ifdef USESHADOWMAPVSDCT\n"
2741 ", Texture_CubeProjection\n"
2742 "#endif\n"
2743 "       );\n"
2744 "#endif\n"
2745 "\n"
2746 "#ifdef USEDIFFUSE\n"
2747 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2748 "#else\n"
2749 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2750 "#endif\n"
2751 "#ifdef USESPECULAR\n"
2752 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2753 "#else\n"
2754 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2755 "#endif\n"
2756 "\n"
2757 "# ifdef USECUBEFILTER\n"
2758 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2759 "       gl_FragData0.rgb *= cubecolor;\n"
2760 "       gl_FragData1.rgb *= cubecolor;\n"
2761 "# endif\n"
2762 "}\n"
2763 "#endif // FRAGMENT_SHADER\n"
2764 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2765 "\n"
2766 "\n"
2767 "\n"
2768 "\n"
2769 "#ifdef VERTEX_SHADER\n"
2770 "void main\n"
2771 "(\n"
2772 "float4 gl_Vertex : POSITION,\n"
2773 "uniform float4x4 ModelViewProjectionMatrix,\n"
2774 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2775 "float4 gl_Color : COLOR0,\n"
2776 "#endif\n"
2777 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2778 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2779 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2780 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2781 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2782 "\n"
2783 "uniform float3 EyePosition,\n"
2784 "uniform float4x4 TexMatrix,\n"
2785 "#ifdef USEVERTEXTEXTUREBLEND\n"
2786 "uniform float4x4 BackgroundTexMatrix,\n"
2787 "#endif\n"
2788 "#ifdef MODE_LIGHTSOURCE\n"
2789 "uniform float4x4 ModelToLight,\n"
2790 "#endif\n"
2791 "#ifdef MODE_LIGHTSOURCE\n"
2792 "uniform float3 LightPosition,\n"
2793 "#endif\n"
2794 "#ifdef MODE_LIGHTDIRECTION\n"
2795 "uniform float3 LightDir,\n"
2796 "#endif\n"
2797 "uniform float4 FogPlane,\n"
2798 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2799 "uniform float3 LightPosition,\n"
2800 "#endif\n"
2801 "#ifdef USESHADOWMAPORTHO\n"
2802 "uniform float4x4 ShadowMapMatrix,\n"
2803 "#endif\n"
2804 "\n"
2805 "out float4 gl_FrontColor : COLOR,\n"
2806 "out float4 TexCoordBoth : TEXCOORD0,\n"
2807 "#ifdef USELIGHTMAP\n"
2808 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2809 "#endif\n"
2810 "#ifdef USEEYEVECTOR\n"
2811 "out float3 EyeVector : TEXCOORD2,\n"
2812 "#endif\n"
2813 "#ifdef USEREFLECTION\n"
2814 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2815 "#endif\n"
2816 "#ifdef USEFOG\n"
2817 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2818 "#endif\n"
2819 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2820 "out float3 LightVector : TEXCOORD1,\n"
2821 "#endif\n"
2822 "#ifdef MODE_LIGHTSOURCE\n"
2823 "out float3 CubeVector : TEXCOORD3,\n"
2824 "#endif\n"
2825 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2826 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2827 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2828 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2829 "#endif\n"
2830 "#ifdef USESHADOWMAPORTHO\n"
2831 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2832 "#endif\n"
2833 "out float4 gl_Position : POSITION\n"
2834 ")\n"
2835 "{\n"
2836 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2837 "       gl_FrontColor = gl_Color;\n"
2838 "#endif\n"
2839 "       // copy the surface texcoord\n"
2840 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2841 "#ifdef USEVERTEXTEXTUREBLEND\n"
2842 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2843 "#endif\n"
2844 "#ifdef USELIGHTMAP\n"
2845 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2846 "#endif\n"
2847 "\n"
2848 "#ifdef MODE_LIGHTSOURCE\n"
2849 "       // transform vertex position into light attenuation/cubemap space\n"
2850 "       // (-1 to +1 across the light box)\n"
2851 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2852 "\n"
2853 "# ifdef USEDIFFUSE\n"
2854 "       // transform unnormalized light direction into tangent space\n"
2855 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2856 "       //  normalize it per pixel)\n"
2857 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2858 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2859 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2860 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2861 "# endif\n"
2862 "#endif\n"
2863 "\n"
2864 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2865 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2866 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2867 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2868 "#endif\n"
2869 "\n"
2870 "       // transform unnormalized eye direction into tangent space\n"
2871 "#ifdef USEEYEVECTOR\n"
2872 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2873 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2874 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2875 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2876 "#endif\n"
2877 "\n"
2878 "#ifdef USEFOG\n"
2879 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2880 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2881 "#endif\n"
2882 "\n"
2883 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2884 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2885 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2886 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2887 "#endif\n"
2888 "\n"
2889 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2890 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2891 "\n"
2892 "#ifdef USESHADOWMAPORTHO\n"
2893 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2894 "#endif\n"
2895 "\n"
2896 "#ifdef USEREFLECTION\n"
2897 "       ModelViewProjectionPosition = gl_Position;\n"
2898 "#endif\n"
2899 "}\n"
2900 "#endif // VERTEX_SHADER\n"
2901 "\n"
2902 "\n"
2903 "\n"
2904 "\n"
2905 "#ifdef FRAGMENT_SHADER\n"
2906 "void main\n"
2907 "(\n"
2908 "#ifdef USEDEFERREDLIGHTMAP\n"
2909 "float2 Pixel : WPOS,\n"
2910 "#endif\n"
2911 "float4 gl_FrontColor : COLOR,\n"
2912 "float4 TexCoordBoth : TEXCOORD0,\n"
2913 "#ifdef USELIGHTMAP\n"
2914 "float2 TexCoordLightmap : TEXCOORD1,\n"
2915 "#endif\n"
2916 "#ifdef USEEYEVECTOR\n"
2917 "float3 EyeVector : TEXCOORD2,\n"
2918 "#endif\n"
2919 "#ifdef USEREFLECTION\n"
2920 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2921 "#endif\n"
2922 "#ifdef USEFOG\n"
2923 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2924 "#endif\n"
2925 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2926 "float3 LightVector : TEXCOORD1,\n"
2927 "#endif\n"
2928 "#ifdef MODE_LIGHTSOURCE\n"
2929 "float3 CubeVector : TEXCOORD3,\n"
2930 "#endif\n"
2931 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2932 "float4 ModelViewPosition : TEXCOORD0,\n"
2933 "#endif\n"
2934 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2935 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2936 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2937 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2938 "#endif\n"
2939 "#ifdef USESHADOWMAPORTHO\n"
2940 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2941 "#endif\n"
2942 "\n"
2943 "uniform sampler2D Texture_Normal,\n"
2944 "uniform sampler2D Texture_Color,\n"
2945 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2946 "uniform sampler2D Texture_Gloss,\n"
2947 "#endif\n"
2948 "#ifdef USEGLOW\n"
2949 "uniform sampler2D Texture_Glow,\n"
2950 "#endif\n"
2951 "#ifdef USEVERTEXTEXTUREBLEND\n"
2952 "uniform sampler2D Texture_SecondaryNormal,\n"
2953 "uniform sampler2D Texture_SecondaryColor,\n"
2954 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2955 "uniform sampler2D Texture_SecondaryGloss,\n"
2956 "#endif\n"
2957 "#ifdef USEGLOW\n"
2958 "uniform sampler2D Texture_SecondaryGlow,\n"
2959 "#endif\n"
2960 "#endif\n"
2961 "#ifdef USECOLORMAPPING\n"
2962 "uniform sampler2D Texture_Pants,\n"
2963 "uniform sampler2D Texture_Shirt,\n"
2964 "#endif\n"
2965 "#ifdef USEFOG\n"
2966 "uniform sampler2D Texture_FogHeightTexture,\n"
2967 "uniform sampler2D Texture_FogMask,\n"
2968 "#endif\n"
2969 "#ifdef USELIGHTMAP\n"
2970 "uniform sampler2D Texture_Lightmap,\n"
2971 "#endif\n"
2972 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2973 "uniform sampler2D Texture_Deluxemap,\n"
2974 "#endif\n"
2975 "#ifdef USEREFLECTION\n"
2976 "uniform sampler2D Texture_Reflection,\n"
2977 "#endif\n"
2978 "\n"
2979 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2980 "uniform sampler2D Texture_ScreenDepth,\n"
2981 "uniform sampler2D Texture_ScreenNormalMap,\n"
2982 "#endif\n"
2983 "#ifdef USEDEFERREDLIGHTMAP\n"
2984 "uniform sampler2D Texture_ScreenDiffuse,\n"
2985 "uniform sampler2D Texture_ScreenSpecular,\n"
2986 "#endif\n"
2987 "\n"
2988 "#ifdef USECOLORMAPPING\n"
2989 "uniform half3 Color_Pants,\n"
2990 "uniform half3 Color_Shirt,\n"
2991 "#endif\n"
2992 "#ifdef USEFOG\n"
2993 "uniform float3 FogColor,\n"
2994 "uniform float FogRangeRecip,\n"
2995 "uniform float FogPlaneViewDist,\n"
2996 "uniform float FogHeightFade,\n"
2997 "#endif\n"
2998 "\n"
2999 "#ifdef USEOFFSETMAPPING\n"
3000 "uniform float OffsetMapping_Scale,\n"
3001 "#endif\n"
3002 "\n"
3003 "#ifdef USEDEFERREDLIGHTMAP\n"
3004 "uniform half2 PixelToScreenTexCoord,\n"
3005 "uniform half3 DeferredMod_Diffuse,\n"
3006 "uniform half3 DeferredMod_Specular,\n"
3007 "#endif\n"
3008 "uniform half3 Color_Ambient,\n"
3009 "uniform half3 Color_Diffuse,\n"
3010 "uniform half3 Color_Specular,\n"
3011 "uniform half SpecularPower,\n"
3012 "#ifdef USEGLOW\n"
3013 "uniform half3 Color_Glow,\n"
3014 "#endif\n"
3015 "uniform half Alpha,\n"
3016 "#ifdef USEREFLECTION\n"
3017 "uniform float4 DistortScaleRefractReflect,\n"
3018 "uniform float4 ScreenScaleRefractReflect,\n"
3019 "uniform float4 ScreenCenterRefractReflect,\n"
3020 "uniform half4 ReflectColor,\n"
3021 "#endif\n"
3022 "#ifdef USEREFLECTCUBE\n"
3023 "uniform float4x4 ModelToReflectCube,\n"
3024 "uniform sampler2D Texture_ReflectMask,\n"
3025 "uniform samplerCUBE Texture_ReflectCube,\n"
3026 "#endif\n"
3027 "#ifdef MODE_LIGHTDIRECTION\n"
3028 "uniform half3 LightColor,\n"
3029 "#endif\n"
3030 "#ifdef MODE_LIGHTSOURCE\n"
3031 "uniform half3 LightColor,\n"
3032 "#endif\n"
3033 "\n"
3034 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3035 "uniform sampler2D Texture_Attenuation,\n"
3036 "uniform samplerCUBE Texture_Cube,\n"
3037 "#endif\n"
3038 "\n"
3039 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3040 "\n"
3041 "#ifdef USESHADOWMAPRECT\n"
3042 "# ifdef USESHADOWSAMPLER\n"
3043 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3044 "# else\n"
3045 "uniform samplerRECT Texture_ShadowMapRect,\n"
3046 "# endif\n"
3047 "#endif\n"
3048 "\n"
3049 "#ifdef USESHADOWMAP2D\n"
3050 "# ifdef USESHADOWSAMPLER\n"
3051 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3052 "# else\n"
3053 "uniform sampler2D Texture_ShadowMap2D,\n"
3054 "# endif\n"
3055 "#endif\n"
3056 "\n"
3057 "#ifdef USESHADOWMAPVSDCT\n"
3058 "uniform samplerCUBE Texture_CubeProjection,\n"
3059 "#endif\n"
3060 "\n"
3061 "#ifdef USESHADOWMAPCUBE\n"
3062 "# ifdef USESHADOWSAMPLER\n"
3063 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3064 "# else\n"
3065 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3066 "# endif\n"
3067 "#endif\n"
3068 "\n"
3069 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3070 "uniform float2 ShadowMap_TextureScale,\n"
3071 "uniform float4 ShadowMap_Parameters,\n"
3072 "#endif\n"
3073 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3074 "\n"
3075 "out float4 gl_FragColor : COLOR\n"
3076 ")\n"
3077 "{\n"
3078 "       float2 TexCoord = TexCoordBoth.xy;\n"
3079 "#ifdef USEVERTEXTEXTUREBLEND\n"
3080 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3081 "#endif\n"
3082 "#ifdef USEOFFSETMAPPING\n"
3083 "       // apply offsetmapping\n"
3084 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3085 "#define TexCoord TexCoordOffset\n"
3086 "#endif\n"
3087 "\n"
3088 "       // combine the diffuse textures (base, pants, shirt)\n"
3089 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3090 "#ifdef USEALPHAKILL\n"
3091 "       if (color.a < 0.5)\n"
3092 "               discard;\n"
3093 "#endif\n"
3094 "       color.a *= Alpha;\n"
3095 "#ifdef USECOLORMAPPING\n"
3096 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3097 "#endif\n"
3098 "#ifdef USEVERTEXTEXTUREBLEND\n"
3099 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3100 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3101 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3102 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3103 "       color.a = 1.0;\n"
3104 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3105 "#endif\n"
3106 "\n"
3107 "       // get the surface normal\n"
3108 "#ifdef USEVERTEXTEXTUREBLEND\n"
3109 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3110 "#else\n"
3111 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3112 "#endif\n"
3113 "\n"
3114 "       // get the material colors\n"
3115 "       half3 diffusetex = color.rgb;\n"
3116 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3117 "# ifdef USEVERTEXTEXTUREBLEND\n"
3118 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3119 "# else\n"
3120 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3121 "# endif\n"
3122 "#endif\n"
3123 "\n"
3124 "#ifdef USEREFLECTCUBE\n"
3125 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3126 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3127 "       float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3128 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3129 "#endif\n"
3130 "\n"
3131 "\n"
3132 "\n"
3133 "\n"
3134 "#ifdef MODE_LIGHTSOURCE\n"
3135 "       // light source\n"
3136 "#ifdef USEDIFFUSE\n"
3137 "       half3 lightnormal = half3(normalize(LightVector));\n"
3138 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3139 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3140 "#ifdef USESPECULAR\n"
3141 "#ifdef USEEXACTSPECULARMATH\n"
3142 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3143 "#else\n"
3144 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3145 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3146 "#endif\n"
3147 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3148 "#endif\n"
3149 "#else\n"
3150 "       color.rgb = diffusetex * Color_Ambient;\n"
3151 "#endif\n"
3152 "       color.rgb *= LightColor;\n"
3153 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3154 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3155 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3156 "# if defined(USESHADOWMAP2D)\n"
3157 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3158 "# endif\n"
3159 "# if defined(USESHADOWMAPRECT)\n"
3160 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3161 "# endif\n"
3162 "# if defined(USESHADOWMAPCUBE)\n"
3163 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3164 "# endif\n"
3165 "\n"
3166 "#ifdef USESHADOWMAPVSDCT\n"
3167 ", Texture_CubeProjection\n"
3168 "#endif\n"
3169 "       );\n"
3170 "\n"
3171 "#endif\n"
3172 "# ifdef USECUBEFILTER\n"
3173 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3174 "# endif\n"
3175 "#endif // MODE_LIGHTSOURCE\n"
3176 "\n"
3177 "\n"
3178 "\n"
3179 "\n"
3180 "#ifdef MODE_LIGHTDIRECTION\n"
3181 "#define SHADING\n"
3182 "#ifdef USEDIFFUSE\n"
3183 "       half3 lightnormal = half3(normalize(LightVector));\n"
3184 "#endif\n"
3185 "#define lightcolor LightColor\n"
3186 "#endif // MODE_LIGHTDIRECTION\n"
3187 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3188 "#define SHADING\n"
3189 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3190 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3191 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3192 "       // convert modelspace light vector to tangentspace\n"
3193 "       half3 lightnormal;\n"
3194 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3195 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3196 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3197 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3198 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3199 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3200 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3201 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3202 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3203 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3204 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3205 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3206 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3207 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3208 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3209 "#define SHADING\n"
3210 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3211 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3212 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3213 "#endif\n"
3214 "\n"
3215 "\n"
3216 "\n"
3217 "\n"
3218 "#ifdef MODE_LIGHTMAP\n"
3219 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3220 "#endif // MODE_LIGHTMAP\n"
3221 "#ifdef MODE_VERTEXCOLOR\n"
3222 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3223 "#endif // MODE_VERTEXCOLOR\n"
3224 "#ifdef MODE_FLATCOLOR\n"
3225 "       color.rgb = diffusetex * Color_Ambient;\n"
3226 "#endif // MODE_FLATCOLOR\n"
3227 "\n"
3228 "\n"
3229 "\n"
3230 "\n"
3231 "#ifdef SHADING\n"
3232 "# ifdef USEDIFFUSE\n"
3233 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3234 "#  ifdef USESPECULAR\n"
3235 "#   ifdef USEEXACTSPECULARMATH\n"
3236 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3237 "#   else\n"
3238 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3239 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3240 "#   endif\n"
3241 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3242 "#  else\n"
3243 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3244 "#  endif\n"
3245 "# else\n"
3246 "       color.rgb = diffusetex * Color_Ambient;\n"
3247 "# endif\n"
3248 "#endif\n"
3249 "\n"
3250 "#ifdef USESHADOWMAPORTHO\n"
3251 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3252 "# if defined(USESHADOWMAP2D)\n"
3253 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3254 "# endif\n"
3255 "# if defined(USESHADOWMAPRECT)\n"
3256 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3257 "# endif\n"
3258 "       );\n"
3259 "#endif\n"
3260 "\n"
3261 "#ifdef USEDEFERREDLIGHTMAP\n"
3262 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3263 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3264 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3265 "#endif\n"
3266 "\n"
3267 "#ifdef USEGLOW\n"
3268 "#ifdef USEVERTEXTEXTUREBLEND\n"
3269 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3270 "#else\n"
3271 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3272 "#endif\n"
3273 "#endif\n"
3274 "\n"
3275 "#ifdef USEFOG\n"
3276 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3277 "#endif\n"
3278 "\n"
3279 "       // 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"
3280 "#ifdef USEREFLECTION\n"
3281 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3282 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3283 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3284 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3285 "       // FIXME temporary hack to detect the case that the reflection\n"
3286 "       // gets blackened at edges due to leaving the area that contains actual\n"
3287 "       // content.\n"
3288 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3289 "       // 'appening.\n"
3290 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3291 "       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 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3295 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3296 "#endif\n"
3297 "\n"
3298 "       gl_FragColor = float4(color);\n"
3299 "}\n"
3300 "#endif // FRAGMENT_SHADER\n"
3301 "\n"
3302 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3303 "#endif // !MODE_DEFERREDGEOMETRY\n"
3304 "#endif // !MODE_WATER\n"
3305 "#endif // !MODE_REFRACTION\n"
3306 "#endif // !MODE_BLOOMBLUR\n"
3307 "#endif // !MODE_GENERIC\n"
3308 "#endif // !MODE_POSTPROCESS\n"
3309 "#endif // !MODE_SHOWDEPTH\n"
3310 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3311 ;
3312
3313 char *glslshaderstring = NULL;
3314 char *cgshaderstring = NULL;
3315
3316 //=======================================================================================================================================================
3317
3318 typedef struct shaderpermutationinfo_s
3319 {
3320         const char *pretext;
3321         const char *name;
3322 }
3323 shaderpermutationinfo_t;
3324
3325 typedef struct shadermodeinfo_s
3326 {
3327         const char *vertexfilename;
3328         const char *geometryfilename;
3329         const char *fragmentfilename;
3330         const char *pretext;
3331         const char *name;
3332 }
3333 shadermodeinfo_t;
3334
3335 typedef enum shaderpermutation_e
3336 {
3337         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3338         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3339         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3340         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3341         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3342         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3343         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3344         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3345         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3346         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3347         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3348         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3349         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3350         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3351         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3352         SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3353         SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3354         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3355         SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3356         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3357         SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3358         SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3359         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3360         SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3361         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3362         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3363         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3364         SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3365         SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3366         SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3367         SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3368 }
3369 shaderpermutation_t;
3370
3371 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3372 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3373 {
3374         {"#define USEDIFFUSE\n", " diffuse"},
3375         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3376         {"#define USEVIEWTINT\n", " viewtint"},
3377         {"#define USECOLORMAPPING\n", " colormapping"},
3378         {"#define USESATURATION\n", " saturation"},
3379         {"#define USEFOGINSIDE\n", " foginside"},
3380         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3381         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3382         {"#define USEGAMMARAMPS\n", " gammaramps"},
3383         {"#define USECUBEFILTER\n", " cubefilter"},
3384         {"#define USEGLOW\n", " glow"},
3385         {"#define USEBLOOM\n", " bloom"},
3386         {"#define USESPECULAR\n", " specular"},
3387         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3388         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3389         {"#define USEREFLECTION\n", " reflection"},
3390         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3391         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3392         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3393         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3394         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3395         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3396         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3397         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3398         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3399         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3400         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3401         {"#define USEALPHAKILL\n", " alphakill"},
3402         {"#define USEREFLECTCUBE\n", " reflectcube"},
3403 };
3404
3405 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3406 typedef enum shadermode_e
3407 {
3408         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3409         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3410         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3411         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3412         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3413         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3414         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3415         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3416         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3417         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3418         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3419         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3420         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3421         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3422         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3423         SHADERMODE_COUNT
3424 }
3425 shadermode_t;
3426
3427 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3428 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3429 {
3430         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3431         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3432         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3433         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3434         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3435         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3436         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3437         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3438         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3439         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3440         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3441         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3442         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3443         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3444         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3445 };
3446
3447 #ifdef SUPPORTCG
3448 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3449 {
3450         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3451         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3452         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3453         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3454         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3455         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3456         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3457         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3458         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3459         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3460         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3461         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3462         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3463         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3464         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3465 };
3466 #endif
3467
3468 struct r_glsl_permutation_s;
3469 typedef struct r_glsl_permutation_s
3470 {
3471         /// hash lookup data
3472         struct r_glsl_permutation_s *hashnext;
3473         unsigned int mode;
3474         unsigned int permutation;
3475
3476         /// indicates if we have tried compiling this permutation already
3477         qboolean compiled;
3478         /// 0 if compilation failed
3479         int program;
3480         /// locations of detected uniforms in program object, or -1 if not found
3481         int loc_Texture_First;
3482         int loc_Texture_Second;
3483         int loc_Texture_GammaRamps;
3484         int loc_Texture_Normal;
3485         int loc_Texture_Color;
3486         int loc_Texture_Gloss;
3487         int loc_Texture_Glow;
3488         int loc_Texture_SecondaryNormal;
3489         int loc_Texture_SecondaryColor;
3490         int loc_Texture_SecondaryGloss;
3491         int loc_Texture_SecondaryGlow;
3492         int loc_Texture_Pants;
3493         int loc_Texture_Shirt;
3494         int loc_Texture_FogHeightTexture;
3495         int loc_Texture_FogMask;
3496         int loc_Texture_Lightmap;
3497         int loc_Texture_Deluxemap;
3498         int loc_Texture_Attenuation;
3499         int loc_Texture_Cube;
3500         int loc_Texture_Refraction;
3501         int loc_Texture_Reflection;
3502         int loc_Texture_ShadowMapRect;
3503         int loc_Texture_ShadowMapCube;
3504         int loc_Texture_ShadowMap2D;
3505         int loc_Texture_CubeProjection;
3506         int loc_Texture_ScreenDepth;
3507         int loc_Texture_ScreenNormalMap;
3508         int loc_Texture_ScreenDiffuse;
3509         int loc_Texture_ScreenSpecular;
3510         int loc_Texture_ReflectMask;
3511         int loc_Texture_ReflectCube;
3512         int loc_Alpha;
3513         int loc_BloomBlur_Parameters;
3514         int loc_ClientTime;
3515         int loc_Color_Ambient;
3516         int loc_Color_Diffuse;
3517         int loc_Color_Specular;
3518         int loc_Color_Glow;
3519         int loc_Color_Pants;
3520         int loc_Color_Shirt;
3521         int loc_DeferredColor_Ambient;
3522         int loc_DeferredColor_Diffuse;
3523         int loc_DeferredColor_Specular;
3524         int loc_DeferredMod_Diffuse;
3525         int loc_DeferredMod_Specular;
3526         int loc_DistortScaleRefractReflect;
3527         int loc_EyePosition;
3528         int loc_FogColor;
3529         int loc_FogHeightFade;
3530         int loc_FogPlane;
3531         int loc_FogPlaneViewDist;
3532         int loc_FogRangeRecip;
3533         int loc_LightColor;
3534         int loc_LightDir;
3535         int loc_LightPosition;
3536         int loc_OffsetMapping_Scale;
3537         int loc_PixelSize;
3538         int loc_ReflectColor;
3539         int loc_ReflectFactor;
3540         int loc_ReflectOffset;
3541         int loc_RefractColor;
3542         int loc_Saturation;
3543         int loc_ScreenCenterRefractReflect;
3544         int loc_ScreenScaleRefractReflect;
3545         int loc_ScreenToDepth;
3546         int loc_ShadowMap_Parameters;
3547         int loc_ShadowMap_TextureScale;
3548         int loc_SpecularPower;
3549         int loc_UserVec1;
3550         int loc_UserVec2;
3551         int loc_UserVec3;
3552         int loc_UserVec4;
3553         int loc_ViewTintColor;
3554         int loc_ViewToLight;
3555         int loc_ModelToLight;
3556         int loc_TexMatrix;
3557         int loc_BackgroundTexMatrix;
3558         int loc_ModelViewProjectionMatrix;
3559         int loc_ModelViewMatrix;
3560         int loc_PixelToScreenTexCoord;
3561         int loc_ModelToReflectCube;
3562         int loc_ShadowMapMatrix;        
3563 }
3564 r_glsl_permutation_t;
3565
3566 #define SHADERPERMUTATION_HASHSIZE 256
3567
3568 /// information about each possible shader permutation
3569 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3570 /// currently selected permutation
3571 r_glsl_permutation_t *r_glsl_permutation;
3572 /// storage for permutations linked in the hash table
3573 memexpandablearray_t r_glsl_permutationarray;
3574
3575 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3576 {
3577         //unsigned int hashdepth = 0;
3578         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3579         r_glsl_permutation_t *p;
3580         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3581         {
3582                 if (p->mode == mode && p->permutation == permutation)
3583                 {
3584                         //if (hashdepth > 10)
3585                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3586                         return p;
3587                 }
3588                 //hashdepth++;
3589         }
3590         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3591         p->mode = mode;
3592         p->permutation = permutation;
3593         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3594         r_glsl_permutationhash[mode][hashindex] = p;
3595         //if (hashdepth > 10)
3596         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3597         return p;
3598 }
3599
3600 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3601 {
3602         char *shaderstring;
3603         if (!filename || !filename[0])
3604                 return NULL;
3605         if (!strcmp(filename, "glsl/default.glsl"))
3606         {
3607                 if (!glslshaderstring)
3608                 {
3609                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3610                         if (glslshaderstring)
3611                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3612                         else
3613                                 glslshaderstring = (char *)builtinshaderstring;
3614                 }
3615                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3616                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3617                 return shaderstring;
3618         }
3619         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3620         if (shaderstring)
3621         {
3622                 if (printfromdisknotice)
3623                         Con_DPrintf("from disk %s... ", filename);
3624                 return shaderstring;
3625         }
3626         return shaderstring;
3627 }
3628
3629 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3630 {
3631         int i;
3632         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3633         int vertstrings_count = 0;
3634         int geomstrings_count = 0;
3635         int fragstrings_count = 0;
3636         char *vertexstring, *geometrystring, *fragmentstring;
3637         const char *vertstrings_list[32+3];
3638         const char *geomstrings_list[32+3];
3639         const char *fragstrings_list[32+3];
3640         char permutationname[256];
3641
3642         if (p->compiled)
3643                 return;
3644         p->compiled = true;
3645         p->program = 0;
3646
3647         permutationname[0] = 0;
3648         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3649         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3650         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3651
3652         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3653
3654         // the first pretext is which type of shader to compile as
3655         // (later these will all be bound together as a program object)
3656         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3657         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3658         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3659
3660         // the second pretext is the mode (for example a light source)
3661         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3662         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3663         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3664         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3665
3666         // now add all the permutation pretexts
3667         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3668         {
3669                 if (permutation & (1<<i))
3670                 {
3671                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3672                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3673                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3674                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3675                 }
3676                 else
3677                 {
3678                         // keep line numbers correct
3679                         vertstrings_list[vertstrings_count++] = "\n";
3680                         geomstrings_list[geomstrings_count++] = "\n";
3681                         fragstrings_list[fragstrings_count++] = "\n";
3682                 }
3683         }
3684
3685         // now append the shader text itself
3686         vertstrings_list[vertstrings_count++] = vertexstring;
3687         geomstrings_list[geomstrings_count++] = geometrystring;
3688         fragstrings_list[fragstrings_count++] = fragmentstring;
3689
3690         // if any sources were NULL, clear the respective list
3691         if (!vertexstring)
3692                 vertstrings_count = 0;
3693         if (!geometrystring)
3694                 geomstrings_count = 0;
3695         if (!fragmentstring)
3696                 fragstrings_count = 0;
3697
3698         // compile the shader program
3699         if (vertstrings_count + geomstrings_count + fragstrings_count)
3700                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3701         if (p->program)
3702         {
3703                 CHECKGLERROR
3704                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3705                 // look up all the uniform variable names we care about, so we don't
3706                 // have to look them up every time we set them
3707
3708                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3709                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3710                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3711                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3712                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3713                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3714                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3715                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3716                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3717                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3718                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3719                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3720                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3721                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3722                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3723                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3724                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3725                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3726                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3727                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3728                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3729                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3730                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3731                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3732                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3733                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3734                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3735                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3736                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3737                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3738                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3739                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3740                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3741                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3742                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3743                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3744                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3745                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3746                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3747                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3748                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3749                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3750                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3751                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3752                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3753                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3754                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3755                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3756                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3757                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3758                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3759                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3760                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3761                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3762                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3763                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3764                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3765                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3766                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3767                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3768                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3769                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3770                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3771                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3772                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3773                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3774                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3775                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3776                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3777                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3778                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3779                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3780                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3781                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3782                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3783                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3784                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3785                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3786                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3787                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3788                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3789                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
3790                 // initialize the samplers to refer to the texture units we use
3791                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3792                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3793                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3794                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3795                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3796                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3797                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3798                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3799                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3800                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3801                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3802                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3803                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3804                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3805                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3806                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3807                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3808                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3809                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3810                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3811                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3812                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3813                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3814                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3815                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3816                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3817                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3818                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3819                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3820                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3821                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3822                 CHECKGLERROR
3823                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3824         }
3825         else
3826                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3827
3828         // free the strings
3829         if (vertexstring)
3830                 Mem_Free(vertexstring);
3831         if (geometrystring)
3832                 Mem_Free(geometrystring);
3833         if (fragmentstring)
3834                 Mem_Free(fragmentstring);
3835 }
3836
3837 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3838 {
3839         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3840         if (r_glsl_permutation != perm)
3841         {
3842                 r_glsl_permutation = perm;
3843                 if (!r_glsl_permutation->program)
3844                 {
3845                         if (!r_glsl_permutation->compiled)
3846                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3847                         if (!r_glsl_permutation->program)
3848                         {
3849                                 // remove features until we find a valid permutation
3850                                 int i;
3851                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3852                                 {
3853                                         // reduce i more quickly whenever it would not remove any bits
3854                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3855                                         if (!(permutation & j))
3856                                                 continue;
3857                                         permutation -= j;
3858                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3859                                         if (!r_glsl_permutation->compiled)
3860                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3861                                         if (r_glsl_permutation->program)
3862                                                 break;
3863                                 }
3864                                 if (i >= SHADERPERMUTATION_COUNT)
3865                                 {
3866                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3867                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3868                                         qglUseProgramObjectARB(0);CHECKGLERROR
3869                                         return; // no bit left to clear, entire mode is broken
3870                                 }
3871                         }
3872                 }
3873                 CHECKGLERROR
3874                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3875         }
3876         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3877         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3878         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3879 }
3880
3881 #ifdef SUPPORTCG
3882 #include <Cg/cgGL.h>
3883 struct r_cg_permutation_s;
3884 typedef struct r_cg_permutation_s
3885 {
3886         /// hash lookup data
3887         struct r_cg_permutation_s *hashnext;
3888         unsigned int mode;
3889         unsigned int permutation;
3890
3891         /// indicates if we have tried compiling this permutation already
3892         qboolean compiled;
3893         /// 0 if compilation failed
3894         CGprogram vprogram;
3895         CGprogram fprogram;
3896         /// locations of detected parameters in programs, or NULL if not found
3897         CGparameter vp_EyePosition;
3898         CGparameter vp_FogPlane;
3899         CGparameter vp_LightDir;
3900         CGparameter vp_LightPosition;
3901         CGparameter vp_ModelToLight;
3902         CGparameter vp_TexMatrix;
3903         CGparameter vp_BackgroundTexMatrix;
3904         CGparameter vp_ModelViewProjectionMatrix;
3905         CGparameter vp_ModelViewMatrix;
3906         CGparameter vp_ShadowMapMatrix;
3907
3908         CGparameter fp_Texture_First;
3909         CGparameter fp_Texture_Second;
3910         CGparameter fp_Texture_GammaRamps;
3911         CGparameter fp_Texture_Normal;
3912         CGparameter fp_Texture_Color;
3913         CGparameter fp_Texture_Gloss;
3914         CGparameter fp_Texture_Glow;
3915         CGparameter fp_Texture_SecondaryNormal;
3916         CGparameter fp_Texture_SecondaryColor;
3917         CGparameter fp_Texture_SecondaryGloss;
3918         CGparameter fp_Texture_SecondaryGlow;
3919         CGparameter fp_Texture_Pants;
3920         CGparameter fp_Texture_Shirt;
3921         CGparameter fp_Texture_FogHeightTexture;
3922         CGparameter fp_Texture_FogMask;
3923         CGparameter fp_Texture_Lightmap;
3924         CGparameter fp_Texture_Deluxemap;
3925         CGparameter fp_Texture_Attenuation;
3926         CGparameter fp_Texture_Cube;
3927         CGparameter fp_Texture_Refraction;
3928         CGparameter fp_Texture_Reflection;
3929         CGparameter fp_Texture_ShadowMapRect;
3930         CGparameter fp_Texture_ShadowMapCube;
3931         CGparameter fp_Texture_ShadowMap2D;
3932         CGparameter fp_Texture_CubeProjection;
3933         CGparameter fp_Texture_ScreenDepth;
3934         CGparameter fp_Texture_ScreenNormalMap;
3935         CGparameter fp_Texture_ScreenDiffuse;
3936         CGparameter fp_Texture_ScreenSpecular;
3937         CGparameter fp_Texture_ReflectMask;
3938         CGparameter fp_Texture_ReflectCube;
3939         CGparameter fp_Alpha;
3940         CGparameter fp_BloomBlur_Parameters;
3941         CGparameter fp_ClientTime;
3942         CGparameter fp_Color_Ambient;
3943         CGparameter fp_Color_Diffuse;
3944         CGparameter fp_Color_Specular;
3945         CGparameter fp_Color_Glow;
3946         CGparameter fp_Color_Pants;
3947         CGparameter fp_Color_Shirt;
3948         CGparameter fp_DeferredColor_Ambient;
3949         CGparameter fp_DeferredColor_Diffuse;
3950         CGparameter fp_DeferredColor_Specular;
3951         CGparameter fp_DeferredMod_Diffuse;
3952         CGparameter fp_DeferredMod_Specular;
3953         CGparameter fp_DistortScaleRefractReflect;
3954         CGparameter fp_EyePosition;
3955         CGparameter fp_FogColor;
3956         CGparameter fp_FogHeightFade;
3957         CGparameter fp_FogPlane;
3958         CGparameter fp_FogPlaneViewDist;
3959         CGparameter fp_FogRangeRecip;
3960         CGparameter fp_LightColor;
3961         CGparameter fp_LightDir;
3962         CGparameter fp_LightPosition;
3963         CGparameter fp_OffsetMapping_Scale;
3964         CGparameter fp_PixelSize;
3965         CGparameter fp_ReflectColor;
3966         CGparameter fp_ReflectFactor;
3967         CGparameter fp_ReflectOffset;
3968         CGparameter fp_RefractColor;
3969         CGparameter fp_Saturation;
3970         CGparameter fp_ScreenCenterRefractReflect;
3971         CGparameter fp_ScreenScaleRefractReflect;
3972         CGparameter fp_ScreenToDepth;
3973         CGparameter fp_ShadowMap_Parameters;
3974         CGparameter fp_ShadowMap_TextureScale;
3975         CGparameter fp_SpecularPower;
3976         CGparameter fp_UserVec1;
3977         CGparameter fp_UserVec2;
3978         CGparameter fp_UserVec3;
3979         CGparameter fp_UserVec4;
3980         CGparameter fp_ViewTintColor;
3981         CGparameter fp_ViewToLight;
3982         CGparameter fp_PixelToScreenTexCoord;
3983         CGparameter fp_ModelToReflectCube;
3984 }
3985 r_cg_permutation_t;
3986
3987 /// information about each possible shader permutation
3988 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3989 /// currently selected permutation
3990 r_cg_permutation_t *r_cg_permutation;
3991 /// storage for permutations linked in the hash table
3992 memexpandablearray_t r_cg_permutationarray;
3993
3994 #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));}}
3995
3996 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3997 {
3998         //unsigned int hashdepth = 0;
3999         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4000         r_cg_permutation_t *p;
4001         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4002         {
4003                 if (p->mode == mode && p->permutation == permutation)
4004                 {
4005                         //if (hashdepth > 10)
4006                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4007                         return p;
4008                 }
4009                 //hashdepth++;
4010         }
4011         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4012         p->mode = mode;
4013         p->permutation = permutation;
4014         p->hashnext = r_cg_permutationhash[mode][hashindex];
4015         r_cg_permutationhash[mode][hashindex] = p;
4016         //if (hashdepth > 10)
4017         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4018         return p;
4019 }
4020
4021 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4022 {
4023         char *shaderstring;
4024         if (!filename || !filename[0])
4025                 return NULL;
4026         if (!strcmp(filename, "cg/default.cg"))
4027         {
4028                 if (!cgshaderstring)
4029                 {
4030                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4031                         if (cgshaderstring)
4032                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4033                         else
4034                                 cgshaderstring = (char *)builtincgshaderstring;
4035                 }
4036                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4037                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4038                 return shaderstring;
4039         }
4040         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4041         if (shaderstring)
4042         {
4043                 if (printfromdisknotice)
4044                         Con_DPrintf("from disk %s... ", filename);
4045                 return shaderstring;
4046         }
4047         return shaderstring;
4048 }
4049
4050 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4051 {
4052         // TODO: load or create .fp and .vp shader files
4053 }
4054
4055 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4056 {
4057         int i;
4058         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4059         int vertstrings_count = 0, vertstring_length = 0;
4060         int geomstrings_count = 0, geomstring_length = 0;
4061         int fragstrings_count = 0, fragstring_length = 0;
4062         char *t;
4063         char *vertexstring, *geometrystring, *fragmentstring;
4064         char *vertstring, *geomstring, *fragstring;
4065         const char *vertstrings_list[32+3];
4066         const char *geomstrings_list[32+3];
4067         const char *fragstrings_list[32+3];
4068         char permutationname[256];
4069         char cachename[256];
4070         CGprofile vertexProfile;
4071         CGprofile fragmentProfile;
4072
4073         if (p->compiled)
4074                 return;
4075         p->compiled = true;
4076         p->vprogram = NULL;
4077         p->fprogram = NULL;
4078
4079         permutationname[0] = 0;
4080         cachename[0] = 0;
4081         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4082         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4083         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4084
4085         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4086         strlcat(cachename, "cg/", sizeof(cachename));
4087
4088         // the first pretext is which type of shader to compile as
4089         // (later these will all be bound together as a program object)
4090         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4091         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4092         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4093
4094         // the second pretext is the mode (for example a light source)
4095         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4096         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4097         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4098         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4099         strlcat(cachename, modeinfo->name, sizeof(cachename));
4100
4101         // now add all the permutation pretexts
4102         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4103         {
4104                 if (permutation & (1<<i))
4105                 {
4106                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4107                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4108                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4109                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4110                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4111                 }
4112                 else
4113                 {
4114                         // keep line numbers correct
4115                         vertstrings_list[vertstrings_count++] = "\n";
4116                         geomstrings_list[geomstrings_count++] = "\n";
4117                         fragstrings_list[fragstrings_count++] = "\n";
4118                 }
4119         }
4120
4121         // replace spaces in the cachename with _ characters
4122         for (i = 0;cachename[i];i++)
4123                 if (cachename[i] == ' ')
4124                         cachename[i] = '_';
4125
4126         // now append the shader text itself
4127         vertstrings_list[vertstrings_count++] = vertexstring;
4128         geomstrings_list[geomstrings_count++] = geometrystring;
4129         fragstrings_list[fragstrings_count++] = fragmentstring;
4130
4131         // if any sources were NULL, clear the respective list
4132         if (!vertexstring)
4133                 vertstrings_count = 0;
4134         if (!geometrystring)
4135                 geomstrings_count = 0;
4136         if (!fragmentstring)
4137                 fragstrings_count = 0;
4138
4139         vertstring_length = 0;
4140         for (i = 0;i < vertstrings_count;i++)
4141                 vertstring_length += strlen(vertstrings_list[i]);
4142         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4143         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4144                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4145
4146         geomstring_length = 0;
4147         for (i = 0;i < geomstrings_count;i++)
4148                 geomstring_length += strlen(geomstrings_list[i]);
4149         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4150         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4151                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4152
4153         fragstring_length = 0;
4154         for (i = 0;i < fragstrings_count;i++)
4155                 fragstring_length += strlen(fragstrings_list[i]);
4156         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4157         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4158                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4159
4160         CHECKGLERROR
4161         CHECKCGERROR
4162         //vertexProfile = CG_PROFILE_ARBVP1;
4163         //fragmentProfile = CG_PROFILE_ARBFP1;
4164         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4165         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4166         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4167         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4168         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4169         CHECKGLERROR
4170
4171         // try to load the cached shader, or generate one
4172         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4173
4174         // if caching failed, do a dynamic compile for now
4175         CHECKCGERROR
4176         if (vertstring[0] && !p->vprogram)
4177                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4178         CHECKCGERROR
4179         if (fragstring[0] && !p->fprogram)
4180                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4181         CHECKCGERROR
4182
4183         // look up all the uniform variable names we care about, so we don't
4184         // have to look them up every time we set them
4185         if (p->vprogram)
4186         {
4187                 CHECKCGERROR
4188                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4189                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4190                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4191                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4192                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4193                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4194                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4195                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4196                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4197                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4198                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4199                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4200                 CHECKCGERROR
4201         }
4202         if (p->fprogram)
4203         {
4204                 CHECKCGERROR
4205                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4206                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4207                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4208                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4209                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4210                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4211                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4212                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4213                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4214                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4215                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4216                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4217                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4218                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4219                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4220                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4221                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4222                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4223                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4224                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4225                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4226                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4227                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4228                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4229                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4230                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4231                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4232                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4233                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4234                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4235                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4236                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4237                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4238                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4239                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4240                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4241                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4242                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4243                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4244                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4245                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4246                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4247                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4248                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4249                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4250                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4251                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4252                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4253                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4254                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4255                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4256                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4257                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4258                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4259                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4260                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4261                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4262                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4263                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4264                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4265                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4266                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4267                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4268                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4269                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4270                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4271                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4272                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4273                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4274                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4275                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4276                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4277                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4278                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4279                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4280                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4281                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4282                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4283                 CHECKCGERROR
4284         }
4285
4286         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4287                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4288         else
4289                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4290
4291         // free the strings
4292         if (vertstring)
4293                 Mem_Free(vertstring);
4294         if (geomstring)
4295                 Mem_Free(geomstring);
4296         if (fragstring)
4297                 Mem_Free(fragstring);
4298         if (vertexstring)
4299                 Mem_Free(vertexstring);
4300         if (geometrystring)
4301                 Mem_Free(geometrystring);
4302         if (fragmentstring)
4303                 Mem_Free(fragmentstring);
4304 }
4305
4306 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4307 {
4308         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4309         CHECKGLERROR
4310         CHECKCGERROR
4311         if (r_cg_permutation != perm)
4312         {
4313                 r_cg_permutation = perm;
4314                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4315                 {
4316                         if (!r_cg_permutation->compiled)
4317                                 R_CG_CompilePermutation(perm, mode, permutation);
4318                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4319                         {
4320                                 // remove features until we find a valid permutation
4321                                 int i;
4322                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4323                                 {
4324                                         // reduce i more quickly whenever it would not remove any bits
4325                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4326                                         if (!(permutation & j))
4327                                                 continue;
4328                                         permutation -= j;
4329                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4330                                         if (!r_cg_permutation->compiled)
4331                                                 R_CG_CompilePermutation(perm, mode, permutation);
4332                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4333                                                 break;
4334                                 }
4335                                 if (i >= SHADERPERMUTATION_COUNT)
4336                                 {
4337                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4338                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4339                                         return; // no bit left to clear, entire mode is broken
4340                                 }
4341                         }
4342                 }
4343                 CHECKGLERROR
4344                 CHECKCGERROR
4345                 if (r_cg_permutation->vprogram)
4346                 {
4347                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4348                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4349                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4350                 }
4351                 else
4352                 {
4353                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4354                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4355                 }
4356                 if (r_cg_permutation->fprogram)
4357                 {
4358                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4359                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4360                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4361                 }
4362                 else
4363                 {
4364                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4365                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4366                 }
4367         }
4368         CHECKCGERROR
4369         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4370         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4371         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4372 }
4373
4374 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4375 {
4376         cgGLSetTextureParameter(param, R_GetTexture(tex));
4377         cgGLEnableTextureParameter(param);
4378 }
4379 #endif
4380
4381 void R_GLSL_Restart_f(void)
4382 {
4383         unsigned int i, limit;
4384         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4385                 Mem_Free(glslshaderstring);
4386         glslshaderstring = NULL;
4387         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4388                 Mem_Free(cgshaderstring);
4389         cgshaderstring = NULL;
4390         switch(vid.renderpath)
4391         {
4392         case RENDERPATH_GL20:
4393                 {
4394                         r_glsl_permutation_t *p;
4395                         r_glsl_permutation = NULL;
4396                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4397                         for (i = 0;i < limit;i++)
4398                         {
4399                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4400                                 {
4401                                         GL_Backend_FreeProgram(p->program);
4402                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4403                                 }
4404                         }
4405                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4406                 }
4407                 break;
4408         case RENDERPATH_CGGL:
4409 #ifdef SUPPORTCG
4410                 {
4411                         r_cg_permutation_t *p;
4412                         r_cg_permutation = NULL;
4413                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4414                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4415                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4416                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4417                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4418                         for (i = 0;i < limit;i++)
4419                         {
4420                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4421                                 {
4422                                         if (p->vprogram)
4423                                                 cgDestroyProgram(p->vprogram);
4424                                         if (p->fprogram)
4425                                                 cgDestroyProgram(p->fprogram);
4426                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4427                                 }
4428                         }
4429                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4430                 }
4431                 break;
4432 #endif
4433         case RENDERPATH_GL13:
4434         case RENDERPATH_GL11:
4435                 break;
4436         }
4437 }
4438
4439 void R_GLSL_DumpShader_f(void)
4440 {
4441         int i;
4442         qfile_t *file;
4443
4444         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4445         if (file)
4446         {
4447                 FS_Print(file, "/* The engine may define the following macros:\n");
4448                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4449                 for (i = 0;i < SHADERMODE_COUNT;i++)
4450                         FS_Print(file, glslshadermodeinfo[i].pretext);
4451                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4452                         FS_Print(file, shaderpermutationinfo[i].pretext);
4453                 FS_Print(file, "*/\n");
4454                 FS_Print(file, builtinshaderstring);
4455                 FS_Close(file);
4456                 Con_Printf("glsl/default.glsl written\n");
4457         }
4458         else
4459                 Con_Printf("failed to write to glsl/default.glsl\n");
4460
4461 #ifdef SUPPORTCG
4462         file = FS_OpenRealFile("cg/default.cg", "w", false);
4463         if (file)
4464         {
4465                 FS_Print(file, "/* The engine may define the following macros:\n");
4466                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4467                 for (i = 0;i < SHADERMODE_COUNT;i++)
4468                         FS_Print(file, cgshadermodeinfo[i].pretext);
4469                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4470                         FS_Print(file, shaderpermutationinfo[i].pretext);
4471                 FS_Print(file, "*/\n");
4472                 FS_Print(file, builtincgshaderstring);
4473                 FS_Close(file);
4474                 Con_Printf("cg/default.cg written\n");
4475         }
4476         else
4477                 Con_Printf("failed to write to cg/default.cg\n");
4478 #endif
4479 }
4480
4481 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4482 {
4483         if (!second)
4484                 texturemode = GL_MODULATE;
4485         switch (vid.renderpath)
4486         {
4487         case RENDERPATH_GL20:
4488                 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))));
4489                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4490                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4491                 break;
4492         case RENDERPATH_CGGL:
4493 #ifdef SUPPORTCG
4494                 CHECKCGERROR
4495                 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))));
4496                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4497                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4498 #endif
4499                 break;
4500         case RENDERPATH_GL13:
4501                 R_Mesh_TexBind(0, first );
4502                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4503                 R_Mesh_TexBind(1, second);
4504                 if (second)
4505                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4506                 break;
4507         case RENDERPATH_GL11:
4508                 R_Mesh_TexBind(0, first );
4509                 break;
4510         }
4511 }
4512
4513 void R_SetupShader_DepthOrShadow(void)
4514 {
4515         switch (vid.renderpath)
4516         {
4517         case RENDERPATH_GL20:
4518                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4519                 break;
4520         case RENDERPATH_CGGL:
4521 #ifdef SUPPORTCG
4522                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4523 #endif
4524                 break;
4525         case RENDERPATH_GL13:
4526                 R_Mesh_TexBind(0, 0);
4527                 R_Mesh_TexBind(1, 0);
4528                 break;
4529         case RENDERPATH_GL11:
4530                 R_Mesh_TexBind(0, 0);
4531                 break;
4532         }
4533 }
4534
4535 void R_SetupShader_ShowDepth(void)
4536 {
4537         switch (vid.renderpath)
4538         {
4539         case RENDERPATH_GL20:
4540                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4541                 break;
4542         case RENDERPATH_CGGL:
4543 #ifdef SUPPORTCG
4544                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4545 #endif
4546                 break;
4547         case RENDERPATH_GL13:
4548                 break;
4549         case RENDERPATH_GL11:
4550                 break;
4551         }
4552 }
4553
4554 extern qboolean r_shadow_usingdeferredprepass;
4555 extern cvar_t r_shadow_deferred_8bitrange;
4556 extern rtexture_t *r_shadow_attenuationgradienttexture;
4557 extern rtexture_t *r_shadow_attenuation2dtexture;
4558 extern rtexture_t *r_shadow_attenuation3dtexture;
4559 extern qboolean r_shadow_usingshadowmaprect;
4560 extern qboolean r_shadow_usingshadowmapcube;
4561 extern qboolean r_shadow_usingshadowmap2d;
4562 extern qboolean r_shadow_usingshadowmaportho;
4563 extern float r_shadow_shadowmap_texturescale[2];
4564 extern float r_shadow_shadowmap_parameters[4];
4565 extern qboolean r_shadow_shadowmapvsdct;
4566 extern qboolean r_shadow_shadowmapsampler;
4567 extern int r_shadow_shadowmappcf;
4568 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4569 extern rtexture_t *r_shadow_shadowmap2dtexture;
4570 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4571 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4572 extern matrix4x4_t r_shadow_shadowmapmatrix;
4573 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4574 extern int r_shadow_prepass_width;
4575 extern int r_shadow_prepass_height;
4576 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4577 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4578 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4579 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4580 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4581 {
4582         // select a permutation of the lighting shader appropriate to this
4583         // combination of texture, entity, light source, and fogging, only use the
4584         // minimum features necessary to avoid wasting rendering time in the
4585         // fragment shader on features that are not being used
4586         unsigned int permutation = 0;
4587         unsigned int mode = 0;
4588         float m16f[16];
4589         if (rsurfacepass == RSURFPASS_BACKGROUND)
4590         {
4591                 // distorted background
4592                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4593                         mode = SHADERMODE_WATER;
4594                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4595                         mode = SHADERMODE_REFRACTION;
4596                 else
4597                 {
4598                         mode = SHADERMODE_GENERIC;
4599                         permutation |= SHADERPERMUTATION_DIFFUSE;
4600                 }
4601                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4602                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4603                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4604                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4605                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4606                 R_Mesh_ColorPointer(NULL, 0, 0);
4607                 GL_AlphaTest(false);
4608                 GL_BlendFunc(GL_ONE, GL_ZERO);
4609         }
4610         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4611         {
4612                 if (r_glsl_offsetmapping.integer)
4613                 {
4614                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4615                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4616                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4617                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4618                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4619                         {
4620                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4621                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4622                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4623                         }
4624                 }
4625                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4626                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4627                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4628                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4629                 // normalmap (deferred prepass), may use alpha test on diffuse
4630                 mode = SHADERMODE_DEFERREDGEOMETRY;
4631                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4632                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4633                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4634                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4635                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4636                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4637                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4638                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4639                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4640                 else
4641                         R_Mesh_ColorPointer(NULL, 0, 0);
4642                 GL_AlphaTest(false);
4643                 GL_BlendFunc(GL_ONE, GL_ZERO);
4644         }
4645         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4646         {
4647                 if (r_glsl_offsetmapping.integer)
4648                 {
4649                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4650                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4651                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4652                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4653                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4654                         {
4655                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4656                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4657                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4658                         }
4659                 }
4660                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4661                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4662                 // light source
4663                 mode = SHADERMODE_LIGHTSOURCE;
4664                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4665                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4666                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4667                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4668                 if (diffusescale > 0)
4669                         permutation |= SHADERPERMUTATION_DIFFUSE;
4670                 if (specularscale > 0)
4671                 {
4672                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4673                         if (r_shadow_glossexact.integer)
4674                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4675                 }
4676                 if (r_refdef.fogenabled)
4677                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4678                 if (rsurface.texture->colormapping)
4679                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4680                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4681                 {
4682                         if (r_shadow_usingshadowmaprect)
4683                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4684                         if (r_shadow_usingshadowmap2d)
4685                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4686                         if (r_shadow_usingshadowmapcube)
4687                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4688                         else if(r_shadow_shadowmapvsdct)
4689                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4690
4691                         if (r_shadow_shadowmapsampler)
4692                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4693                         if (r_shadow_shadowmappcf > 1)
4694                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4695                         else if (r_shadow_shadowmappcf)
4696                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4697                 }
4698                 if (rsurface.texture->reflectmasktexture)
4699                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4700                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4701                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4702                 {
4703                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4704                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4705                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4706                 }
4707                 else
4708                 {
4709                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4710                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4711                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4712                 }
4713                 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4714                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4715                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4716                 else
4717                         R_Mesh_ColorPointer(NULL, 0, 0);
4718                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4719                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4720         }
4721         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4722         {
4723                 if (r_glsl_offsetmapping.integer)
4724                 {
4725                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4726                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4727                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4728                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4729                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4730                         {
4731                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4732                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4733                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4734                         }
4735                 }
4736                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4737                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4738                 // unshaded geometry (fullbright or ambient model lighting)
4739                 mode = SHADERMODE_FLATCOLOR;
4740                 ambientscale = diffusescale = specularscale = 0;
4741                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4742                         permutation |= SHADERPERMUTATION_GLOW;
4743                 if (r_refdef.fogenabled)
4744                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4745                 if (rsurface.texture->colormapping)
4746                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4747                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4748                 {
4749                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4750                         if (r_shadow_usingshadowmaprect)
4751                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4752                         if (r_shadow_usingshadowmap2d)
4753                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4754
4755                         if (r_shadow_shadowmapsampler)
4756                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4757                         if (r_shadow_shadowmappcf > 1)
4758                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4759                         else if (r_shadow_shadowmappcf)
4760                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4761                 }
4762                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4763                         permutation |= SHADERPERMUTATION_REFLECTION;
4764                 if (rsurface.texture->reflectmasktexture)
4765                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4766                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4767                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4768                 {
4769                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4770                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4771                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4772                 }
4773                 else
4774                 {
4775                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4776                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4777                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4778                 }
4779                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4780                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4781                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4782                 else
4783                         R_Mesh_ColorPointer(NULL, 0, 0);
4784                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4785                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4786         }
4787         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4788         {
4789                 if (r_glsl_offsetmapping.integer)
4790                 {
4791                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4792                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4793                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4794                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4795                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4796                         {
4797                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4798                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4799                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4800                         }
4801                 }
4802                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4803                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4804                 // directional model lighting
4805                 mode = SHADERMODE_LIGHTDIRECTION;
4806                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4807                         permutation |= SHADERPERMUTATION_GLOW;
4808                 permutation |= SHADERPERMUTATION_DIFFUSE;
4809                 if (specularscale > 0)
4810                 {
4811                         permutation |= SHADERPERMUTATION_SPECULAR;
4812                         if (r_shadow_glossexact.integer)
4813                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4814                 }
4815                 if (r_refdef.fogenabled)
4816                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4817                 if (rsurface.texture->colormapping)
4818                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4819                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4820                 {
4821                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4822                         if (r_shadow_usingshadowmaprect)
4823                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4824                         if (r_shadow_usingshadowmap2d)
4825                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4826
4827                         if (r_shadow_shadowmapsampler)
4828                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4829                         if (r_shadow_shadowmappcf > 1)
4830                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4831                         else if (r_shadow_shadowmappcf)
4832                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4833                 }
4834                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4835                         permutation |= SHADERPERMUTATION_REFLECTION;
4836                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4837                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4838                 if (rsurface.texture->reflectmasktexture)
4839                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4840                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4841                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4842                 {
4843                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4844                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4845                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4846                 }
4847                 else
4848                 {
4849                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4850                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4851                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4852                 }
4853                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4854                 R_Mesh_ColorPointer(NULL, 0, 0);
4855                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4856                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4857         }
4858         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4859         {
4860                 if (r_glsl_offsetmapping.integer)
4861                 {
4862                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4863                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4864                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4865                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4866                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4867                         {
4868                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4869                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4870                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4871                         }
4872                 }
4873                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4874                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4875                 // ambient model lighting
4876                 mode = SHADERMODE_LIGHTDIRECTION;
4877                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4878                         permutation |= SHADERPERMUTATION_GLOW;
4879                 if (r_refdef.fogenabled)
4880                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4881                 if (rsurface.texture->colormapping)
4882                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4883                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4884                 {
4885                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4886                         if (r_shadow_usingshadowmaprect)
4887                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4888                         if (r_shadow_usingshadowmap2d)
4889                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4890
4891                         if (r_shadow_shadowmapsampler)
4892                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4893                         if (r_shadow_shadowmappcf > 1)
4894                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4895                         else if (r_shadow_shadowmappcf)
4896                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4897                 }
4898                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4899                         permutation |= SHADERPERMUTATION_REFLECTION;
4900                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4901                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4902                 if (rsurface.texture->reflectmasktexture)
4903                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4904                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4905                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4906                 {
4907                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4908                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4909                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4910                 }
4911                 else
4912                 {
4913                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4914                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4915                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4916                 }
4917                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4918                 R_Mesh_ColorPointer(NULL, 0, 0);
4919                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4920                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4921         }
4922         else
4923         {
4924                 if (r_glsl_offsetmapping.integer)
4925                 {
4926                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4927                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4928                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4929                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4930                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4931                         {
4932                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4933                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4934                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4935                         }
4936                 }
4937                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4938                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4939                 // lightmapped wall
4940                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4941                         permutation |= SHADERPERMUTATION_GLOW;
4942                 if (r_refdef.fogenabled)
4943                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4944                 if (rsurface.texture->colormapping)
4945                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4946                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4947                 {
4948                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4949                         if (r_shadow_usingshadowmaprect)
4950                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4951                         if (r_shadow_usingshadowmap2d)
4952                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4953
4954                         if (r_shadow_shadowmapsampler)
4955                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4956                         if (r_shadow_shadowmappcf > 1)
4957                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4958                         else if (r_shadow_shadowmappcf)
4959                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4960                 }
4961                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4962                         permutation |= SHADERPERMUTATION_REFLECTION;
4963                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4964                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4965                 if (rsurface.texture->reflectmasktexture)
4966                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4967                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4968                 {
4969                         // deluxemapping (light direction texture)
4970                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4971                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4972                         else
4973                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4974                         permutation |= SHADERPERMUTATION_DIFFUSE;
4975                         if (specularscale > 0)
4976                         {
4977                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4978                                 if (r_shadow_glossexact.integer)
4979                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4980                         }
4981                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4982                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4983                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4984                         else
4985                                 R_Mesh_ColorPointer(NULL, 0, 0);
4986                 }
4987                 else if (r_glsl_deluxemapping.integer >= 2)
4988                 {
4989                         // fake deluxemapping (uniform light direction in tangentspace)
4990                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4991                         permutation |= SHADERPERMUTATION_DIFFUSE;
4992                         if (specularscale > 0)
4993                         {
4994                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4995                                 if (r_shadow_glossexact.integer)
4996                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4997                         }
4998                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4999                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5000                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5001                         else
5002                                 R_Mesh_ColorPointer(NULL, 0, 0);
5003                 }
5004                 else if (rsurface.uselightmaptexture)
5005                 {
5006                         // ordinary lightmapping (q1bsp, q3bsp)
5007                         mode = SHADERMODE_LIGHTMAP;
5008                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5009                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5010                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5011                         else
5012                                 R_Mesh_ColorPointer(NULL, 0, 0);
5013                 }
5014                 else
5015                 {
5016                         // ordinary vertex coloring (q3bsp)
5017                         mode = SHADERMODE_VERTEXCOLOR;
5018                         R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5019                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5020                 }
5021                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5022                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5023                 {
5024                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5025                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5026                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5027                 }
5028                 else
5029                 {
5030                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5031                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5032                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5033                 }
5034                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5035                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5036         }
5037         switch(vid.renderpath)
5038         {
5039         case RENDERPATH_GL20:
5040                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5041                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5042                 if (mode == SHADERMODE_LIGHTSOURCE)
5043                 {
5044                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5045                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5046                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5047                         if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);
5048                         if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);
5049                         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);
5050         
5051                         // additive passes are only darkened by fog, not tinted
5052                         if (r_glsl_permutation->loc_FogColor >= 0)
5053                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5054                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5055                 }
5056                 else
5057                 {
5058                         if (mode == SHADERMODE_FLATCOLOR)
5059                         {
5060                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
5061                         }
5062                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5063                         {
5064                                 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) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);
5065                                 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);
5066                                 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);
5067                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);
5068                                 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);
5069                                 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]);
5070                                 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]);
5071                         }
5072                         else
5073                         {
5074                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);
5075                                 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]);
5076                                 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);
5077                                 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5078                                 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);
5079                         }
5080                         // additive passes are only darkened by fog, not tinted
5081                         if (r_glsl_permutation->loc_FogColor >= 0)
5082                         {
5083                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5084                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5085                                 else
5086                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5087                         }
5088                         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);
5089                         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]);
5090                         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]);
5091                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5092                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5093                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5094                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5095                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5096                 }
5097                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5098                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5099                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5100                 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]);
5101                 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]);
5102
5103                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5104                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5105                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5106                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5107                 {
5108                         if (rsurface.texture->pantstexture)
5109                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5110                         else
5111                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5112                 }
5113                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5114                 {
5115                         if (rsurface.texture->shirttexture)
5116                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5117                         else
5118                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5119                 }
5120                 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]);
5121                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5122                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5123                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5124                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5125                 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]);
5126                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5127
5128         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5129         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5130         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5131                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5132                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5133                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5134                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5135                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5136                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5137                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5138                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5139                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5140                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5141                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5142                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5143                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5144                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5145                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
5146                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_blanknormalmap                            );
5147                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5148                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
5149                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
5150                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5151                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5152                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5153                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5154                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5155                 {
5156                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5157                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5158                         if (rsurface.rtlight)
5159                         {
5160                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5161                                 if (r_shadow_usingshadowmapcube)
5162                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5163                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5164                         }
5165                 }
5166                 CHECKGLERROR
5167                 break;
5168         case RENDERPATH_CGGL:
5169 #ifdef SUPPORTCG
5170                 R_SetupShader_SetPermutationCG(mode, permutation);
5171                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5172                 if (mode == SHADERMODE_LIGHTSOURCE)
5173                 {
5174                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5175                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5176                 }
5177                 else
5178                 {
5179                         if (mode == SHADERMODE_LIGHTDIRECTION)
5180                         {
5181                                 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
5182                         }
5183                 }
5184                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5185                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5186                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5187                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5188                 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
5189                 CHECKGLERROR
5190
5191                 if (mode == SHADERMODE_LIGHTSOURCE)
5192                 {
5193                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5194                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5195                         if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0] * ambientscale, rsurface.colormod[1] * ambientscale, rsurface.colormod[2] * ambientscale);CHECKCGERROR
5196                         if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, rsurface.colormod[0] * diffusescale, rsurface.colormod[1] * diffusescale, rsurface.colormod[2] * diffusescale);CHECKCGERROR
5197                         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
5198
5199                         // additive passes are only darkened by fog, not tinted
5200                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5201                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5202                 }
5203                 else
5204                 {
5205                         if (mode == SHADERMODE_FLATCOLOR)
5206                         {
5207                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5208                         }
5209                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5210                         {
5211                                 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) * rsurface.colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * rsurface.colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * rsurface.colormod[2]);CHECKCGERROR
5212                                 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * rsurface.colormod[0], r_refdef.lightmapintensity * rsurface.colormod[1], r_refdef.lightmapintensity * rsurface.colormod[2]);CHECKCGERROR
5213                                 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
5214                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5215                                 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
5216                                 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
5217                                 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
5218                         }
5219                         else
5220                         {
5221                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * rsurface.colormod[0], r_refdef.scene.ambient * rsurface.colormod[1], r_refdef.scene.ambient * rsurface.colormod[2]);CHECKCGERROR
5222                                 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
5223                                 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
5224                                 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, rsurface.colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, rsurface.colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5225                                 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
5226                         }
5227                         // additive passes are only darkened by fog, not tinted
5228                         if (r_cg_permutation->fp_FogColor)
5229                         {
5230                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5231                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5232                                 else
5233                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5234                                 CHECKCGERROR
5235                         }
5236                         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
5237                         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
5238                         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
5239                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5240                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5241                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5242                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5243                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5244                 }
5245                 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
5246                 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
5247                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5248                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5249                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5250                 if (r_cg_permutation->fp_Color_Pants)
5251                 {
5252                         if (rsurface.texture->pantstexture)
5253                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5254                         else
5255                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5256                         CHECKCGERROR
5257                 }
5258                 if (r_cg_permutation->fp_Color_Shirt)
5259                 {
5260                         if (rsurface.texture->shirttexture)
5261                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5262                         else
5263                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5264                         CHECKCGERROR
5265                 }
5266                 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
5267                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5268                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5269                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5270                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5271                 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
5272                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5273
5274         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5275         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5276         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5277                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5278                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5279                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5280                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5281                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5282                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5283                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5284                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5285                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5286                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5287                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5288                 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
5289                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
5290                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5291                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5292                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5293                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5294                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5295                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5296                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5297                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5298                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5299                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5300                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5301                 {
5302                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5303                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5304                         if (rsurface.rtlight)
5305                         {
5306                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5307                                 if (r_shadow_usingshadowmapcube)
5308                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5309                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5310                         }
5311                 }
5312
5313                 CHECKGLERROR
5314 #endif
5315                 break;
5316         case RENDERPATH_GL13:
5317         case RENDERPATH_GL11:
5318                 break;
5319         }
5320 }
5321
5322 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5323 {
5324         // select a permutation of the lighting shader appropriate to this
5325         // combination of texture, entity, light source, and fogging, only use the
5326         // minimum features necessary to avoid wasting rendering time in the
5327         // fragment shader on features that are not being used
5328         unsigned int permutation = 0;
5329         unsigned int mode = 0;
5330         const float *lightcolorbase = rtlight->currentcolor;
5331         float ambientscale = rtlight->ambientscale;
5332         float diffusescale = rtlight->diffusescale;
5333         float specularscale = rtlight->specularscale;
5334         // this is the location of the light in view space
5335         vec3_t viewlightorigin;
5336         // this transforms from view space (camera) to light space (cubemap)
5337         matrix4x4_t viewtolight;
5338         matrix4x4_t lighttoview;
5339         float viewtolight16f[16];
5340         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5341         // light source
5342         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5343         if (rtlight->currentcubemap != r_texture_whitecube)
5344                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5345         if (diffusescale > 0)
5346                 permutation |= SHADERPERMUTATION_DIFFUSE;
5347         if (specularscale > 0)
5348         {
5349                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5350                 if (r_shadow_glossexact.integer)
5351                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5352         }
5353         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5354         {
5355                 if (r_shadow_usingshadowmaprect)
5356                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5357                 if (r_shadow_usingshadowmap2d)
5358                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5359                 if (r_shadow_usingshadowmapcube)
5360                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5361                 else if(r_shadow_shadowmapvsdct)
5362                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5363
5364                 if (r_shadow_shadowmapsampler)
5365                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5366                 if (r_shadow_shadowmappcf > 1)
5367                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5368                 else if (r_shadow_shadowmappcf)
5369                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5370         }
5371         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5372         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5373         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5374         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5375         switch(vid.renderpath)
5376         {
5377         case RENDERPATH_GL20:
5378                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5379                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5380                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5381                 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);
5382                 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);
5383                 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);
5384                 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]);
5385                 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]);
5386                 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));
5387                 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]);
5388                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5389
5390                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5391                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5392                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5393                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5394                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5395                 if (r_shadow_usingshadowmapcube)
5396                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5397                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5398                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5399                 break;
5400         case RENDERPATH_CGGL:
5401 #ifdef SUPPORTCG
5402                 R_SetupShader_SetPermutationCG(mode, permutation);
5403                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5404                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5405                 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
5406                 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
5407                 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
5408                 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
5409                 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
5410                 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
5411                 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
5412                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5413
5414                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5415                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5416                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5417                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5418                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5419                 if (r_shadow_usingshadowmapcube)
5420                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5421                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5422                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5423 #endif
5424                 break;
5425         case RENDERPATH_GL13:
5426         case RENDERPATH_GL11:
5427                 break;
5428         }
5429 }
5430
5431 #define SKINFRAME_HASH 1024
5432
5433 typedef struct
5434 {
5435         int loadsequence; // incremented each level change
5436         memexpandablearray_t array;
5437         skinframe_t *hash[SKINFRAME_HASH];
5438 }
5439 r_skinframe_t;
5440 r_skinframe_t r_skinframe;
5441
5442 void R_SkinFrame_PrepareForPurge(void)
5443 {
5444         r_skinframe.loadsequence++;
5445         // wrap it without hitting zero
5446         if (r_skinframe.loadsequence >= 200)
5447                 r_skinframe.loadsequence = 1;
5448 }
5449
5450 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5451 {
5452         if (!skinframe)
5453                 return;
5454         // mark the skinframe as used for the purging code
5455         skinframe->loadsequence = r_skinframe.loadsequence;
5456 }
5457
5458 void R_SkinFrame_Purge(void)
5459 {
5460         int i;
5461         skinframe_t *s;
5462         for (i = 0;i < SKINFRAME_HASH;i++)
5463         {
5464                 for (s = r_skinframe.hash[i];s;s = s->next)
5465                 {
5466                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5467                         {
5468                                 if (s->merged == s->base)
5469                                         s->merged = NULL;
5470                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5471                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5472                                 R_PurgeTexture(s->merged);s->merged = NULL;
5473                                 R_PurgeTexture(s->base  );s->base   = NULL;
5474                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5475                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5476                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5477                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5478                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5479                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5480                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5481                                 s->loadsequence = 0;
5482                         }
5483                 }
5484         }
5485 }
5486
5487 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5488         skinframe_t *item;
5489         char basename[MAX_QPATH];
5490
5491         Image_StripImageExtension(name, basename, sizeof(basename));
5492
5493         if( last == NULL ) {
5494                 int hashindex;
5495                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5496                 item = r_skinframe.hash[hashindex];
5497         } else {
5498                 item = last->next;
5499         }
5500
5501         // linearly search through the hash bucket
5502         for( ; item ; item = item->next ) {
5503                 if( !strcmp( item->basename, basename ) ) {
5504                         return item;
5505                 }
5506         }
5507         return NULL;
5508 }
5509
5510 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5511 {
5512         skinframe_t *item;
5513         int hashindex;
5514         char basename[MAX_QPATH];
5515
5516         Image_StripImageExtension(name, basename, sizeof(basename));
5517
5518         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5519         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5520                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5521                         break;
5522
5523         if (!item) {
5524                 rtexture_t *dyntexture;
5525                 // check whether its a dynamic texture
5526                 dyntexture = CL_GetDynTexture( basename );
5527                 if (!add && !dyntexture)
5528                         return NULL;
5529                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5530                 memset(item, 0, sizeof(*item));
5531                 strlcpy(item->basename, basename, sizeof(item->basename));
5532                 item->base = dyntexture; // either NULL or dyntexture handle
5533                 item->textureflags = textureflags;
5534                 item->comparewidth = comparewidth;
5535                 item->compareheight = compareheight;
5536                 item->comparecrc = comparecrc;
5537                 item->next = r_skinframe.hash[hashindex];
5538                 r_skinframe.hash[hashindex] = item;
5539         }
5540         else if( item->base == NULL )
5541         {
5542                 rtexture_t *dyntexture;
5543                 // check whether its a dynamic texture
5544                 // 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]
5545                 dyntexture = CL_GetDynTexture( basename );
5546                 item->base = dyntexture; // either NULL or dyntexture handle
5547         }
5548
5549         R_SkinFrame_MarkUsed(item);
5550         return item;
5551 }
5552
5553 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5554         { \
5555                 unsigned long long avgcolor[5], wsum; \
5556                 int pix, comp, w; \
5557                 avgcolor[0] = 0; \
5558                 avgcolor[1] = 0; \
5559                 avgcolor[2] = 0; \
5560                 avgcolor[3] = 0; \
5561                 avgcolor[4] = 0; \
5562                 wsum = 0; \
5563                 for(pix = 0; pix < cnt; ++pix) \
5564                 { \
5565                         w = 0; \
5566                         for(comp = 0; comp < 3; ++comp) \
5567                                 w += getpixel; \
5568                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5569                         { \
5570                                 ++wsum; \
5571                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5572                                 w = getpixel; \
5573                                 for(comp = 0; comp < 3; ++comp) \
5574                                         avgcolor[comp] += getpixel * w; \
5575                                 avgcolor[3] += w; \
5576                         } \
5577                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5578                         avgcolor[4] += getpixel; \
5579                 } \
5580                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5581                         avgcolor[3] = 1; \
5582                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5583                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5584                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5585                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5586         }
5587
5588 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5589 {
5590         int j;
5591         unsigned char *pixels;
5592         unsigned char *bumppixels;
5593         unsigned char *basepixels = NULL;
5594         int basepixels_width = 0;
5595         int basepixels_height = 0;
5596         skinframe_t *skinframe;
5597         rtexture_t *ddsbase = NULL;
5598         qboolean ddshasalpha = false;
5599         float ddsavgcolor[4];
5600         char basename[MAX_QPATH];
5601
5602         if (cls.state == ca_dedicated)
5603                 return NULL;
5604
5605         // return an existing skinframe if already loaded
5606         // if loading of the first image fails, don't make a new skinframe as it
5607         // would cause all future lookups of this to be missing
5608         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5609         if (skinframe && skinframe->base)
5610                 return skinframe;
5611
5612         Image_StripImageExtension(name, basename, sizeof(basename));
5613
5614         // check for DDS texture file first
5615         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor)))
5616         {
5617                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer);
5618                 if (basepixels == NULL)
5619                         return NULL;
5620         }
5621
5622         if (developer_loading.integer)
5623                 Con_Printf("loading skin \"%s\"\n", name);
5624
5625         // we've got some pixels to store, so really allocate this new texture now
5626         if (!skinframe)
5627                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5628         skinframe->stain = NULL;
5629         skinframe->merged = NULL;
5630         skinframe->base = NULL;
5631         skinframe->pants = NULL;
5632         skinframe->shirt = NULL;
5633         skinframe->nmap = NULL;
5634         skinframe->gloss = NULL;
5635         skinframe->glow = NULL;
5636         skinframe->fog = NULL;
5637         skinframe->reflect = NULL;
5638         skinframe->hasalpha = false;
5639
5640         if (ddsbase)
5641         {
5642                 skinframe->base = ddsbase;
5643                 skinframe->hasalpha = ddshasalpha;
5644                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5645                 if (r_loadfog && skinframe->hasalpha)
5646                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5647                 //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]);
5648         }
5649         else
5650         {
5651                 basepixels_width = image_width;
5652                 basepixels_height = image_height;
5653                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5654                 if (textureflags & TEXF_ALPHA)
5655                 {
5656                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5657                         {
5658                                 if (basepixels[j] < 255)
5659                                 {
5660                                         skinframe->hasalpha = true;
5661                                         break;
5662                                 }
5663                         }
5664                         if (r_loadfog && skinframe->hasalpha)
5665                         {
5666                                 // has transparent pixels
5667                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5668                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5669                                 {
5670                                         pixels[j+0] = 255;
5671                                         pixels[j+1] = 255;
5672                                         pixels[j+2] = 255;
5673                                         pixels[j+3] = basepixels[j+3];
5674                                 }
5675                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5676                                 Mem_Free(pixels);
5677                         }
5678                 }
5679                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5680                 //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]);
5681                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5682                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5683                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5684                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5685         }
5686
5687         if (r_loaddds)
5688         {
5689                 if (r_loadnormalmap)
5690                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL);
5691                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL);
5692                 if (r_loadgloss)
5693                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL);
5694                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL);
5695                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL);
5696                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL);
5697         }
5698
5699         // _norm is the name used by tenebrae and has been adopted as standard
5700         if (r_loadnormalmap && skinframe->nmap == NULL)
5701         {
5702                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false)) != NULL)
5703                 {
5704                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5705                         Mem_Free(pixels);
5706                         pixels = NULL;
5707                 }
5708                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false)) != NULL)
5709                 {
5710                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5711                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5712                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5713                         Mem_Free(pixels);
5714                         Mem_Free(bumppixels);
5715                 }
5716                 else if (r_shadow_bumpscale_basetexture.value > 0)
5717                 {
5718                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5719                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5720                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5721                         Mem_Free(pixels);
5722                 }
5723                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5724                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5725         }
5726
5727         // _luma is supported only for tenebrae compatibility
5728         // _glow is the preferred name
5729         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer))))
5730         {
5731                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5732                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5733                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5734                 Mem_Free(pixels);pixels = NULL;
5735         }
5736
5737         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5738         {
5739                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5740                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5741                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5742                 Mem_Free(pixels);
5743                 pixels = NULL;
5744         }
5745
5746         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5747         {
5748                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5749                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5750                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5751                 Mem_Free(pixels);
5752                 pixels = NULL;
5753         }
5754
5755         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5756         {
5757                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5758                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5759                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5760                 Mem_Free(pixels);
5761                 pixels = NULL;
5762         }
5763
5764         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer)))
5765         {
5766                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), NULL);
5767                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5768                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5769                 Mem_Free(pixels);
5770                 pixels = NULL;
5771         }
5772
5773         if (basepixels)
5774                 Mem_Free(basepixels);
5775
5776         return skinframe;
5777 }
5778
5779 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5780 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5781 {
5782         int i;
5783         unsigned char *temp1, *temp2;
5784         skinframe_t *skinframe;
5785
5786         if (cls.state == ca_dedicated)
5787                 return NULL;
5788
5789         // if already loaded just return it, otherwise make a new skinframe
5790         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5791         if (skinframe && skinframe->base)
5792                 return skinframe;
5793
5794         skinframe->stain = NULL;
5795         skinframe->merged = NULL;
5796         skinframe->base = NULL;
5797         skinframe->pants = NULL;
5798         skinframe->shirt = NULL;
5799         skinframe->nmap = NULL;
5800         skinframe->gloss = NULL;
5801         skinframe->glow = NULL;
5802         skinframe->fog = NULL;
5803         skinframe->reflect = NULL;
5804         skinframe->hasalpha = false;
5805
5806         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5807         if (!skindata)
5808                 return NULL;
5809
5810         if (developer_loading.integer)
5811                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5812
5813         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5814         {
5815                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5816                 temp2 = temp1 + width * height * 4;
5817                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5818                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5819                 Mem_Free(temp1);
5820         }
5821         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5822         if (textureflags & TEXF_ALPHA)
5823         {
5824                 for (i = 3;i < width * height * 4;i += 4)
5825                 {
5826                         if (skindata[i] < 255)
5827                         {
5828                                 skinframe->hasalpha = true;
5829                                 break;
5830                         }
5831                 }
5832                 if (r_loadfog && skinframe->hasalpha)
5833                 {
5834                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5835                         memcpy(fogpixels, skindata, width * height * 4);
5836                         for (i = 0;i < width * height * 4;i += 4)
5837                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5838                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
5839                         Mem_Free(fogpixels);
5840                 }
5841         }
5842
5843         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5844         //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]);
5845
5846         return skinframe;
5847 }
5848
5849 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5850 {
5851         int i;
5852         int featuresmask;
5853         skinframe_t *skinframe;
5854
5855         if (cls.state == ca_dedicated)
5856                 return NULL;
5857
5858         // if already loaded just return it, otherwise make a new skinframe
5859         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5860         if (skinframe && skinframe->base)
5861                 return skinframe;
5862
5863         skinframe->stain = NULL;
5864         skinframe->merged = NULL;
5865         skinframe->base = NULL;
5866         skinframe->pants = NULL;
5867         skinframe->shirt = NULL;
5868         skinframe->nmap = NULL;
5869         skinframe->gloss = NULL;
5870         skinframe->glow = NULL;
5871         skinframe->fog = NULL;
5872         skinframe->reflect = NULL;
5873         skinframe->hasalpha = false;
5874
5875         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5876         if (!skindata)
5877                 return NULL;
5878
5879         if (developer_loading.integer)
5880                 Con_Printf("loading quake skin \"%s\"\n", name);
5881
5882         // 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)
5883         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5884         memcpy(skinframe->qpixels, skindata, width*height);
5885         skinframe->qwidth = width;
5886         skinframe->qheight = height;
5887
5888         featuresmask = 0;
5889         for (i = 0;i < width * height;i++)
5890                 featuresmask |= palette_featureflags[skindata[i]];
5891
5892         skinframe->hasalpha = false;
5893         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5894         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5895         skinframe->qgeneratemerged = true;
5896         skinframe->qgeneratebase = skinframe->qhascolormapping;
5897         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5898
5899         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5900         //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]);
5901
5902         return skinframe;
5903 }
5904
5905 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5906 {
5907         int width;
5908         int height;
5909         unsigned char *skindata;
5910
5911         if (!skinframe->qpixels)
5912                 return;
5913
5914         if (!skinframe->qhascolormapping)
5915                 colormapped = false;
5916
5917         if (colormapped)
5918         {
5919                 if (!skinframe->qgeneratebase)
5920                         return;
5921         }
5922         else
5923         {
5924                 if (!skinframe->qgeneratemerged)
5925                         return;
5926         }
5927
5928         width = skinframe->qwidth;
5929         height = skinframe->qheight;
5930         skindata = skinframe->qpixels;
5931
5932         if (skinframe->qgeneratenmap)
5933         {
5934                 unsigned char *temp1, *temp2;
5935                 skinframe->qgeneratenmap = false;
5936                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5937                 temp2 = temp1 + width * height * 4;
5938                 // use either a custom palette or the quake palette
5939                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5940                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5941                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
5942                 Mem_Free(temp1);
5943         }
5944
5945         if (skinframe->qgenerateglow)
5946         {
5947                 skinframe->qgenerateglow = false;
5948                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
5949         }
5950
5951         if (colormapped)
5952         {
5953                 skinframe->qgeneratebase = false;
5954                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5955                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
5956                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
5957         }
5958         else
5959         {
5960                 skinframe->qgeneratemerged = false;
5961                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5962         }
5963
5964         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5965         {
5966                 Mem_Free(skinframe->qpixels);
5967                 skinframe->qpixels = NULL;
5968         }
5969 }
5970
5971 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)
5972 {
5973         int i;
5974         skinframe_t *skinframe;
5975
5976         if (cls.state == ca_dedicated)
5977                 return NULL;
5978
5979         // if already loaded just return it, otherwise make a new skinframe
5980         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5981         if (skinframe && skinframe->base)
5982                 return skinframe;
5983
5984         skinframe->stain = NULL;
5985         skinframe->merged = NULL;
5986         skinframe->base = NULL;
5987         skinframe->pants = NULL;
5988         skinframe->shirt = NULL;
5989         skinframe->nmap = NULL;
5990         skinframe->gloss = NULL;
5991         skinframe->glow = NULL;
5992         skinframe->fog = NULL;
5993         skinframe->reflect = NULL;
5994         skinframe->hasalpha = false;
5995
5996         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5997         if (!skindata)
5998                 return NULL;
5999
6000         if (developer_loading.integer)
6001                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6002
6003         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
6004         if (textureflags & TEXF_ALPHA)
6005         {
6006                 for (i = 0;i < width * height;i++)
6007                 {
6008                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6009                         {
6010                                 skinframe->hasalpha = true;
6011                                 break;
6012                         }
6013                 }
6014                 if (r_loadfog && skinframe->hasalpha)
6015                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
6016         }
6017
6018         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6019         //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]);
6020
6021         return skinframe;
6022 }
6023
6024 skinframe_t *R_SkinFrame_LoadMissing(void)
6025 {
6026         skinframe_t *skinframe;
6027
6028         if (cls.state == ca_dedicated)
6029                 return NULL;
6030
6031         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6032         skinframe->stain = NULL;
6033         skinframe->merged = NULL;
6034         skinframe->base = NULL;
6035         skinframe->pants = NULL;
6036         skinframe->shirt = NULL;
6037         skinframe->nmap = NULL;
6038         skinframe->gloss = NULL;
6039         skinframe->glow = NULL;
6040         skinframe->fog = NULL;
6041         skinframe->reflect = NULL;
6042         skinframe->hasalpha = false;
6043
6044         skinframe->avgcolor[0] = rand() / RAND_MAX;
6045         skinframe->avgcolor[1] = rand() / RAND_MAX;
6046         skinframe->avgcolor[2] = rand() / RAND_MAX;
6047         skinframe->avgcolor[3] = 1;
6048
6049         return skinframe;
6050 }
6051
6052 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6053 typedef struct suffixinfo_s
6054 {
6055         char *suffix;
6056         qboolean flipx, flipy, flipdiagonal;
6057 }
6058 suffixinfo_t;
6059 static suffixinfo_t suffix[3][6] =
6060 {
6061         {
6062                 {"px",   false, false, false},
6063                 {"nx",   false, false, false},
6064                 {"py",   false, false, false},
6065                 {"ny",   false, false, false},
6066                 {"pz",   false, false, false},
6067                 {"nz",   false, false, false}
6068         },
6069         {
6070                 {"posx", false, false, false},
6071                 {"negx", false, false, false},
6072                 {"posy", false, false, false},
6073                 {"negy", false, false, false},
6074                 {"posz", false, false, false},
6075                 {"negz", false, false, false}
6076         },
6077         {
6078                 {"rt",    true, false,  true},
6079                 {"lf",   false,  true,  true},
6080                 {"ft",    true,  true, false},
6081                 {"bk",   false, false, false},
6082                 {"up",    true, false,  true},
6083                 {"dn",    true, false,  true}
6084         }
6085 };
6086
6087 static int componentorder[4] = {0, 1, 2, 3};
6088
6089 rtexture_t *R_LoadCubemap(const char *basename)
6090 {
6091         int i, j, cubemapsize;
6092         unsigned char *cubemappixels, *image_buffer;
6093         rtexture_t *cubemaptexture;
6094         char name[256];
6095         // must start 0 so the first loadimagepixels has no requested width/height
6096         cubemapsize = 0;
6097         cubemappixels = NULL;
6098         cubemaptexture = NULL;
6099         // keep trying different suffix groups (posx, px, rt) until one loads
6100         for (j = 0;j < 3 && !cubemappixels;j++)
6101         {
6102                 // load the 6 images in the suffix group
6103                 for (i = 0;i < 6;i++)
6104                 {
6105                         // generate an image name based on the base and and suffix
6106                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6107                         // load it
6108                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer)))
6109                         {
6110                                 // an image loaded, make sure width and height are equal
6111                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6112                                 {
6113                                         // if this is the first image to load successfully, allocate the cubemap memory
6114                                         if (!cubemappixels && image_width >= 1)
6115                                         {
6116                                                 cubemapsize = image_width;
6117                                                 // note this clears to black, so unavailable sides are black
6118                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6119                                         }
6120                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6121                                         if (cubemappixels)
6122                                                 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);
6123                                 }
6124                                 else
6125                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6126                                 // free the image
6127                                 Mem_Free(image_buffer);
6128                         }
6129                 }
6130         }
6131         // if a cubemap loaded, upload it
6132         if (cubemappixels)
6133         {
6134                 if (developer_loading.integer)
6135                         Con_Printf("loading cubemap \"%s\"\n", basename);
6136
6137                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR, NULL);
6138                 Mem_Free(cubemappixels);
6139         }
6140         else
6141         {
6142                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6143                 if (developer_loading.integer)
6144                 {
6145                         Con_Printf("(tried tried images ");
6146                         for (j = 0;j < 3;j++)
6147                                 for (i = 0;i < 6;i++)
6148                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6149                         Con_Print(" and was unable to find any of them).\n");
6150                 }
6151         }
6152         return cubemaptexture;
6153 }
6154
6155 rtexture_t *R_GetCubemap(const char *basename)
6156 {
6157         int i;
6158         for (i = 0;i < r_texture_numcubemaps;i++)
6159                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6160                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6161         if (i >= MAX_CUBEMAPS)
6162                 return r_texture_whitecube;
6163         r_texture_numcubemaps++;
6164         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6165         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6166         return r_texture_cubemaps[i].texture;
6167 }
6168
6169 void R_FreeCubemaps(void)
6170 {
6171         int i;
6172         for (i = 0;i < r_texture_numcubemaps;i++)
6173         {
6174                 if (developer_loading.integer)
6175                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6176                 if (r_texture_cubemaps[i].texture)
6177                         R_FreeTexture(r_texture_cubemaps[i].texture);
6178         }
6179         r_texture_numcubemaps = 0;
6180 }
6181
6182 void R_Main_FreeViewCache(void)
6183 {
6184         if (r_refdef.viewcache.entityvisible)
6185                 Mem_Free(r_refdef.viewcache.entityvisible);
6186         if (r_refdef.viewcache.world_pvsbits)
6187                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6188         if (r_refdef.viewcache.world_leafvisible)
6189                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6190         if (r_refdef.viewcache.world_surfacevisible)
6191                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6192         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6193 }
6194
6195 void R_Main_ResizeViewCache(void)
6196 {
6197         int numentities = r_refdef.scene.numentities;
6198         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6199         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6200         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6201         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6202         if (r_refdef.viewcache.maxentities < numentities)
6203         {
6204                 r_refdef.viewcache.maxentities = numentities;
6205                 if (r_refdef.viewcache.entityvisible)
6206                         Mem_Free(r_refdef.viewcache.entityvisible);
6207                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6208         }
6209         if (r_refdef.viewcache.world_numclusters != numclusters)
6210         {
6211                 r_refdef.viewcache.world_numclusters = numclusters;
6212                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6213                 if (r_refdef.viewcache.world_pvsbits)
6214                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6215                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6216         }
6217         if (r_refdef.viewcache.world_numleafs != numleafs)
6218         {
6219                 r_refdef.viewcache.world_numleafs = numleafs;
6220                 if (r_refdef.viewcache.world_leafvisible)
6221                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6222                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6223         }
6224         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6225         {
6226                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6227                 if (r_refdef.viewcache.world_surfacevisible)
6228                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6229                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6230         }
6231 }
6232
6233 extern rtexture_t *loadingscreentexture;
6234 void gl_main_start(void)
6235 {
6236         loadingscreentexture = NULL;
6237         r_texture_blanknormalmap = NULL;
6238         r_texture_white = NULL;
6239         r_texture_grey128 = NULL;
6240         r_texture_black = NULL;
6241         r_texture_whitecube = NULL;
6242         r_texture_normalizationcube = NULL;
6243         r_texture_fogattenuation = NULL;
6244         r_texture_fogheighttexture = NULL;
6245         r_texture_gammaramps = NULL;
6246         r_texture_numcubemaps = 0;
6247
6248         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6249         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6250
6251         switch(vid.renderpath)
6252         {
6253         case RENDERPATH_GL20:
6254         case RENDERPATH_CGGL:
6255                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6256                 Cvar_SetValueQuick(&gl_combine, 1);
6257                 Cvar_SetValueQuick(&r_glsl, 1);
6258                 r_loadnormalmap = true;
6259                 r_loadgloss = true;
6260                 r_loadfog = false;
6261                 break;
6262         case RENDERPATH_GL13:
6263                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6264                 Cvar_SetValueQuick(&gl_combine, 1);
6265                 Cvar_SetValueQuick(&r_glsl, 0);
6266                 r_loadnormalmap = false;
6267                 r_loadgloss = false;
6268                 r_loadfog = true;
6269                 break;
6270         case RENDERPATH_GL11:
6271                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6272                 Cvar_SetValueQuick(&gl_combine, 0);
6273                 Cvar_SetValueQuick(&r_glsl, 0);
6274                 r_loadnormalmap = false;
6275                 r_loadgloss = false;
6276                 r_loadfog = true;
6277                 break;
6278         }
6279
6280         R_AnimCache_Free();
6281         R_FrameData_Reset();
6282
6283         r_numqueries = 0;
6284         r_maxqueries = 0;
6285         memset(r_queries, 0, sizeof(r_queries));
6286
6287         r_qwskincache = NULL;
6288         r_qwskincache_size = 0;
6289
6290         // set up r_skinframe loading system for textures
6291         memset(&r_skinframe, 0, sizeof(r_skinframe));
6292         r_skinframe.loadsequence = 1;
6293         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6294
6295         r_main_texturepool = R_AllocTexturePool();
6296         R_BuildBlankTextures();
6297         R_BuildNoTexture();
6298         if (vid.support.arb_texture_cube_map)
6299         {
6300                 R_BuildWhiteCube();
6301                 R_BuildNormalizationCube();
6302         }
6303         r_texture_fogattenuation = NULL;
6304         r_texture_fogheighttexture = NULL;
6305         r_texture_gammaramps = NULL;
6306         //r_texture_fogintensity = NULL;
6307         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6308         memset(&r_waterstate, 0, sizeof(r_waterstate));
6309         r_glsl_permutation = NULL;
6310         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6311         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6312         glslshaderstring = NULL;
6313 #ifdef SUPPORTCG
6314         r_cg_permutation = NULL;
6315         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6316         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6317         cgshaderstring = NULL;
6318 #endif
6319         memset(&r_svbsp, 0, sizeof (r_svbsp));
6320
6321         r_refdef.fogmasktable_density = 0;
6322 }
6323
6324 void gl_main_shutdown(void)
6325 {
6326         R_AnimCache_Free();
6327         R_FrameData_Reset();
6328
6329         R_Main_FreeViewCache();
6330
6331         if (r_maxqueries)
6332                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6333
6334         r_numqueries = 0;
6335         r_maxqueries = 0;
6336         memset(r_queries, 0, sizeof(r_queries));
6337
6338         r_qwskincache = NULL;
6339         r_qwskincache_size = 0;
6340
6341         // clear out the r_skinframe state
6342         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6343         memset(&r_skinframe, 0, sizeof(r_skinframe));
6344
6345         if (r_svbsp.nodes)
6346                 Mem_Free(r_svbsp.nodes);
6347         memset(&r_svbsp, 0, sizeof (r_svbsp));
6348         R_FreeTexturePool(&r_main_texturepool);
6349         loadingscreentexture = NULL;
6350         r_texture_blanknormalmap = NULL;
6351         r_texture_white = NULL;
6352         r_texture_grey128 = NULL;
6353         r_texture_black = NULL;
6354         r_texture_whitecube = NULL;
6355         r_texture_normalizationcube = NULL;
6356         r_texture_fogattenuation = NULL;
6357         r_texture_fogheighttexture = NULL;
6358         r_texture_gammaramps = NULL;
6359         r_texture_numcubemaps = 0;
6360         //r_texture_fogintensity = NULL;
6361         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6362         memset(&r_waterstate, 0, sizeof(r_waterstate));
6363         r_glsl_permutation = NULL;
6364         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6365         glslshaderstring = NULL;
6366 #ifdef SUPPORTCG
6367         r_cg_permutation = NULL;
6368         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6369         cgshaderstring = NULL;
6370 #endif
6371         R_GLSL_Restart_f();
6372 }
6373
6374 extern void CL_ParseEntityLump(char *entitystring);
6375 void gl_main_newmap(void)
6376 {
6377         // FIXME: move this code to client
6378         int l;
6379         char *entities, entname[MAX_QPATH];
6380         if (r_qwskincache)
6381                 Mem_Free(r_qwskincache);
6382         r_qwskincache = NULL;
6383         r_qwskincache_size = 0;
6384         if (cl.worldmodel)
6385         {
6386                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
6387                 l = (int)strlen(entname) - 4;
6388                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
6389                 {
6390                         memcpy(entname + l, ".ent", 5);
6391                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6392                         {
6393                                 CL_ParseEntityLump(entities);
6394                                 Mem_Free(entities);
6395                                 return;
6396                         }
6397                 }
6398                 if (cl.worldmodel->brush.entities)
6399                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6400         }
6401         R_Main_FreeViewCache();
6402
6403         R_FrameData_Reset();
6404 }
6405
6406 void GL_Main_Init(void)
6407 {
6408         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6409
6410         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6411         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6412         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6413         if (gamemode == GAME_NEHAHRA)
6414         {
6415                 Cvar_RegisterVariable (&gl_fogenable);
6416                 Cvar_RegisterVariable (&gl_fogdensity);
6417                 Cvar_RegisterVariable (&gl_fogred);
6418                 Cvar_RegisterVariable (&gl_foggreen);
6419                 Cvar_RegisterVariable (&gl_fogblue);
6420                 Cvar_RegisterVariable (&gl_fogstart);
6421                 Cvar_RegisterVariable (&gl_fogend);
6422                 Cvar_RegisterVariable (&gl_skyclip);
6423         }
6424         Cvar_RegisterVariable(&r_motionblur);
6425         Cvar_RegisterVariable(&r_motionblur_maxblur);
6426         Cvar_RegisterVariable(&r_motionblur_bmin);
6427         Cvar_RegisterVariable(&r_motionblur_vmin);
6428         Cvar_RegisterVariable(&r_motionblur_vmax);
6429         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6430         Cvar_RegisterVariable(&r_motionblur_randomize);
6431         Cvar_RegisterVariable(&r_damageblur);
6432         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6433         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6434         Cvar_RegisterVariable(&r_equalize_entities_by);
6435         Cvar_RegisterVariable(&r_equalize_entities_to);
6436         Cvar_RegisterVariable(&r_depthfirst);
6437         Cvar_RegisterVariable(&r_useinfinitefarclip);
6438         Cvar_RegisterVariable(&r_farclip_base);
6439         Cvar_RegisterVariable(&r_farclip_world);
6440         Cvar_RegisterVariable(&r_nearclip);
6441         Cvar_RegisterVariable(&r_showbboxes);
6442         Cvar_RegisterVariable(&r_showsurfaces);
6443         Cvar_RegisterVariable(&r_showtris);
6444         Cvar_RegisterVariable(&r_shownormals);
6445         Cvar_RegisterVariable(&r_showlighting);
6446         Cvar_RegisterVariable(&r_showshadowvolumes);
6447         Cvar_RegisterVariable(&r_showcollisionbrushes);
6448         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6449         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6450         Cvar_RegisterVariable(&r_showdisabledepthtest);
6451         Cvar_RegisterVariable(&r_drawportals);
6452         Cvar_RegisterVariable(&r_drawentities);
6453         Cvar_RegisterVariable(&r_cullentities_trace);
6454         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6455         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6456         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6457         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6458         Cvar_RegisterVariable(&r_drawviewmodel);
6459         Cvar_RegisterVariable(&r_drawexteriormodel);
6460         Cvar_RegisterVariable(&r_speeds);
6461         Cvar_RegisterVariable(&r_fullbrights);
6462         Cvar_RegisterVariable(&r_wateralpha);
6463         Cvar_RegisterVariable(&r_dynamic);
6464         Cvar_RegisterVariable(&r_fullbright);
6465         Cvar_RegisterVariable(&r_shadows);
6466         Cvar_RegisterVariable(&r_shadows_darken);
6467         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6468         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6469         Cvar_RegisterVariable(&r_shadows_throwdistance);
6470         Cvar_RegisterVariable(&r_shadows_throwdirection);
6471         Cvar_RegisterVariable(&r_shadows_focus);
6472         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6473         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6474         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6475         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6476         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6477         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6478         Cvar_RegisterVariable(&r_fog_exp2);
6479         Cvar_RegisterVariable(&r_drawfog);
6480         Cvar_RegisterVariable(&r_transparentdepthmasking);
6481         Cvar_RegisterVariable(&r_texture_dds_load);
6482         Cvar_RegisterVariable(&r_texture_dds_save);
6483         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6484         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6485         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6486         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6487         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6488         Cvar_RegisterVariable(&r_textureunits);
6489         Cvar_RegisterVariable(&gl_combine);
6490         Cvar_RegisterVariable(&r_glsl);
6491         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6492         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6493         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6494         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6495         Cvar_RegisterVariable(&r_glsl_postprocess);
6496         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6497         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6498         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6499         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6500         Cvar_RegisterVariable(&r_water);
6501         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6502         Cvar_RegisterVariable(&r_water_clippingplanebias);
6503         Cvar_RegisterVariable(&r_water_refractdistort);
6504         Cvar_RegisterVariable(&r_water_reflectdistort);
6505         Cvar_RegisterVariable(&r_lerpsprites);
6506         Cvar_RegisterVariable(&r_lerpmodels);
6507         Cvar_RegisterVariable(&r_lerplightstyles);
6508         Cvar_RegisterVariable(&r_waterscroll);
6509         Cvar_RegisterVariable(&r_bloom);
6510         Cvar_RegisterVariable(&r_bloom_colorscale);
6511         Cvar_RegisterVariable(&r_bloom_brighten);
6512         Cvar_RegisterVariable(&r_bloom_blur);
6513         Cvar_RegisterVariable(&r_bloom_resolution);
6514         Cvar_RegisterVariable(&r_bloom_colorexponent);
6515         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6516         Cvar_RegisterVariable(&r_hdr);
6517         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6518         Cvar_RegisterVariable(&r_hdr_glowintensity);
6519         Cvar_RegisterVariable(&r_hdr_range);
6520         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6521         Cvar_RegisterVariable(&developer_texturelogging);
6522         Cvar_RegisterVariable(&gl_lightmaps);
6523         Cvar_RegisterVariable(&r_test);
6524         Cvar_RegisterVariable(&r_batchmode);
6525         Cvar_RegisterVariable(&r_glsl_saturation);
6526         Cvar_RegisterVariable(&r_framedatasize);
6527         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6528                 Cvar_SetValue("r_fullbrights", 0);
6529         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
6530
6531         Cvar_RegisterVariable(&r_track_sprites);
6532         Cvar_RegisterVariable(&r_track_sprites_flags);
6533         Cvar_RegisterVariable(&r_track_sprites_scalew);
6534         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6535         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6536         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6537 }
6538
6539 extern void R_Textures_Init(void);
6540 extern void GL_Draw_Init(void);
6541 extern void GL_Main_Init(void);
6542 extern void R_Shadow_Init(void);
6543 extern void R_Sky_Init(void);
6544 extern void GL_Surf_Init(void);
6545 extern void R_Particles_Init(void);
6546 extern void R_Explosion_Init(void);
6547 extern void gl_backend_init(void);
6548 extern void Sbar_Init(void);
6549 extern void R_LightningBeams_Init(void);
6550 extern void Mod_RenderInit(void);
6551 extern void Font_Init(void);
6552
6553 void Render_Init(void)
6554 {
6555         gl_backend_init();
6556         R_Textures_Init();
6557         GL_Main_Init();
6558         Font_Init();
6559         GL_Draw_Init();
6560         R_Shadow_Init();
6561         R_Sky_Init();
6562         GL_Surf_Init();
6563         Sbar_Init();
6564         R_Particles_Init();
6565         R_Explosion_Init();
6566         R_LightningBeams_Init();
6567         Mod_RenderInit();
6568 }
6569
6570 /*
6571 ===============
6572 GL_Init
6573 ===============
6574 */
6575 extern char *ENGINE_EXTENSIONS;
6576 void GL_Init (void)
6577 {
6578         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6579         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6580         gl_version = (const char *)qglGetString(GL_VERSION);
6581         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6582
6583         if (!gl_extensions)
6584                 gl_extensions = "";
6585         if (!gl_platformextensions)
6586                 gl_platformextensions = "";
6587
6588         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6589         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6590         Con_Printf("GL_VERSION: %s\n", gl_version);
6591         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6592         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6593
6594         VID_CheckExtensions();
6595
6596         // LordHavoc: report supported extensions
6597         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6598
6599         // clear to black (loading plaque will be seen over this)
6600         CHECKGLERROR
6601         qglClearColor(0,0,0,1);CHECKGLERROR
6602         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6603 }
6604
6605 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6606 {
6607         int i;
6608         mplane_t *p;
6609         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6610         {
6611                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6612                 if (i == 4)
6613                         continue;
6614                 p = r_refdef.view.frustum + i;
6615                 switch(p->signbits)
6616                 {
6617                 default:
6618                 case 0:
6619                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6620                                 return true;
6621                         break;
6622                 case 1:
6623                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6624                                 return true;
6625                         break;
6626                 case 2:
6627                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6628                                 return true;
6629                         break;
6630                 case 3:
6631                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6632                                 return true;
6633                         break;
6634                 case 4:
6635                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6636                                 return true;
6637                         break;
6638                 case 5:
6639                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6640                                 return true;
6641                         break;
6642                 case 6:
6643                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6644                                 return true;
6645                         break;
6646                 case 7:
6647                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6648                                 return true;
6649                         break;
6650                 }
6651         }
6652         return false;
6653 }
6654
6655 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6656 {
6657         int i;
6658         const mplane_t *p;
6659         for (i = 0;i < numplanes;i++)
6660         {
6661                 p = planes + i;
6662                 switch(p->signbits)
6663                 {
6664                 default:
6665                 case 0:
6666                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6667                                 return true;
6668                         break;
6669                 case 1:
6670                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6671                                 return true;
6672                         break;
6673                 case 2:
6674                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6675                                 return true;
6676                         break;
6677                 case 3:
6678                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6679                                 return true;
6680                         break;
6681                 case 4:
6682                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6683                                 return true;
6684                         break;
6685                 case 5:
6686                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6687                                 return true;
6688                         break;
6689                 case 6:
6690                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6691                                 return true;
6692                         break;
6693                 case 7:
6694                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6695                                 return true;
6696                         break;
6697                 }
6698         }
6699         return false;
6700 }
6701
6702 //==================================================================================
6703
6704 // LordHavoc: this stores temporary data used within the same frame
6705
6706 qboolean r_framedata_failed;
6707 static size_t r_framedata_size;
6708 static size_t r_framedata_current;
6709 static void *r_framedata_base;
6710
6711 void R_FrameData_Reset(void)
6712 {
6713         if (r_framedata_base)
6714                 Mem_Free(r_framedata_base);
6715         r_framedata_base = NULL;
6716         r_framedata_size = 0;
6717         r_framedata_current = 0;
6718         r_framedata_failed = false;
6719 }
6720
6721 void R_FrameData_NewFrame(void)
6722 {
6723         size_t wantedsize;
6724         if (r_framedata_failed)
6725                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6726         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6727         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6728         if (r_framedata_size != wantedsize)
6729         {
6730                 r_framedata_size = wantedsize;
6731                 if (r_framedata_base)
6732                         Mem_Free(r_framedata_base);
6733                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6734         }
6735         r_framedata_current = 0;
6736         r_framedata_failed = false;
6737 }
6738
6739 void *R_FrameData_Alloc(size_t size)
6740 {
6741         void *data;
6742
6743         // align to 16 byte boundary
6744         size = (size + 15) & ~15;
6745         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6746         r_framedata_current += size;
6747
6748         // check overflow
6749         if (r_framedata_current > r_framedata_size)
6750                 r_framedata_failed = true;
6751
6752         // return NULL on everything after a failure
6753         if (r_framedata_failed)
6754                 return NULL;
6755
6756         return data;
6757 }
6758
6759 void *R_FrameData_Store(size_t size, void *data)
6760 {
6761         void *d = R_FrameData_Alloc(size);
6762         if (d)
6763                 memcpy(d, data, size);
6764         return d;
6765 }
6766
6767 //==================================================================================
6768
6769 // LordHavoc: animcache originally written by Echon, rewritten since then
6770
6771 /**
6772  * Animation cache prevents re-generating mesh data for an animated model
6773  * multiple times in one frame for lighting, shadowing, reflections, etc.
6774  */
6775
6776 void R_AnimCache_Free(void)
6777 {
6778 }
6779
6780 void R_AnimCache_ClearCache(void)
6781 {
6782         int i;
6783         entity_render_t *ent;
6784
6785         for (i = 0;i < r_refdef.scene.numentities;i++)
6786         {
6787                 ent = r_refdef.scene.entities[i];
6788                 ent->animcache_vertex3f = NULL;
6789                 ent->animcache_normal3f = NULL;
6790                 ent->animcache_svector3f = NULL;
6791                 ent->animcache_tvector3f = NULL;
6792         }
6793 }
6794
6795 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6796 {
6797         dp_model_t *model = ent->model;
6798         int numvertices;
6799         // see if it's already cached this frame
6800         if (ent->animcache_vertex3f)
6801         {
6802                 // add normals/tangents if needed
6803                 if (wantnormals || wanttangents)
6804                 {
6805                         if (ent->animcache_normal3f)
6806                                 wantnormals = false;
6807                         if (ent->animcache_svector3f)
6808                                 wanttangents = false;
6809                         if (wantnormals || wanttangents)
6810                         {
6811                                 numvertices = model->surfmesh.num_vertices;
6812                                 if (wantnormals)
6813                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6814                                 if (wanttangents)
6815                                 {
6816                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6817                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6818                                 }
6819                                 if (!r_framedata_failed)
6820                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6821                         }
6822                 }
6823         }
6824         else
6825         {
6826                 // see if this ent is worth caching
6827                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6828                         return false;
6829                 // get some memory for this entity and generate mesh data
6830                 numvertices = model->surfmesh.num_vertices;
6831                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6832                 if (wantnormals)
6833                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6834                 if (wanttangents)
6835                 {
6836                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6837                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6838                 }
6839                 if (!r_framedata_failed)
6840                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6841         }
6842         return !r_framedata_failed;
6843 }
6844
6845 void R_AnimCache_CacheVisibleEntities(void)
6846 {
6847         int i;
6848         qboolean wantnormals = !r_showsurfaces.integer;
6849         qboolean wanttangents = !r_showsurfaces.integer;
6850
6851         switch(vid.renderpath)
6852         {
6853         case RENDERPATH_GL20:
6854         case RENDERPATH_CGGL:
6855                 break;
6856         case RENDERPATH_GL13:
6857         case RENDERPATH_GL11:
6858                 wanttangents = false;
6859                 break;
6860         }
6861
6862         // TODO: thread this
6863         // NOTE: R_PrepareRTLights() also caches entities
6864
6865         for (i = 0;i < r_refdef.scene.numentities;i++)
6866                 if (r_refdef.viewcache.entityvisible[i])
6867                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6868 }
6869
6870 //==================================================================================
6871
6872 static void R_View_UpdateEntityLighting (void)
6873 {
6874         int i;
6875         entity_render_t *ent;
6876         vec3_t tempdiffusenormal, avg;
6877         vec_t f, fa, fd, fdd;
6878         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6879
6880         for (i = 0;i < r_refdef.scene.numentities;i++)
6881         {
6882                 ent = r_refdef.scene.entities[i];
6883
6884                 // skip unseen models
6885                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6886                         continue;
6887
6888                 // skip bsp models
6889                 if (ent->model && ent->model->brush.num_leafs)
6890                 {
6891                         // TODO: use modellight for r_ambient settings on world?
6892                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6893                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6894                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6895                         continue;
6896                 }
6897
6898                 // fetch the lighting from the worldmodel data
6899                 VectorClear(ent->modellight_ambient);
6900                 VectorClear(ent->modellight_diffuse);
6901                 VectorClear(tempdiffusenormal);
6902                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6903                 {
6904                         vec3_t org;
6905                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6906                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6907                         if(ent->flags & RENDER_EQUALIZE)
6908                         {
6909                                 // first fix up ambient lighting...
6910                                 if(r_equalize_entities_minambient.value > 0)
6911                                 {
6912                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6913                                         if(fd > 0)
6914                                         {
6915                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6916                                                 if(fa < r_equalize_entities_minambient.value * fd)
6917                                                 {
6918                                                         // solve:
6919                                                         //   fa'/fd' = minambient
6920                                                         //   fa'+0.25*fd' = fa+0.25*fd
6921                                                         //   ...
6922                                                         //   fa' = fd' * minambient
6923                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6924                                                         //   ...
6925                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6926                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6927                                                         //   ...
6928                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6929                                                         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
6930                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6931                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6932                                                 }
6933                                         }
6934                                 }
6935
6936                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6937                                 {
6938                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6939                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6940                                         if(f > 0)
6941                                         {
6942                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6943                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6944                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6945                                         }
6946                                 }
6947                         }
6948                 }
6949                 else // highly rare
6950                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6951
6952                 // move the light direction into modelspace coordinates for lighting code
6953                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6954                 if(VectorLength2(ent->modellight_lightdir) == 0)
6955                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6956                 VectorNormalize(ent->modellight_lightdir);
6957         }
6958 }
6959
6960 #define MAX_LINEOFSIGHTTRACES 64
6961
6962 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6963 {
6964         int i;
6965         vec3_t boxmins, boxmaxs;
6966         vec3_t start;
6967         vec3_t end;
6968         dp_model_t *model = r_refdef.scene.worldmodel;
6969
6970         if (!model || !model->brush.TraceLineOfSight)
6971                 return true;
6972
6973         // expand the box a little
6974         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6975         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6976         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6977         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6978         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6979         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6980
6981         // return true if eye is inside enlarged box
6982         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6983                 return true;
6984
6985         // try center
6986         VectorCopy(eye, start);
6987         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6988         if (model->brush.TraceLineOfSight(model, start, end))
6989                 return true;
6990
6991         // try various random positions
6992         for (i = 0;i < numsamples;i++)
6993         {
6994                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
6995                 if (model->brush.TraceLineOfSight(model, start, end))
6996                         return true;
6997         }
6998
6999         return false;
7000 }
7001
7002
7003 static void R_View_UpdateEntityVisible (void)
7004 {
7005         int i;
7006         int renderimask;
7007         int samples;
7008         entity_render_t *ent;
7009
7010         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7011                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7012                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
7013                 :                                                          RENDER_EXTERIORMODEL;
7014         if (!r_drawviewmodel.integer)
7015                 renderimask |= RENDER_VIEWMODEL;
7016         if (!r_drawexteriormodel.integer)
7017                 renderimask |= RENDER_EXTERIORMODEL;
7018         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7019         {
7020                 // worldmodel can check visibility
7021                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7022                 for (i = 0;i < r_refdef.scene.numentities;i++)
7023                 {
7024                         ent = r_refdef.scene.entities[i];
7025                         if (!(ent->flags & renderimask))
7026                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
7027                         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))
7028                                 r_refdef.viewcache.entityvisible[i] = true;
7029                 }
7030                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7031                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7032                 {
7033                         for (i = 0;i < r_refdef.scene.numentities;i++)
7034                         {
7035                                 ent = r_refdef.scene.entities[i];
7036                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7037                                 {
7038                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7039                                         if (samples < 0)
7040                                                 continue; // temp entities do pvs only
7041                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7042                                                 ent->last_trace_visibility = realtime;
7043                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7044                                                 r_refdef.viewcache.entityvisible[i] = 0;
7045                                 }
7046                         }
7047                 }
7048         }
7049         else
7050         {
7051                 // no worldmodel or it can't check visibility
7052                 for (i = 0;i < r_refdef.scene.numentities;i++)
7053                 {
7054                         ent = r_refdef.scene.entities[i];
7055                         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));
7056                 }
7057         }
7058 }
7059
7060 /// only used if skyrendermasked, and normally returns false
7061 int R_DrawBrushModelsSky (void)
7062 {
7063         int i, sky;
7064         entity_render_t *ent;
7065
7066         sky = false;
7067         for (i = 0;i < r_refdef.scene.numentities;i++)
7068         {
7069                 if (!r_refdef.viewcache.entityvisible[i])
7070                         continue;
7071                 ent = r_refdef.scene.entities[i];
7072                 if (!ent->model || !ent->model->DrawSky)
7073                         continue;
7074                 ent->model->DrawSky(ent);
7075                 sky = true;
7076         }
7077         return sky;
7078 }
7079
7080 static void R_DrawNoModel(entity_render_t *ent);
7081 static void R_DrawModels(void)
7082 {
7083         int i;
7084         entity_render_t *ent;
7085
7086         for (i = 0;i < r_refdef.scene.numentities;i++)
7087         {
7088                 if (!r_refdef.viewcache.entityvisible[i])
7089                         continue;
7090                 ent = r_refdef.scene.entities[i];
7091                 r_refdef.stats.entities++;
7092                 if (ent->model && ent->model->Draw != NULL)
7093                         ent->model->Draw(ent);
7094                 else
7095                         R_DrawNoModel(ent);
7096         }
7097 }
7098
7099 static void R_DrawModelsDepth(void)
7100 {
7101         int i;
7102         entity_render_t *ent;
7103
7104         for (i = 0;i < r_refdef.scene.numentities;i++)
7105         {
7106                 if (!r_refdef.viewcache.entityvisible[i])
7107                         continue;
7108                 ent = r_refdef.scene.entities[i];
7109                 if (ent->model && ent->model->DrawDepth != NULL)
7110                         ent->model->DrawDepth(ent);
7111         }
7112 }
7113
7114 static void R_DrawModelsDebug(void)
7115 {
7116         int i;
7117         entity_render_t *ent;
7118
7119         for (i = 0;i < r_refdef.scene.numentities;i++)
7120         {
7121                 if (!r_refdef.viewcache.entityvisible[i])
7122                         continue;
7123                 ent = r_refdef.scene.entities[i];
7124                 if (ent->model && ent->model->DrawDebug != NULL)
7125                         ent->model->DrawDebug(ent);
7126         }
7127 }
7128
7129 static void R_DrawModelsAddWaterPlanes(void)
7130 {
7131         int i;
7132         entity_render_t *ent;
7133
7134         for (i = 0;i < r_refdef.scene.numentities;i++)
7135         {
7136                 if (!r_refdef.viewcache.entityvisible[i])
7137                         continue;
7138                 ent = r_refdef.scene.entities[i];
7139                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7140                         ent->model->DrawAddWaterPlanes(ent);
7141         }
7142 }
7143
7144 static void R_View_SetFrustum(void)
7145 {
7146         int i;
7147         double slopex, slopey;
7148         vec3_t forward, left, up, origin;
7149
7150         // we can't trust r_refdef.view.forward and friends in reflected scenes
7151         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7152
7153 #if 0
7154         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7155         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7156         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7157         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7158         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7159         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7160         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7161         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7162         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7163         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7164         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7165         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7166 #endif
7167
7168 #if 0
7169         zNear = r_refdef.nearclip;
7170         nudge = 1.0 - 1.0 / (1<<23);
7171         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7172         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7173         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7174         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7175         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7176         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7177         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7178         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7179 #endif
7180
7181
7182
7183 #if 0
7184         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7185         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7186         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7187         r_refdef.view.frustum[0].dist = m[15] - m[12];
7188
7189         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7190         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7191         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7192         r_refdef.view.frustum[1].dist = m[15] + m[12];
7193
7194         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7195         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7196         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7197         r_refdef.view.frustum[2].dist = m[15] - m[13];
7198
7199         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7200         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7201         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7202         r_refdef.view.frustum[3].dist = m[15] + m[13];
7203
7204         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7205         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7206         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7207         r_refdef.view.frustum[4].dist = m[15] - m[14];
7208
7209         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7210         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7211         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7212         r_refdef.view.frustum[5].dist = m[15] + m[14];
7213 #endif
7214
7215         if (r_refdef.view.useperspective)
7216         {
7217                 slopex = 1.0 / r_refdef.view.frustum_x;
7218                 slopey = 1.0 / r_refdef.view.frustum_y;
7219                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7220                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7221                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7222                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7223                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7224
7225                 // Leaving those out was a mistake, those were in the old code, and they
7226                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7227                 // I couldn't reproduce it after adding those normalizations. --blub
7228                 VectorNormalize(r_refdef.view.frustum[0].normal);
7229                 VectorNormalize(r_refdef.view.frustum[1].normal);
7230                 VectorNormalize(r_refdef.view.frustum[2].normal);
7231                 VectorNormalize(r_refdef.view.frustum[3].normal);
7232
7233                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7234                 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]);
7235                 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]);
7236                 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]);
7237                 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]);
7238
7239                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7240                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7241                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7242                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7243                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7244         }
7245         else
7246         {
7247                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7248                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7249                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7250                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7251                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7252                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7253                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7254                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7255                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7256                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7257         }
7258         r_refdef.view.numfrustumplanes = 5;
7259
7260         if (r_refdef.view.useclipplane)
7261         {
7262                 r_refdef.view.numfrustumplanes = 6;
7263                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7264         }
7265
7266         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7267                 PlaneClassify(r_refdef.view.frustum + i);
7268
7269         // LordHavoc: note to all quake engine coders, Quake had a special case
7270         // for 90 degrees which assumed a square view (wrong), so I removed it,
7271         // Quake2 has it disabled as well.
7272
7273         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7274         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7275         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7276         //PlaneClassify(&frustum[0]);
7277
7278         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7279         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7280         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7281         //PlaneClassify(&frustum[1]);
7282
7283         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7284         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7285         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7286         //PlaneClassify(&frustum[2]);
7287
7288         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7289         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7290         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7291         //PlaneClassify(&frustum[3]);
7292
7293         // nearclip plane
7294         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7295         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7296         //PlaneClassify(&frustum[4]);
7297 }
7298
7299 void R_View_Update(void)
7300 {
7301         R_Main_ResizeViewCache();
7302         R_View_SetFrustum();
7303         R_View_WorldVisibility(r_refdef.view.useclipplane);
7304         R_View_UpdateEntityVisible();
7305         R_View_UpdateEntityLighting();
7306 }
7307
7308 void R_SetupView(qboolean allowwaterclippingplane)
7309 {
7310         const float *customclipplane = NULL;
7311         float plane[4];
7312         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7313         {
7314                 // LordHavoc: couldn't figure out how to make this approach the
7315                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7316                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7317                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7318                         dist = r_refdef.view.clipplane.dist;
7319                 plane[0] = r_refdef.view.clipplane.normal[0];
7320                 plane[1] = r_refdef.view.clipplane.normal[1];
7321                 plane[2] = r_refdef.view.clipplane.normal[2];
7322                 plane[3] = dist;
7323                 customclipplane = plane;
7324         }
7325
7326         if (!r_refdef.view.useperspective)
7327                 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);
7328         else if (vid.stencil && r_useinfinitefarclip.integer)
7329                 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);
7330         else
7331                 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);
7332         R_SetViewport(&r_refdef.view.viewport);
7333 }
7334
7335 void R_EntityMatrix(const matrix4x4_t *matrix)
7336 {
7337         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7338         {
7339                 gl_modelmatrixchanged = false;
7340                 gl_modelmatrix = *matrix;
7341                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7342                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7343                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7344                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7345                 CHECKGLERROR
7346                 switch(vid.renderpath)
7347                 {
7348                 case RENDERPATH_GL20:
7349                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7350                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7351                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7352                         break;
7353                 case RENDERPATH_CGGL:
7354 #ifdef SUPPORTCG
7355                         CHECKCGERROR
7356                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7357                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7358                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7359 #endif
7360                         break;
7361                 case RENDERPATH_GL13:
7362                 case RENDERPATH_GL11:
7363                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7364                         break;
7365                 }
7366         }
7367 }
7368
7369 void R_ResetViewRendering2D(void)
7370 {
7371         r_viewport_t viewport;
7372         DrawQ_Finish();
7373
7374         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7375         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);
7376         R_SetViewport(&viewport);
7377         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7378         GL_Color(1, 1, 1, 1);
7379         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7380         GL_BlendFunc(GL_ONE, GL_ZERO);
7381         GL_AlphaTest(false);
7382         GL_ScissorTest(false);
7383         GL_DepthMask(false);
7384         GL_DepthRange(0, 1);
7385         GL_DepthTest(false);
7386         R_EntityMatrix(&identitymatrix);
7387         R_Mesh_ResetTextureState();
7388         GL_PolygonOffset(0, 0);
7389         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7390         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7391         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7392         qglStencilMask(~0);CHECKGLERROR
7393         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7394         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7395         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7396 }
7397
7398 void R_ResetViewRendering3D(void)
7399 {
7400         DrawQ_Finish();
7401
7402         R_SetupView(true);
7403         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7404         GL_Color(1, 1, 1, 1);
7405         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7406         GL_BlendFunc(GL_ONE, GL_ZERO);
7407         GL_AlphaTest(false);
7408         GL_ScissorTest(true);
7409         GL_DepthMask(true);
7410         GL_DepthRange(0, 1);
7411         GL_DepthTest(true);
7412         R_EntityMatrix(&identitymatrix);
7413         R_Mesh_ResetTextureState();
7414         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7415         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7416         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7417         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7418         qglStencilMask(~0);CHECKGLERROR
7419         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7420         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7421         GL_CullFace(r_refdef.view.cullface_back);
7422 }
7423
7424 /*
7425 ================
7426 R_RenderView_UpdateViewVectors
7427 ================
7428 */
7429 static void R_RenderView_UpdateViewVectors(void)
7430 {
7431         // break apart the view matrix into vectors for various purposes
7432         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7433         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7434         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7435         VectorNegate(r_refdef.view.left, r_refdef.view.right);
7436         // make an inverted copy of the view matrix for tracking sprites
7437         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7438 }
7439
7440 void R_RenderScene(void);
7441 void R_RenderWaterPlanes(void);
7442
7443 static void R_Water_StartFrame(void)
7444 {
7445         int i;
7446         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7447         r_waterstate_waterplane_t *p;
7448
7449         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7450                 return;
7451
7452         switch(vid.renderpath)
7453         {
7454         case RENDERPATH_GL20:
7455         case RENDERPATH_CGGL:
7456                 break;
7457         case RENDERPATH_GL13:
7458         case RENDERPATH_GL11:
7459                 return;
7460         }
7461
7462         // set waterwidth and waterheight to the water resolution that will be
7463         // used (often less than the screen resolution for faster rendering)
7464         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7465         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7466
7467         // calculate desired texture sizes
7468         // can't use water if the card does not support the texture size
7469         if (!r_water.integer || r_showsurfaces.integer)
7470                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7471         else if (vid.support.arb_texture_non_power_of_two)
7472         {
7473                 texturewidth = waterwidth;
7474                 textureheight = waterheight;
7475                 camerawidth = waterwidth;
7476                 cameraheight = waterheight;
7477         }
7478         else
7479         {
7480                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7481                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7482                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
7483                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
7484         }
7485
7486         // allocate textures as needed
7487         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7488         {
7489                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7490                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7491                 {
7492                         if (p->texture_refraction)
7493                                 R_FreeTexture(p->texture_refraction);
7494                         p->texture_refraction = NULL;
7495                         if (p->texture_reflection)
7496                                 R_FreeTexture(p->texture_reflection);
7497                         p->texture_reflection = NULL;
7498                         if (p->texture_camera)
7499                                 R_FreeTexture(p->texture_camera);
7500                         p->texture_camera = NULL;
7501                 }
7502                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7503                 r_waterstate.texturewidth = texturewidth;
7504                 r_waterstate.textureheight = textureheight;
7505                 r_waterstate.camerawidth = camerawidth;
7506                 r_waterstate.cameraheight = cameraheight;
7507         }
7508
7509         if (r_waterstate.texturewidth)
7510         {
7511                 r_waterstate.enabled = true;
7512
7513                 // when doing a reduced render (HDR) we want to use a smaller area
7514                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7515                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7516
7517                 // set up variables that will be used in shader setup
7518                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7519                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7520                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7521                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7522         }
7523
7524         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7525         r_waterstate.numwaterplanes = 0;
7526 }
7527
7528 void R_Water_AddWaterPlane(msurface_t *surface)
7529 {
7530         int triangleindex, planeindex;
7531         const int *e;
7532         vec3_t vert[3];
7533         vec3_t normal;
7534         vec3_t center;
7535         mplane_t plane;
7536         int cam_ent;
7537         r_waterstate_waterplane_t *p;
7538         texture_t *t = R_GetCurrentTexture(surface->texture);
7539         cam_ent = t->camera_entity;
7540         if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7541                 cam_ent = 0;
7542
7543         // just use the first triangle with a valid normal for any decisions
7544         VectorClear(normal);
7545         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7546         {
7547                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7548                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7549                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7550                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7551                 if (VectorLength2(normal) >= 0.001)
7552                         break;
7553         }
7554
7555         VectorCopy(normal, plane.normal);
7556         VectorNormalize(plane.normal);
7557         plane.dist = DotProduct(vert[0], plane.normal);
7558         PlaneClassify(&plane);
7559         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7560         {
7561                 // skip backfaces (except if nocullface is set)
7562                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7563                         return;
7564                 VectorNegate(plane.normal, plane.normal);
7565                 plane.dist *= -1;
7566                 PlaneClassify(&plane);
7567         }
7568
7569
7570         // find a matching plane if there is one
7571         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7572                 if(p->camera_entity == t->camera_entity)
7573                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7574                                 break;
7575         if (planeindex >= r_waterstate.maxwaterplanes)
7576                 return; // nothing we can do, out of planes
7577
7578         // if this triangle does not fit any known plane rendered this frame, add one
7579         if (planeindex >= r_waterstate.numwaterplanes)
7580         {
7581                 // store the new plane
7582                 r_waterstate.numwaterplanes++;
7583                 p->plane = plane;
7584                 // clear materialflags and pvs
7585                 p->materialflags = 0;
7586                 p->pvsvalid = false;
7587                 p->camera_entity = t->camera_entity;
7588         }
7589         // merge this surface's materialflags into the waterplane
7590         p->materialflags |= t->currentmaterialflags;
7591         if(!(p->materialflags & MATERIALFLAG_CAMERA))
7592         {
7593                 // merge this surface's PVS into the waterplane
7594                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7595                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7596                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7597                 {
7598                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7599                         p->pvsvalid = true;
7600                 }
7601         }
7602 }
7603
7604 static void R_Water_ProcessPlanes(void)
7605 {
7606         r_refdef_view_t originalview;
7607         r_refdef_view_t myview;
7608         int planeindex;
7609         r_waterstate_waterplane_t *p;
7610         vec3_t visorigin;
7611
7612         originalview = r_refdef.view;
7613
7614         // make sure enough textures are allocated
7615         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7616         {
7617                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7618                 {
7619                         if (!p->texture_refraction)
7620                                 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, NULL);
7621                         if (!p->texture_refraction)
7622                                 goto error;
7623                 }
7624                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7625                 {
7626                         if (!p->texture_camera)
7627                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, NULL);
7628                         if (!p->texture_camera)
7629                                 goto error;
7630                 }
7631
7632                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7633                 {
7634                         if (!p->texture_reflection)
7635                                 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, NULL);
7636                         if (!p->texture_reflection)
7637                                 goto error;
7638                 }
7639         }
7640
7641         // render views
7642         r_refdef.view = originalview;
7643         r_refdef.view.showdebug = false;
7644         r_refdef.view.width = r_waterstate.waterwidth;
7645         r_refdef.view.height = r_waterstate.waterheight;
7646         r_refdef.view.useclipplane = true;
7647         myview = r_refdef.view;
7648         r_waterstate.renderingscene = true;
7649         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7650         {
7651                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7652                 {
7653                         r_refdef.view = myview;
7654                         // render reflected scene and copy into texture
7655                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7656                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7657                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7658                         r_refdef.view.clipplane = p->plane;
7659                         // reverse the cullface settings for this render
7660                         r_refdef.view.cullface_front = GL_FRONT;
7661                         r_refdef.view.cullface_back = GL_BACK;
7662                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7663                         {
7664                                 r_refdef.view.usecustompvs = true;
7665                                 if (p->pvsvalid)
7666                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7667                                 else
7668                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7669                         }
7670
7671                         R_ResetViewRendering3D();
7672                         R_ClearScreen(r_refdef.fogenabled);
7673                         R_View_Update();
7674                         R_RenderScene();
7675
7676                         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);
7677                 }
7678
7679                 // render the normal view scene and copy into texture
7680                 // (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)
7681                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7682                 {
7683                         r_waterstate.renderingrefraction = true;
7684                         r_refdef.view = myview;
7685
7686                         r_refdef.view.clipplane = p->plane;
7687                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7688                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7689
7690                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7691                         {
7692                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7693                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7694                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7695                                 R_RenderView_UpdateViewVectors();
7696                                 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);
7697                         }
7698
7699                         PlaneClassify(&r_refdef.view.clipplane);
7700
7701                         R_ResetViewRendering3D();
7702                         R_ClearScreen(r_refdef.fogenabled);
7703                         R_View_Update();
7704                         R_RenderScene();
7705
7706                         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);
7707                         r_waterstate.renderingrefraction = false;
7708                 }
7709                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7710                 {
7711                         r_refdef.view = myview;
7712
7713                         r_refdef.view.clipplane = p->plane;
7714                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7715                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7716
7717                         r_refdef.view.width = r_waterstate.camerawidth;
7718                         r_refdef.view.height = r_waterstate.cameraheight;
7719                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7720                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7721
7722                         if(p->camera_entity)
7723                         {
7724                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7725                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7726                         }
7727
7728                         // reverse the cullface settings for this render
7729                         r_refdef.view.cullface_front = GL_FRONT;
7730                         r_refdef.view.cullface_back = GL_BACK;
7731                         // also reverse the view matrix
7732                         Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, -1, 1);
7733                         R_RenderView_UpdateViewVectors();
7734                         if(p->camera_entity)
7735                                 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);
7736                         
7737                         // camera needs no clipplane
7738                         r_refdef.view.useclipplane = false;
7739
7740                         PlaneClassify(&r_refdef.view.clipplane);
7741
7742                         R_ResetViewRendering3D();
7743                         R_ClearScreen(r_refdef.fogenabled);
7744                         R_View_Update();
7745                         R_RenderScene();
7746
7747                         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);
7748                         r_waterstate.renderingrefraction = false;
7749                 }
7750
7751         }
7752         r_waterstate.renderingscene = false;
7753         r_refdef.view = originalview;
7754         R_ResetViewRendering3D();
7755         R_ClearScreen(r_refdef.fogenabled);
7756         R_View_Update();
7757         return;
7758 error:
7759         r_refdef.view = originalview;
7760         r_waterstate.renderingscene = false;
7761         Cvar_SetValueQuick(&r_water, 0);
7762         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7763         return;
7764 }
7765
7766 void R_Bloom_StartFrame(void)
7767 {
7768         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7769
7770         switch(vid.renderpath)
7771         {
7772         case RENDERPATH_GL20:
7773         case RENDERPATH_CGGL:
7774                 break;
7775         case RENDERPATH_GL13:
7776         case RENDERPATH_GL11:
7777                 return;
7778         }
7779
7780         // set bloomwidth and bloomheight to the bloom resolution that will be
7781         // used (often less than the screen resolution for faster rendering)
7782         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7783         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7784         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7785         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7786         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7787
7788         // calculate desired texture sizes
7789         if (vid.support.arb_texture_non_power_of_two)
7790         {
7791                 screentexturewidth = r_refdef.view.width;
7792                 screentextureheight = r_refdef.view.height;
7793                 bloomtexturewidth = r_bloomstate.bloomwidth;
7794                 bloomtextureheight = r_bloomstate.bloomheight;
7795         }
7796         else
7797         {
7798                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7799                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7800                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7801                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7802         }
7803
7804         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))
7805         {
7806                 Cvar_SetValueQuick(&r_hdr, 0);
7807                 Cvar_SetValueQuick(&r_bloom, 0);
7808                 Cvar_SetValueQuick(&r_motionblur, 0);
7809                 Cvar_SetValueQuick(&r_damageblur, 0);
7810         }
7811
7812         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)))
7813                 screentexturewidth = screentextureheight = 0;
7814         if (!r_hdr.integer && !r_bloom.integer)
7815                 bloomtexturewidth = bloomtextureheight = 0;
7816
7817         // allocate textures as needed
7818         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7819         {
7820                 if (r_bloomstate.texture_screen)
7821                         R_FreeTexture(r_bloomstate.texture_screen);
7822                 r_bloomstate.texture_screen = NULL;
7823                 r_bloomstate.screentexturewidth = screentexturewidth;
7824                 r_bloomstate.screentextureheight = screentextureheight;
7825                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7826                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, NULL);
7827         }
7828         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7829         {
7830                 if (r_bloomstate.texture_bloom)
7831                         R_FreeTexture(r_bloomstate.texture_bloom);
7832                 r_bloomstate.texture_bloom = NULL;
7833                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7834                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7835                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7836                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
7837         }
7838
7839         // when doing a reduced render (HDR) we want to use a smaller area
7840         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7841         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7842         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7843         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7844         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7845
7846         // set up a texcoord array for the full resolution screen image
7847         // (we have to keep this around to copy back during final render)
7848         r_bloomstate.screentexcoord2f[0] = 0;
7849         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7850         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7851         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7852         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7853         r_bloomstate.screentexcoord2f[5] = 0;
7854         r_bloomstate.screentexcoord2f[6] = 0;
7855         r_bloomstate.screentexcoord2f[7] = 0;
7856
7857         // set up a texcoord array for the reduced resolution bloom image
7858         // (which will be additive blended over the screen image)
7859         r_bloomstate.bloomtexcoord2f[0] = 0;
7860         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7861         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7862         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7863         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7864         r_bloomstate.bloomtexcoord2f[5] = 0;
7865         r_bloomstate.bloomtexcoord2f[6] = 0;
7866         r_bloomstate.bloomtexcoord2f[7] = 0;
7867
7868         if (r_hdr.integer || r_bloom.integer)
7869         {
7870                 r_bloomstate.enabled = true;
7871                 r_bloomstate.hdr = r_hdr.integer != 0;
7872         }
7873
7874         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);
7875 }
7876
7877 void R_Bloom_CopyBloomTexture(float colorscale)
7878 {
7879         r_refdef.stats.bloom++;
7880
7881         // scale down screen texture to the bloom texture size
7882         CHECKGLERROR
7883         R_SetViewport(&r_bloomstate.viewport);
7884         GL_BlendFunc(GL_ONE, GL_ZERO);
7885         GL_Color(colorscale, colorscale, colorscale, 1);
7886         // TODO: optimize with multitexture or GLSL
7887         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7888         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7889         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7890         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7891
7892         // we now have a bloom image in the framebuffer
7893         // copy it into the bloom image texture for later processing
7894         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);
7895         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7896 }
7897
7898 void R_Bloom_CopyHDRTexture(void)
7899 {
7900         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);
7901         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7902 }
7903
7904 void R_Bloom_MakeTexture(void)
7905 {
7906         int x, range, dir;
7907         float xoffset, yoffset, r, brighten;
7908
7909         r_refdef.stats.bloom++;
7910
7911         R_ResetViewRendering2D();
7912         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7913         R_Mesh_ColorPointer(NULL, 0, 0);
7914
7915         // we have a bloom image in the framebuffer
7916         CHECKGLERROR
7917         R_SetViewport(&r_bloomstate.viewport);
7918
7919         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7920         {
7921                 x *= 2;
7922                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7923                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7924                 GL_Color(r, r, r, 1);
7925                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7926                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7927                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7928                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7929
7930                 // copy the vertically blurred bloom view to a texture
7931                 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);
7932                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7933         }
7934
7935         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7936         brighten = r_bloom_brighten.value;
7937         if (r_hdr.integer)
7938                 brighten *= r_hdr_range.value;
7939         brighten = sqrt(brighten);
7940         if(range >= 1)
7941                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7942         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7943         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7944
7945         for (dir = 0;dir < 2;dir++)
7946         {
7947                 // blend on at multiple vertical offsets to achieve a vertical blur
7948                 // TODO: do offset blends using GLSL
7949                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7950                 GL_BlendFunc(GL_ONE, GL_ZERO);
7951                 for (x = -range;x <= range;x++)
7952                 {
7953                         if (!dir){xoffset = 0;yoffset = x;}
7954                         else {xoffset = x;yoffset = 0;}
7955                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7956                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7957                         // compute a texcoord array with the specified x and y offset
7958                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7959                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7960                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7961                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7962                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7963                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7964                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7965                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7966                         // this r value looks like a 'dot' particle, fading sharply to
7967                         // black at the edges
7968                         // (probably not realistic but looks good enough)
7969                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7970                         //r = brighten/(range*2+1);
7971                         r = brighten / (range * 2 + 1);
7972                         if(range >= 1)
7973                                 r *= (1 - x*x/(float)(range*range));
7974                         GL_Color(r, r, r, 1);
7975                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7976                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7977                         GL_BlendFunc(GL_ONE, GL_ONE);
7978                 }
7979
7980                 // copy the vertically blurred bloom view to a texture
7981                 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);
7982                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7983         }
7984
7985         // apply subtract last
7986         // (just like it would be in a GLSL shader)
7987         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7988         {
7989                 GL_BlendFunc(GL_ONE, GL_ZERO);
7990                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7991                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7992                 GL_Color(1, 1, 1, 1);
7993                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7994                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7995
7996                 GL_BlendFunc(GL_ONE, GL_ONE);
7997                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
7998                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
7999                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8000                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
8001                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8002                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8003                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8004
8005                 // copy the darkened bloom view to a texture
8006                 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);
8007                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8008         }
8009 }
8010
8011 void R_HDR_RenderBloomTexture(void)
8012 {
8013         int oldwidth, oldheight;
8014         float oldcolorscale;
8015
8016         oldcolorscale = r_refdef.view.colorscale;
8017         oldwidth = r_refdef.view.width;
8018         oldheight = r_refdef.view.height;
8019         r_refdef.view.width = r_bloomstate.bloomwidth;
8020         r_refdef.view.height = r_bloomstate.bloomheight;
8021
8022         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
8023         // TODO: add exposure compensation features
8024         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8025
8026         r_refdef.view.showdebug = false;
8027         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8028
8029         R_ResetViewRendering3D();
8030
8031         R_ClearScreen(r_refdef.fogenabled);
8032         if (r_timereport_active)
8033                 R_TimeReport("HDRclear");
8034
8035         R_View_Update();
8036         if (r_timereport_active)
8037                 R_TimeReport("visibility");
8038
8039         // only do secondary renders with HDR if r_hdr is 2 or higher
8040         r_waterstate.numwaterplanes = 0;
8041         if (r_waterstate.enabled && r_hdr.integer >= 2)
8042                 R_RenderWaterPlanes();
8043
8044         r_refdef.view.showdebug = true;
8045         R_RenderScene();
8046         r_waterstate.numwaterplanes = 0;
8047
8048         R_ResetViewRendering2D();
8049
8050         R_Bloom_CopyHDRTexture();
8051         R_Bloom_MakeTexture();
8052
8053         // restore the view settings
8054         r_refdef.view.width = oldwidth;
8055         r_refdef.view.height = oldheight;
8056         r_refdef.view.colorscale = oldcolorscale;
8057
8058         R_ResetViewRendering3D();
8059
8060         R_ClearScreen(r_refdef.fogenabled);
8061         if (r_timereport_active)
8062                 R_TimeReport("viewclear");
8063 }
8064
8065 static void R_BlendView(void)
8066 {
8067         unsigned int permutation;
8068         float uservecs[4][4];
8069
8070         switch (vid.renderpath)
8071         {
8072         case RENDERPATH_GL20:
8073         case RENDERPATH_CGGL:
8074                 permutation =
8075                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8076                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8077                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8078                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8079                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8080
8081                 if (r_bloomstate.texture_screen)
8082                 {
8083                         // make sure the buffer is available
8084                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8085
8086                         R_ResetViewRendering2D();
8087                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8088                         R_Mesh_ColorPointer(NULL, 0, 0);
8089
8090                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8091                         {
8092                                 // declare variables
8093                                 float speed;
8094                                 static float avgspeed;
8095
8096                                 speed = VectorLength(cl.movement_velocity);
8097
8098                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8099                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8100
8101                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8102                                 speed = bound(0, speed, 1);
8103                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8104
8105                                 // calculate values into a standard alpha
8106                                 cl.motionbluralpha = 1 - exp(-
8107                                                 (
8108                                                  (r_motionblur.value * speed / 80)
8109                                                  +
8110                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8111                                                 )
8112                                                 /
8113                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
8114                                            );
8115
8116                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8117                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8118                                 // apply the blur
8119                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8120                                 {
8121                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8122                                         GL_Color(1, 1, 1, cl.motionbluralpha);
8123                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8124                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8125                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8126                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8127                                 }
8128                         }
8129
8130                         // copy view into the screen texture
8131                         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);
8132                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8133                 }
8134                 else if (!r_bloomstate.texture_bloom)
8135                 {
8136                         // we may still have to do view tint...
8137                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8138                         {
8139                                 // apply a color tint to the whole view
8140                                 R_ResetViewRendering2D();
8141                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8142                                 R_Mesh_ColorPointer(NULL, 0, 0);
8143                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8144                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8145                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8146                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8147                         }
8148                         break; // no screen processing, no bloom, skip it
8149                 }
8150
8151                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8152                 {
8153                         // render simple bloom effect
8154                         // copy the screen and shrink it and darken it for the bloom process
8155                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8156                         // make the bloom texture
8157                         R_Bloom_MakeTexture();
8158                 }
8159
8160 #if _MSC_VER >= 1400
8161 #define sscanf sscanf_s
8162 #endif
8163                 memset(uservecs, 0, sizeof(uservecs));
8164                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8165                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8166                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8167                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8168
8169                 R_ResetViewRendering2D();
8170                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8171                 R_Mesh_ColorPointer(NULL, 0, 0);
8172                 GL_Color(1, 1, 1, 1);
8173                 GL_BlendFunc(GL_ONE, GL_ZERO);
8174                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8175                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8176
8177                 switch(vid.renderpath)
8178                 {
8179                 case RENDERPATH_GL20:
8180                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8181                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
8182                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
8183                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
8184                         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]);
8185                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8186                         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]);
8187                         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]);
8188                         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]);
8189                         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]);
8190                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
8191                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8192                         break;
8193                 case RENDERPATH_CGGL:
8194 #ifdef SUPPORTCG
8195                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8196                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
8197                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
8198                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
8199                         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
8200                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8201                         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
8202                         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
8203                         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
8204                         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
8205                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
8206                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8207 #endif
8208                         break;
8209                 default:
8210                         break;
8211                 }
8212                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8213                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8214                 break;
8215         case RENDERPATH_GL13:
8216         case RENDERPATH_GL11:
8217                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8218                 {
8219                         // apply a color tint to the whole view
8220                         R_ResetViewRendering2D();
8221                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8222                         R_Mesh_ColorPointer(NULL, 0, 0);
8223                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8224                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8225                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8226                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8227                 }
8228                 break;
8229         }
8230 }
8231
8232 matrix4x4_t r_waterscrollmatrix;
8233
8234 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8235 {
8236         if (r_refdef.fog_density)
8237         {
8238                 r_refdef.fogcolor[0] = r_refdef.fog_red;
8239                 r_refdef.fogcolor[1] = r_refdef.fog_green;
8240                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8241
8242                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8243                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8244                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8245                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8246
8247                 {
8248                         vec3_t fogvec;
8249                         VectorCopy(r_refdef.fogcolor, fogvec);
8250                         //   color.rgb *= ContrastBoost * SceneBrightness;
8251                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8252                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8253                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8254                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8255                 }
8256         }
8257 }
8258
8259 void R_UpdateVariables(void)
8260 {
8261         R_Textures_Frame();
8262
8263         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8264
8265         r_refdef.farclip = r_farclip_base.value;
8266         if (r_refdef.scene.worldmodel)
8267                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8268         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8269
8270         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8271                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8272         r_refdef.polygonfactor = 0;
8273         r_refdef.polygonoffset = 0;
8274         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8275         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8276
8277         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8278         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8279         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8280         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8281         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8282         if (r_showsurfaces.integer)
8283         {
8284                 r_refdef.scene.rtworld = false;
8285                 r_refdef.scene.rtworldshadows = false;
8286                 r_refdef.scene.rtdlight = false;
8287                 r_refdef.scene.rtdlightshadows = false;
8288                 r_refdef.lightmapintensity = 0;
8289         }
8290
8291         if (gamemode == GAME_NEHAHRA)
8292         {
8293                 if (gl_fogenable.integer)
8294                 {
8295                         r_refdef.oldgl_fogenable = true;
8296                         r_refdef.fog_density = gl_fogdensity.value;
8297                         r_refdef.fog_red = gl_fogred.value;
8298                         r_refdef.fog_green = gl_foggreen.value;
8299                         r_refdef.fog_blue = gl_fogblue.value;
8300                         r_refdef.fog_alpha = 1;
8301                         r_refdef.fog_start = 0;
8302                         r_refdef.fog_end = gl_skyclip.value;
8303                         r_refdef.fog_height = 1<<30;
8304                         r_refdef.fog_fadedepth = 128;
8305                 }
8306                 else if (r_refdef.oldgl_fogenable)
8307                 {
8308                         r_refdef.oldgl_fogenable = false;
8309                         r_refdef.fog_density = 0;
8310                         r_refdef.fog_red = 0;
8311                         r_refdef.fog_green = 0;
8312                         r_refdef.fog_blue = 0;
8313                         r_refdef.fog_alpha = 0;
8314                         r_refdef.fog_start = 0;
8315                         r_refdef.fog_end = 0;
8316                         r_refdef.fog_height = 1<<30;
8317                         r_refdef.fog_fadedepth = 128;
8318                 }
8319         }
8320
8321         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8322         r_refdef.fog_start = max(0, r_refdef.fog_start);
8323         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8324
8325         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8326
8327         if (r_refdef.fog_density && r_drawfog.integer)
8328         {
8329                 r_refdef.fogenabled = true;
8330                 // this is the point where the fog reaches 0.9986 alpha, which we
8331                 // consider a good enough cutoff point for the texture
8332                 // (0.9986 * 256 == 255.6)
8333                 if (r_fog_exp2.integer)
8334                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8335                 else
8336                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8337                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8338                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8339                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8340                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8341                         R_BuildFogHeightTexture();
8342                 // fog color was already set
8343                 // update the fog texture
8344                 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)
8345                         R_BuildFogTexture();
8346                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8347                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8348         }
8349         else
8350                 r_refdef.fogenabled = false;
8351
8352         switch(vid.renderpath)
8353         {
8354         case RENDERPATH_GL20:
8355         case RENDERPATH_CGGL:
8356                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8357                 {
8358                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8359                         {
8360                                 // build GLSL gamma texture
8361 #define RAMPWIDTH 256
8362                                 unsigned short ramp[RAMPWIDTH * 3];
8363                                 unsigned char rampbgr[RAMPWIDTH][4];
8364                                 int i;
8365
8366                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8367
8368                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8369                                 for(i = 0; i < RAMPWIDTH; ++i)
8370                                 {
8371                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8372                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8373                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8374                                         rampbgr[i][3] = 0;
8375                                 }
8376                                 if (r_texture_gammaramps)
8377                                 {
8378                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8379                                 }
8380                                 else
8381                                 {
8382                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, NULL);
8383                                 }
8384                         }
8385                 }
8386                 else
8387                 {
8388                         // remove GLSL gamma texture
8389                 }
8390                 break;
8391         case RENDERPATH_GL13:
8392         case RENDERPATH_GL11:
8393                 break;
8394         }
8395 }
8396
8397 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8398 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8399 /*
8400 ================
8401 R_SelectScene
8402 ================
8403 */
8404 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8405         if( scenetype != r_currentscenetype ) {
8406                 // store the old scenetype
8407                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8408                 r_currentscenetype = scenetype;
8409                 // move in the new scene
8410                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8411         }
8412 }
8413
8414 /*
8415 ================
8416 R_GetScenePointer
8417 ================
8418 */
8419 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8420 {
8421         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8422         if( scenetype == r_currentscenetype ) {
8423                 return &r_refdef.scene;
8424         } else {
8425                 return &r_scenes_store[ scenetype ];
8426         }
8427 }
8428
8429 /*
8430 ================
8431 R_RenderView
8432 ================
8433 */
8434 void R_RenderView(void)
8435 {
8436         if (r_timereport_active)
8437                 R_TimeReport("start");
8438         r_textureframe++; // used only by R_GetCurrentTexture
8439         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8440
8441         if (!r_drawentities.integer)
8442                 r_refdef.scene.numentities = 0;
8443
8444         R_AnimCache_ClearCache();
8445         R_FrameData_NewFrame();
8446
8447         if (r_refdef.view.isoverlay)
8448         {
8449                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8450                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8451                 R_TimeReport("depthclear");
8452
8453                 r_refdef.view.showdebug = false;
8454
8455                 r_waterstate.enabled = false;
8456                 r_waterstate.numwaterplanes = 0;
8457
8458                 R_RenderScene();
8459
8460                 CHECKGLERROR
8461                 return;
8462         }
8463
8464         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8465                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8466
8467         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8468
8469         R_RenderView_UpdateViewVectors();
8470
8471         R_Shadow_UpdateWorldLightSelection();
8472
8473         R_Bloom_StartFrame();
8474         R_Water_StartFrame();
8475
8476         CHECKGLERROR
8477         if (r_timereport_active)
8478                 R_TimeReport("viewsetup");
8479
8480         R_ResetViewRendering3D();
8481
8482         if (r_refdef.view.clear || r_refdef.fogenabled)
8483         {
8484                 R_ClearScreen(r_refdef.fogenabled);
8485                 if (r_timereport_active)
8486                         R_TimeReport("viewclear");
8487         }
8488         r_refdef.view.clear = true;
8489
8490         // this produces a bloom texture to be used in R_BlendView() later
8491         if (r_hdr.integer && r_bloomstate.bloomwidth)
8492         {
8493                 R_HDR_RenderBloomTexture();
8494                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8495                 r_textureframe++; // used only by R_GetCurrentTexture
8496         }
8497
8498         r_refdef.view.showdebug = true;
8499
8500         R_View_Update();
8501         if (r_timereport_active)
8502                 R_TimeReport("visibility");
8503
8504         r_waterstate.numwaterplanes = 0;
8505         if (r_waterstate.enabled)
8506                 R_RenderWaterPlanes();
8507
8508         R_RenderScene();
8509         r_waterstate.numwaterplanes = 0;
8510
8511         R_BlendView();
8512         if (r_timereport_active)
8513                 R_TimeReport("blendview");
8514
8515         GL_Scissor(0, 0, vid.width, vid.height);
8516         GL_ScissorTest(false);
8517         CHECKGLERROR
8518 }
8519
8520 void R_RenderWaterPlanes(void)
8521 {
8522         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8523         {
8524                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8525                 if (r_timereport_active)
8526                         R_TimeReport("waterworld");
8527         }
8528
8529         // don't let sound skip if going slow
8530         if (r_refdef.scene.extraupdate)
8531                 S_ExtraUpdate ();
8532
8533         R_DrawModelsAddWaterPlanes();
8534         if (r_timereport_active)
8535                 R_TimeReport("watermodels");
8536
8537         if (r_waterstate.numwaterplanes)
8538         {
8539                 R_Water_ProcessPlanes();
8540                 if (r_timereport_active)
8541                         R_TimeReport("waterscenes");
8542         }
8543 }
8544
8545 extern void R_DrawLightningBeams (void);
8546 extern void VM_CL_AddPolygonsToMeshQueue (void);
8547 extern void R_DrawPortals (void);
8548 extern cvar_t cl_locs_show;
8549 static void R_DrawLocs(void);
8550 static void R_DrawEntityBBoxes(void);
8551 static void R_DrawModelDecals(void);
8552 extern void R_DrawModelShadows(void);
8553 extern void R_DrawModelShadowMaps(void);
8554 extern cvar_t cl_decals_newsystem;
8555 extern qboolean r_shadow_usingdeferredprepass;
8556 void R_RenderScene(void)
8557 {
8558         qboolean shadowmapping = false;
8559
8560         if (r_timereport_active)
8561                 R_TimeReport("beginscene");
8562
8563         r_refdef.stats.renders++;
8564
8565         R_UpdateFogColor();
8566
8567         // don't let sound skip if going slow
8568         if (r_refdef.scene.extraupdate)
8569                 S_ExtraUpdate ();
8570
8571         R_MeshQueue_BeginScene();
8572
8573         R_SkyStartFrame();
8574
8575         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);
8576
8577         if (r_timereport_active)
8578                 R_TimeReport("skystartframe");
8579
8580         if (cl.csqc_vidvars.drawworld)
8581         {
8582                 // don't let sound skip if going slow
8583                 if (r_refdef.scene.extraupdate)
8584                         S_ExtraUpdate ();
8585
8586                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8587                 {
8588                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8589                         if (r_timereport_active)
8590                                 R_TimeReport("worldsky");
8591                 }
8592
8593                 if (R_DrawBrushModelsSky() && r_timereport_active)
8594                         R_TimeReport("bmodelsky");
8595
8596                 if (skyrendermasked && skyrenderlater)
8597                 {
8598                         // we have to force off the water clipping plane while rendering sky
8599                         R_SetupView(false);
8600                         R_Sky();
8601                         R_SetupView(true);
8602                         if (r_timereport_active)
8603                                 R_TimeReport("sky");
8604                 }
8605         }
8606
8607         R_AnimCache_CacheVisibleEntities();
8608         if (r_timereport_active)
8609                 R_TimeReport("animation");
8610
8611         R_Shadow_PrepareLights();
8612         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8613                 R_Shadow_PrepareModelShadows();
8614         if (r_timereport_active)
8615                 R_TimeReport("preparelights");
8616
8617         if (R_Shadow_ShadowMappingEnabled())
8618                 shadowmapping = true;
8619
8620         if (r_shadow_usingdeferredprepass)
8621                 R_Shadow_DrawPrepass();
8622
8623         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8624         {
8625                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8626                 if (r_timereport_active)
8627                         R_TimeReport("worlddepth");
8628         }
8629         if (r_depthfirst.integer >= 2)
8630         {
8631                 R_DrawModelsDepth();
8632                 if (r_timereport_active)
8633                         R_TimeReport("modeldepth");
8634         }
8635
8636         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8637         {
8638                 R_DrawModelShadowMaps();
8639                 R_ResetViewRendering3D();
8640                 // don't let sound skip if going slow
8641                 if (r_refdef.scene.extraupdate)
8642                         S_ExtraUpdate ();
8643         }
8644
8645         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8646         {
8647                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8648                 if (r_timereport_active)
8649                         R_TimeReport("world");
8650         }
8651
8652         // don't let sound skip if going slow
8653         if (r_refdef.scene.extraupdate)
8654                 S_ExtraUpdate ();
8655
8656         R_DrawModels();
8657         if (r_timereport_active)
8658                 R_TimeReport("models");
8659
8660         // don't let sound skip if going slow
8661         if (r_refdef.scene.extraupdate)
8662                 S_ExtraUpdate ();
8663
8664         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8665         {
8666                 R_DrawModelShadows();
8667                 R_ResetViewRendering3D();
8668                 // don't let sound skip if going slow
8669                 if (r_refdef.scene.extraupdate)
8670                         S_ExtraUpdate ();
8671         }
8672
8673         if (!r_shadow_usingdeferredprepass)
8674         {
8675                 R_Shadow_DrawLights();
8676                 if (r_timereport_active)
8677                         R_TimeReport("rtlights");
8678         }
8679
8680         // don't let sound skip if going slow
8681         if (r_refdef.scene.extraupdate)
8682                 S_ExtraUpdate ();
8683
8684         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8685         {
8686                 R_DrawModelShadows();
8687                 R_ResetViewRendering3D();
8688                 // don't let sound skip if going slow
8689                 if (r_refdef.scene.extraupdate)
8690                         S_ExtraUpdate ();
8691         }
8692
8693         if (cl.csqc_vidvars.drawworld)
8694         {
8695                 if (cl_decals_newsystem.integer)
8696                 {
8697                         R_DrawModelDecals();
8698                         if (r_timereport_active)
8699                                 R_TimeReport("modeldecals");
8700                 }
8701                 else
8702                 {
8703                         R_DrawDecals();
8704                         if (r_timereport_active)
8705                                 R_TimeReport("decals");
8706                 }
8707
8708                 R_DrawParticles();
8709                 if (r_timereport_active)
8710                         R_TimeReport("particles");
8711
8712                 R_DrawExplosions();
8713                 if (r_timereport_active)
8714                         R_TimeReport("explosions");
8715
8716                 R_DrawLightningBeams();
8717                 if (r_timereport_active)
8718                         R_TimeReport("lightning");
8719         }
8720
8721         VM_CL_AddPolygonsToMeshQueue();
8722
8723         if (r_refdef.view.showdebug)
8724         {
8725                 if (cl_locs_show.integer)
8726                 {
8727                         R_DrawLocs();
8728                         if (r_timereport_active)
8729                                 R_TimeReport("showlocs");
8730                 }
8731
8732                 if (r_drawportals.integer)
8733                 {
8734                         R_DrawPortals();
8735                         if (r_timereport_active)
8736                                 R_TimeReport("portals");
8737                 }
8738
8739                 if (r_showbboxes.value > 0)
8740                 {
8741                         R_DrawEntityBBoxes();
8742                         if (r_timereport_active)
8743                                 R_TimeReport("bboxes");
8744                 }
8745         }
8746
8747         R_MeshQueue_RenderTransparent();
8748         if (r_timereport_active)
8749                 R_TimeReport("drawtrans");
8750
8751         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))
8752         {
8753                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8754                 if (r_timereport_active)
8755                         R_TimeReport("worlddebug");
8756                 R_DrawModelsDebug();
8757                 if (r_timereport_active)
8758                         R_TimeReport("modeldebug");
8759         }
8760
8761         if (cl.csqc_vidvars.drawworld)
8762         {
8763                 R_Shadow_DrawCoronas();
8764                 if (r_timereport_active)
8765                         R_TimeReport("coronas");
8766         }
8767
8768         // don't let sound skip if going slow
8769         if (r_refdef.scene.extraupdate)
8770                 S_ExtraUpdate ();
8771
8772         R_ResetViewRendering2D();
8773 }
8774
8775 static const unsigned short bboxelements[36] =
8776 {
8777         5, 1, 3, 5, 3, 7,
8778         6, 2, 0, 6, 0, 4,
8779         7, 3, 2, 7, 2, 6,
8780         4, 0, 1, 4, 1, 5,
8781         4, 5, 7, 4, 7, 6,
8782         1, 0, 2, 1, 2, 3,
8783 };
8784
8785 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8786 {
8787         int i;
8788         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8789
8790         RSurf_ActiveWorldEntity();
8791
8792         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8793         GL_DepthMask(false);
8794         GL_DepthRange(0, 1);
8795         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8796         R_Mesh_ResetTextureState();
8797
8798         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8799         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8800         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8801         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8802         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8803         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8804         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8805         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8806         R_FillColors(color4f, 8, cr, cg, cb, ca);
8807         if (r_refdef.fogenabled)
8808         {
8809                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8810                 {
8811                         f1 = RSurf_FogVertex(v);
8812                         f2 = 1 - f1;
8813                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8814                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8815                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8816                 }
8817         }
8818         R_Mesh_VertexPointer(vertex3f, 0, 0);
8819         R_Mesh_ColorPointer(color4f, 0, 0);
8820         R_Mesh_ResetTextureState();
8821         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8822         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8823 }
8824
8825 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8826 {
8827         int i;
8828         float color[4];
8829         prvm_edict_t *edict;
8830         prvm_prog_t *prog_save = prog;
8831
8832         // this function draws bounding boxes of server entities
8833         if (!sv.active)
8834                 return;
8835
8836         GL_CullFace(GL_NONE);
8837         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8838
8839         prog = 0;
8840         SV_VM_Begin();
8841         for (i = 0;i < numsurfaces;i++)
8842         {
8843                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8844                 switch ((int)edict->fields.server->solid)
8845                 {
8846                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8847                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8848                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8849                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8850                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8851                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8852                 }
8853                 color[3] *= r_showbboxes.value;
8854                 color[3] = bound(0, color[3], 1);
8855                 GL_DepthTest(!r_showdisabledepthtest.integer);
8856                 GL_CullFace(r_refdef.view.cullface_front);
8857                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8858         }
8859         SV_VM_End();
8860         prog = prog_save;
8861 }
8862
8863 static void R_DrawEntityBBoxes(void)
8864 {
8865         int i;
8866         prvm_edict_t *edict;
8867         vec3_t center;
8868         prvm_prog_t *prog_save = prog;
8869
8870         // this function draws bounding boxes of server entities
8871         if (!sv.active)
8872                 return;
8873
8874         prog = 0;
8875         SV_VM_Begin();
8876         for (i = 0;i < prog->num_edicts;i++)
8877         {
8878                 edict = PRVM_EDICT_NUM(i);
8879                 if (edict->priv.server->free)
8880                         continue;
8881                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8882                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8883                         continue;
8884                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8885                         continue;
8886                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8887                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8888         }
8889         SV_VM_End();
8890         prog = prog_save;
8891 }
8892
8893 static const int nomodelelement3i[24] =
8894 {
8895         5, 2, 0,
8896         5, 1, 2,
8897         5, 0, 3,
8898         5, 3, 1,
8899         0, 2, 4,
8900         2, 1, 4,
8901         3, 0, 4,
8902         1, 3, 4
8903 };
8904
8905 static const unsigned short nomodelelement3s[24] =
8906 {
8907         5, 2, 0,
8908         5, 1, 2,
8909         5, 0, 3,
8910         5, 3, 1,
8911         0, 2, 4,
8912         2, 1, 4,
8913         3, 0, 4,
8914         1, 3, 4
8915 };
8916
8917 static const float nomodelvertex3f[6*3] =
8918 {
8919         -16,   0,   0,
8920          16,   0,   0,
8921           0, -16,   0,
8922           0,  16,   0,
8923           0,   0, -16,
8924           0,   0,  16
8925 };
8926
8927 static const float nomodelcolor4f[6*4] =
8928 {
8929         0.0f, 0.0f, 0.5f, 1.0f,
8930         0.0f, 0.0f, 0.5f, 1.0f,
8931         0.0f, 0.5f, 0.0f, 1.0f,
8932         0.0f, 0.5f, 0.0f, 1.0f,
8933         0.5f, 0.0f, 0.0f, 1.0f,
8934         0.5f, 0.0f, 0.0f, 1.0f
8935 };
8936
8937 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8938 {
8939         int i;
8940         float f1, f2, *c;
8941         float color4f[6*4];
8942
8943         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);
8944
8945         // this is only called once per entity so numsurfaces is always 1, and
8946         // surfacelist is always {0}, so this code does not handle batches
8947
8948         if (rsurface.ent_flags & RENDER_ADDITIVE)
8949         {
8950                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8951                 GL_DepthMask(false);
8952         }
8953         else if (rsurface.colormod[3] < 1)
8954         {
8955                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8956                 GL_DepthMask(false);
8957         }
8958         else
8959         {
8960                 GL_BlendFunc(GL_ONE, GL_ZERO);
8961                 GL_DepthMask(true);
8962         }
8963         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8964         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8965         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8966         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8967         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8968         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8969         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8970         R_Mesh_ColorPointer(color4f, 0, 0);
8971         for (i = 0, c = color4f;i < 6;i++, c += 4)
8972         {
8973                 c[0] *= rsurface.colormod[0];
8974                 c[1] *= rsurface.colormod[1];
8975                 c[2] *= rsurface.colormod[2];
8976                 c[3] *= rsurface.colormod[3];
8977         }
8978         if (r_refdef.fogenabled)
8979         {
8980                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8981                 {
8982                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8983                         f2 = 1 - f1;
8984                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8985                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8986                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8987                 }
8988         }
8989         R_Mesh_ResetTextureState();
8990         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
8991 }
8992
8993 void R_DrawNoModel(entity_render_t *ent)
8994 {
8995         vec3_t org;
8996         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
8997         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
8998                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
8999         else
9000                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9001 }
9002
9003 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9004 {
9005         vec3_t right1, right2, diff, normal;
9006
9007         VectorSubtract (org2, org1, normal);
9008
9009         // calculate 'right' vector for start
9010         VectorSubtract (r_refdef.view.origin, org1, diff);
9011         CrossProduct (normal, diff, right1);
9012         VectorNormalize (right1);
9013
9014         // calculate 'right' vector for end
9015         VectorSubtract (r_refdef.view.origin, org2, diff);
9016         CrossProduct (normal, diff, right2);
9017         VectorNormalize (right2);
9018
9019         vert[ 0] = org1[0] + width * right1[0];
9020         vert[ 1] = org1[1] + width * right1[1];
9021         vert[ 2] = org1[2] + width * right1[2];
9022         vert[ 3] = org1[0] - width * right1[0];
9023         vert[ 4] = org1[1] - width * right1[1];
9024         vert[ 5] = org1[2] - width * right1[2];
9025         vert[ 6] = org2[0] - width * right2[0];
9026         vert[ 7] = org2[1] - width * right2[1];
9027         vert[ 8] = org2[2] - width * right2[2];
9028         vert[ 9] = org2[0] + width * right2[0];
9029         vert[10] = org2[1] + width * right2[1];
9030         vert[11] = org2[2] + width * right2[2];
9031 }
9032
9033 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)
9034 {
9035         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9036         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9037         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9038         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9039         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9040         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9041         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9042         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9043         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9044         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9045         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9046         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9047 }
9048
9049 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9050 {
9051         int i;
9052         float *vertex3f;
9053         float v[3];
9054         VectorSet(v, x, y, z);
9055         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9056                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9057                         break;
9058         if (i == mesh->numvertices)
9059         {
9060                 if (mesh->numvertices < mesh->maxvertices)
9061                 {
9062                         VectorCopy(v, vertex3f);
9063                         mesh->numvertices++;
9064                 }
9065                 return mesh->numvertices;
9066         }
9067         else
9068                 return i;
9069 }
9070
9071 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9072 {
9073         int i;
9074         int *e, element[3];
9075         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9076         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9077         e = mesh->element3i + mesh->numtriangles * 3;
9078         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9079         {
9080                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9081                 if (mesh->numtriangles < mesh->maxtriangles)
9082                 {
9083                         *e++ = element[0];
9084                         *e++ = element[1];
9085                         *e++ = element[2];
9086                         mesh->numtriangles++;
9087                 }
9088                 element[1] = element[2];
9089         }
9090 }
9091
9092 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9093 {
9094         int i;
9095         int *e, element[3];
9096         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9097         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9098         e = mesh->element3i + mesh->numtriangles * 3;
9099         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9100         {
9101                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9102                 if (mesh->numtriangles < mesh->maxtriangles)
9103                 {
9104                         *e++ = element[0];
9105                         *e++ = element[1];
9106                         *e++ = element[2];
9107                         mesh->numtriangles++;
9108                 }
9109                 element[1] = element[2];
9110         }
9111 }
9112
9113 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9114 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9115 {
9116         int planenum, planenum2;
9117         int w;
9118         int tempnumpoints;
9119         mplane_t *plane, *plane2;
9120         double maxdist;
9121         double temppoints[2][256*3];
9122         // figure out how large a bounding box we need to properly compute this brush
9123         maxdist = 0;
9124         for (w = 0;w < numplanes;w++)
9125                 maxdist = max(maxdist, fabs(planes[w].dist));
9126         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9127         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9128         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9129         {
9130                 w = 0;
9131                 tempnumpoints = 4;
9132                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9133                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9134                 {
9135                         if (planenum2 == planenum)
9136                                 continue;
9137                         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);
9138                         w = !w;
9139                 }
9140                 if (tempnumpoints < 3)
9141                         continue;
9142                 // generate elements forming a triangle fan for this polygon
9143                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9144         }
9145 }
9146
9147 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)
9148 {
9149         texturelayer_t *layer;
9150         layer = t->currentlayers + t->currentnumlayers++;
9151         layer->type = type;
9152         layer->depthmask = depthmask;
9153         layer->blendfunc1 = blendfunc1;
9154         layer->blendfunc2 = blendfunc2;
9155         layer->texture = texture;
9156         layer->texmatrix = *matrix;
9157         layer->color[0] = r;
9158         layer->color[1] = g;
9159         layer->color[2] = b;
9160         layer->color[3] = a;
9161 }
9162
9163 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9164 {
9165         double index, f;
9166         index = parms[2] + r_refdef.scene.time * parms[3];
9167         index -= floor(index);
9168         switch (func)
9169         {
9170         default:
9171         case Q3WAVEFUNC_NONE:
9172         case Q3WAVEFUNC_NOISE:
9173         case Q3WAVEFUNC_COUNT:
9174                 f = 0;
9175                 break;
9176         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9177         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9178         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9179         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9180         case Q3WAVEFUNC_TRIANGLE:
9181                 index *= 4;
9182                 f = index - floor(index);
9183                 if (index < 1)
9184                         f = f;
9185                 else if (index < 2)
9186                         f = 1 - f;
9187                 else if (index < 3)
9188                         f = -f;
9189                 else
9190                         f = -(1 - f);
9191                 break;
9192         }
9193         return (float)(parms[0] + parms[1] * f);
9194 }
9195
9196 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9197 {
9198         int w, h, idx;
9199         float f;
9200         float tcmat[12];
9201         matrix4x4_t matrix, temp;
9202         switch(tcmod->tcmod)
9203         {
9204                 case Q3TCMOD_COUNT:
9205                 case Q3TCMOD_NONE:
9206                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9207                                 matrix = r_waterscrollmatrix;
9208                         else
9209                                 matrix = identitymatrix;
9210                         break;
9211                 case Q3TCMOD_ENTITYTRANSLATE:
9212                         // this is used in Q3 to allow the gamecode to control texcoord
9213                         // scrolling on the entity, which is not supported in darkplaces yet.
9214                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9215                         break;
9216                 case Q3TCMOD_ROTATE:
9217                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9218                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9219                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9220                         break;
9221                 case Q3TCMOD_SCALE:
9222                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9223                         break;
9224                 case Q3TCMOD_SCROLL:
9225                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9226                         break;
9227                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9228                         w = (int) tcmod->parms[0];
9229                         h = (int) tcmod->parms[1];
9230                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9231                         f = f - floor(f);
9232                         idx = (int) floor(f * w * h);
9233                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9234                         break;
9235                 case Q3TCMOD_STRETCH:
9236                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9237                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9238                         break;
9239                 case Q3TCMOD_TRANSFORM:
9240                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
9241                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
9242                         VectorSet(tcmat +  6, 0                   , 0                , 1);
9243                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
9244                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9245                         break;
9246                 case Q3TCMOD_TURBULENT:
9247                         // this is handled in the RSurf_PrepareVertices function
9248                         matrix = identitymatrix;
9249                         break;
9250         }
9251         temp = *texmatrix;
9252         Matrix4x4_Concat(texmatrix, &matrix, &temp);
9253 }
9254
9255 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9256 {
9257         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9258         char name[MAX_QPATH];
9259         skinframe_t *skinframe;
9260         unsigned char pixels[296*194];
9261         strlcpy(cache->name, skinname, sizeof(cache->name));
9262         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9263         if (developer_loading.integer)
9264                 Con_Printf("loading %s\n", name);
9265         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9266         if (!skinframe || !skinframe->base)
9267         {
9268                 unsigned char *f;
9269                 fs_offset_t filesize;
9270                 skinframe = NULL;
9271                 f = FS_LoadFile(name, tempmempool, true, &filesize);
9272                 if (f)
9273                 {
9274                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9275                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9276                         Mem_Free(f);
9277                 }
9278         }
9279         cache->skinframe = skinframe;
9280 }
9281
9282 texture_t *R_GetCurrentTexture(texture_t *t)
9283 {
9284         int i;
9285         const entity_render_t *ent = rsurface.entity;
9286         dp_model_t *model = ent->model;
9287         q3shaderinfo_layer_tcmod_t *tcmod;
9288
9289         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9290                 return t->currentframe;
9291         t->update_lastrenderframe = r_textureframe;
9292         t->update_lastrenderentity = (void *)ent;
9293
9294         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9295                 t->camera_entity = ent->entitynumber;
9296         else
9297                 t->camera_entity = 0;
9298
9299         // switch to an alternate material if this is a q1bsp animated material
9300         {
9301                 texture_t *texture = t;
9302                 int s = rsurface.ent_skinnum;
9303                 if ((unsigned int)s >= (unsigned int)model->numskins)
9304                         s = 0;
9305                 if (model->skinscenes)
9306                 {
9307                         if (model->skinscenes[s].framecount > 1)
9308                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9309                         else
9310                                 s = model->skinscenes[s].firstframe;
9311                 }
9312                 if (s > 0)
9313                         t = t + s * model->num_surfaces;
9314                 if (t->animated)
9315                 {
9316                         // use an alternate animation if the entity's frame is not 0,
9317                         // and only if the texture has an alternate animation
9318                         if (rsurface.ent_alttextures && t->anim_total[1])
9319                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9320                         else
9321                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9322                 }
9323                 texture->currentframe = t;
9324         }
9325
9326         // update currentskinframe to be a qw skin or animation frame
9327         if (rsurface.ent_qwskin >= 0)
9328         {
9329                 i = rsurface.ent_qwskin;
9330                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9331                 {
9332                         r_qwskincache_size = cl.maxclients;
9333                         if (r_qwskincache)
9334                                 Mem_Free(r_qwskincache);
9335                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9336                 }
9337                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9338                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9339                 t->currentskinframe = r_qwskincache[i].skinframe;
9340                 if (t->currentskinframe == NULL)
9341                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9342         }
9343         else if (t->numskinframes >= 2)
9344                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9345         if (t->backgroundnumskinframes >= 2)
9346                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9347
9348         t->currentmaterialflags = t->basematerialflags;
9349         t->currentalpha = rsurface.colormod[3];
9350         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9351                 t->currentalpha *= r_wateralpha.value;
9352         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9353                 t->currentalpha *= t->r_water_wateralpha;
9354         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9355                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9356         if (!(rsurface.ent_flags & RENDER_LIGHT))
9357                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9358         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9359         {
9360                 // pick a model lighting mode
9361                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9362                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9363                 else
9364                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9365         }
9366         if (rsurface.ent_flags & RENDER_ADDITIVE)
9367                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9368         else if (t->currentalpha < 1)
9369                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9370         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9371                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9372         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9373                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9374         if (t->backgroundnumskinframes)
9375                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9376         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9377         {
9378                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9379                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9380         }
9381         else
9382                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9383         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9384                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9385
9386         // there is no tcmod
9387         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9388         {
9389                 t->currenttexmatrix = r_waterscrollmatrix;
9390                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9391         }
9392         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9393         {
9394                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9395                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9396         }
9397
9398         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9399                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9400         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9401                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9402
9403         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9404         if (t->currentskinframe->qpixels)
9405                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9406         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9407         if (!t->basetexture)
9408                 t->basetexture = r_texture_notexture;
9409         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9410         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9411         t->nmaptexture = t->currentskinframe->nmap;
9412         if (!t->nmaptexture)
9413                 t->nmaptexture = r_texture_blanknormalmap;
9414         t->glosstexture = r_texture_black;
9415         t->glowtexture = t->currentskinframe->glow;
9416         t->fogtexture = t->currentskinframe->fog;
9417         t->reflectmasktexture = t->currentskinframe->reflect;
9418         if (t->backgroundnumskinframes)
9419         {
9420                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9421                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9422                 t->backgroundglosstexture = r_texture_black;
9423                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9424                 if (!t->backgroundnmaptexture)
9425                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9426         }
9427         else
9428         {
9429                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9430                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9431                 t->backgroundglosstexture = r_texture_black;
9432                 t->backgroundglowtexture = NULL;
9433         }
9434         t->specularpower = r_shadow_glossexponent.value;
9435         // TODO: store reference values for these in the texture?
9436         t->specularscale = 0;
9437         if (r_shadow_gloss.integer > 0)
9438         {
9439                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9440                 {
9441                         if (r_shadow_glossintensity.value > 0)
9442                         {
9443                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9444                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9445                                 t->specularscale = r_shadow_glossintensity.value;
9446                         }
9447                 }
9448                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9449                 {
9450                         t->glosstexture = r_texture_white;
9451                         t->backgroundglosstexture = r_texture_white;
9452                         t->specularscale = r_shadow_gloss2intensity.value;
9453                         t->specularpower = r_shadow_gloss2exponent.value;
9454                 }
9455         }
9456         t->specularscale *= t->specularscalemod;
9457         t->specularpower *= t->specularpowermod;
9458
9459         // lightmaps mode looks bad with dlights using actual texturing, so turn
9460         // off the colormap and glossmap, but leave the normalmap on as it still
9461         // accurately represents the shading involved
9462         if (gl_lightmaps.integer)
9463         {
9464                 t->basetexture = r_texture_grey128;
9465                 t->pantstexture = r_texture_black;
9466                 t->shirttexture = r_texture_black;
9467                 t->nmaptexture = r_texture_blanknormalmap;
9468                 t->glosstexture = r_texture_black;
9469                 t->glowtexture = NULL;
9470                 t->fogtexture = NULL;
9471                 t->reflectmasktexture = NULL;
9472                 t->backgroundbasetexture = NULL;
9473                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9474                 t->backgroundglosstexture = r_texture_black;
9475                 t->backgroundglowtexture = NULL;
9476                 t->specularscale = 0;
9477                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9478         }
9479
9480         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9481         VectorClear(t->dlightcolor);
9482         t->currentnumlayers = 0;
9483         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9484         {
9485                 int blendfunc1, blendfunc2;
9486                 qboolean depthmask;
9487                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9488                 {
9489                         blendfunc1 = GL_SRC_ALPHA;
9490                         blendfunc2 = GL_ONE;
9491                 }
9492                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9493                 {
9494                         blendfunc1 = GL_SRC_ALPHA;
9495                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9496                 }
9497                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9498                 {
9499                         blendfunc1 = t->customblendfunc[0];
9500                         blendfunc2 = t->customblendfunc[1];
9501                 }
9502                 else
9503                 {
9504                         blendfunc1 = GL_ONE;
9505                         blendfunc2 = GL_ZERO;
9506                 }
9507                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9508                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9509                 {
9510                         // fullbright is not affected by r_refdef.lightmapintensity
9511                         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]);
9512                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9513                                 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]);
9514                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9515                                 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]);
9516                 }
9517                 else
9518                 {
9519                         vec3_t ambientcolor;
9520                         float colorscale;
9521                         // set the color tint used for lights affecting this surface
9522                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9523                         colorscale = 2;
9524                         // q3bsp has no lightmap updates, so the lightstylevalue that
9525                         // would normally be baked into the lightmap must be
9526                         // applied to the color
9527                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9528                         if (model->type == mod_brushq3)
9529                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9530                         colorscale *= r_refdef.lightmapintensity;
9531                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9532                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9533                         // basic lit geometry
9534                         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]);
9535                         // add pants/shirt if needed
9536                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9537                                 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]);
9538                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9539                                 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]);
9540                         // now add ambient passes if needed
9541                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9542                         {
9543                                 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]);
9544                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9545                                         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]);
9546                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9547                                         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]);
9548                         }
9549                 }
9550                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9551                         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]);
9552                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9553                 {
9554                         // if this is opaque use alpha blend which will darken the earlier
9555                         // passes cheaply.
9556                         //
9557                         // if this is an alpha blended material, all the earlier passes
9558                         // were darkened by fog already, so we only need to add the fog
9559                         // color ontop through the fog mask texture
9560                         //
9561                         // if this is an additive blended material, all the earlier passes
9562                         // were darkened by fog already, and we should not add fog color
9563                         // (because the background was not darkened, there is no fog color
9564                         // that was lost behind it).
9565                         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]);
9566                 }
9567         }
9568
9569         return t->currentframe;
9570 }
9571
9572 rsurfacestate_t rsurface;
9573
9574 void R_Mesh_ResizeArrays(int newvertices)
9575 {
9576         float *base;
9577         if (rsurface.array_size >= newvertices)
9578                 return;
9579         if (rsurface.array_modelvertex3f)
9580                 Mem_Free(rsurface.array_modelvertex3f);
9581         rsurface.array_size = (newvertices + 1023) & ~1023;
9582         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9583         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9584         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9585         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9586         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9587         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9588         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9589         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9590         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9591         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9592         rsurface.array_color4f           = base + rsurface.array_size * 27;
9593         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9594 }
9595
9596 void RSurf_ActiveWorldEntity(void)
9597 {
9598         dp_model_t *model = r_refdef.scene.worldmodel;
9599         //if (rsurface.entity == r_refdef.scene.worldentity)
9600         //      return;
9601         rsurface.entity = r_refdef.scene.worldentity;
9602         rsurface.skeleton = NULL;
9603         rsurface.ent_skinnum = 0;
9604         rsurface.ent_qwskin = -1;
9605         rsurface.ent_shadertime = 0;
9606         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9607         if (rsurface.array_size < model->surfmesh.num_vertices)
9608                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9609         rsurface.matrix = identitymatrix;
9610         rsurface.inversematrix = identitymatrix;
9611         rsurface.matrixscale = 1;
9612         rsurface.inversematrixscale = 1;
9613         R_EntityMatrix(&identitymatrix);
9614         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9615         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9616         rsurface.fograngerecip = r_refdef.fograngerecip;
9617         rsurface.fogheightfade = r_refdef.fogheightfade;
9618         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9619         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9620         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9621         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9622         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9623         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9624         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9625         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9626         rsurface.colormod[3] = 1;
9627         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);
9628         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9629         rsurface.frameblend[0].lerp = 1;
9630         rsurface.ent_alttextures = false;
9631         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9632         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9633         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9634         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9635         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9636         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9637         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9638         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9639         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9640         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9641         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9642         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9643         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9644         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9645         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9646         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9647         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9648         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9649         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9650         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9651         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9652         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9653         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9654         rsurface.modelelement3i = model->surfmesh.data_element3i;
9655         rsurface.modelelement3s = model->surfmesh.data_element3s;
9656         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9657         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9658         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9659         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9660         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9661         rsurface.modelsurfaces = model->data_surfaces;
9662         rsurface.generatedvertex = false;
9663         rsurface.vertex3f  = rsurface.modelvertex3f;
9664         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9665         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9666         rsurface.svector3f = rsurface.modelsvector3f;
9667         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9668         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9669         rsurface.tvector3f = rsurface.modeltvector3f;
9670         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9671         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9672         rsurface.normal3f  = rsurface.modelnormal3f;
9673         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9674         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9675         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9676 }
9677
9678 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9679 {
9680         dp_model_t *model = ent->model;
9681         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9682         //      return;
9683         rsurface.entity = (entity_render_t *)ent;
9684         rsurface.skeleton = ent->skeleton;
9685         rsurface.ent_skinnum = ent->skinnum;
9686         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;
9687         rsurface.ent_shadertime = ent->shadertime;
9688         rsurface.ent_flags = ent->flags;
9689         if (rsurface.array_size < model->surfmesh.num_vertices)
9690                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9691         rsurface.matrix = ent->matrix;
9692         rsurface.inversematrix = ent->inversematrix;
9693         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9694         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9695         R_EntityMatrix(&rsurface.matrix);
9696         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9697         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9698         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9699         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9700         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9701         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9702         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9703         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9704         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9705         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9706         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9707         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9708         rsurface.colormod[3] = ent->alpha;
9709         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9710         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9711         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9712         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9713         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9714         if (ent->model->brush.submodel && !prepass)
9715         {
9716                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9717                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9718         }
9719         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9720         {
9721                 if (ent->animcache_vertex3f && !r_framedata_failed)
9722                 {
9723                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9724                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9725                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9726                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9727                 }
9728                 else if (wanttangents)
9729                 {
9730                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9731                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9732                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9733                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9734                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9735                 }
9736                 else if (wantnormals)
9737                 {
9738                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9739                         rsurface.modelsvector3f = NULL;
9740                         rsurface.modeltvector3f = NULL;
9741                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9742                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9743                 }
9744                 else
9745                 {
9746                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9747                         rsurface.modelsvector3f = NULL;
9748                         rsurface.modeltvector3f = NULL;
9749                         rsurface.modelnormal3f = NULL;
9750                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9751                 }
9752                 rsurface.modelvertex3f_bufferobject = 0;
9753                 rsurface.modelvertex3f_bufferoffset = 0;
9754                 rsurface.modelsvector3f_bufferobject = 0;
9755                 rsurface.modelsvector3f_bufferoffset = 0;
9756                 rsurface.modeltvector3f_bufferobject = 0;
9757                 rsurface.modeltvector3f_bufferoffset = 0;
9758                 rsurface.modelnormal3f_bufferobject = 0;
9759                 rsurface.modelnormal3f_bufferoffset = 0;
9760                 rsurface.generatedvertex = true;
9761         }
9762         else
9763         {
9764                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9765                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9766                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9767                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9768                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9769                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9770                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9771                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9772                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9773                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9774                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9775                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9776                 rsurface.generatedvertex = false;
9777         }
9778         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9779         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9780         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9781         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9782         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9783         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9784         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9785         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9786         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9787         rsurface.modelelement3i = model->surfmesh.data_element3i;
9788         rsurface.modelelement3s = model->surfmesh.data_element3s;
9789         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9790         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9791         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9792         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9793         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9794         rsurface.modelsurfaces = model->data_surfaces;
9795         rsurface.vertex3f  = rsurface.modelvertex3f;
9796         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9797         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9798         rsurface.svector3f = rsurface.modelsvector3f;
9799         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9800         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9801         rsurface.tvector3f = rsurface.modeltvector3f;
9802         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9803         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9804         rsurface.normal3f  = rsurface.modelnormal3f;
9805         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9806         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9807         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9808 }
9809
9810 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)
9811 {
9812         rsurface.entity = r_refdef.scene.worldentity;
9813         rsurface.skeleton = NULL;
9814         rsurface.ent_skinnum = 0;
9815         rsurface.ent_qwskin = -1;
9816         rsurface.ent_shadertime = shadertime;
9817         rsurface.ent_flags = entflags;
9818         rsurface.modelnum_vertices = numvertices;
9819         rsurface.modelnum_triangles = numtriangles;
9820         if (rsurface.array_size < rsurface.modelnum_vertices)
9821                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9822         rsurface.matrix = *matrix;
9823         rsurface.inversematrix = *inversematrix;
9824         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9825         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9826         R_EntityMatrix(&rsurface.matrix);
9827         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9828         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9829         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9830         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9831         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9832         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9833         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9834         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9835         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9836         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9837         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9838         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9839         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);
9840         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9841         rsurface.frameblend[0].lerp = 1;
9842         rsurface.ent_alttextures = false;
9843         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9844         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9845         if (wanttangents)
9846         {
9847                 rsurface.modelvertex3f = vertex3f;
9848                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9849                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9850                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9851         }
9852         else if (wantnormals)
9853         {
9854                 rsurface.modelvertex3f = vertex3f;
9855                 rsurface.modelsvector3f = NULL;
9856                 rsurface.modeltvector3f = NULL;
9857                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9858         }
9859         else
9860         {
9861                 rsurface.modelvertex3f = vertex3f;
9862                 rsurface.modelsvector3f = NULL;
9863                 rsurface.modeltvector3f = NULL;
9864                 rsurface.modelnormal3f = NULL;
9865         }
9866         rsurface.modelvertex3f_bufferobject = 0;
9867         rsurface.modelvertex3f_bufferoffset = 0;
9868         rsurface.modelsvector3f_bufferobject = 0;
9869         rsurface.modelsvector3f_bufferoffset = 0;
9870         rsurface.modeltvector3f_bufferobject = 0;
9871         rsurface.modeltvector3f_bufferoffset = 0;
9872         rsurface.modelnormal3f_bufferobject = 0;
9873         rsurface.modelnormal3f_bufferoffset = 0;
9874         rsurface.generatedvertex = true;
9875         rsurface.modellightmapcolor4f  = color4f;
9876         rsurface.modellightmapcolor4f_bufferobject = 0;
9877         rsurface.modellightmapcolor4f_bufferoffset = 0;
9878         rsurface.modeltexcoordtexture2f  = texcoord2f;
9879         rsurface.modeltexcoordtexture2f_bufferobject = 0;
9880         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9881         rsurface.modeltexcoordlightmap2f  = NULL;
9882         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9883         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9884         rsurface.modelelement3i = element3i;
9885         rsurface.modelelement3s = element3s;
9886         rsurface.modelelement3i_bufferobject = 0;
9887         rsurface.modelelement3s_bufferobject = 0;
9888         rsurface.modellightmapoffsets = NULL;
9889         rsurface.modelsurfaces = NULL;
9890         rsurface.vertex3f  = rsurface.modelvertex3f;
9891         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9892         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9893         rsurface.svector3f = rsurface.modelsvector3f;
9894         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9895         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9896         rsurface.tvector3f = rsurface.modeltvector3f;
9897         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9898         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9899         rsurface.normal3f  = rsurface.modelnormal3f;
9900         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9901         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9902         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9903
9904         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9905         {
9906                 if ((wantnormals || wanttangents) && !normal3f)
9907                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9908                 if (wanttangents && !svector3f)
9909                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9910         }
9911 }
9912
9913 float RSurf_FogPoint(const float *v)
9914 {
9915         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9916         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9917         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9918         float FogHeightFade = r_refdef.fogheightfade;
9919         float fogfrac;
9920         unsigned int fogmasktableindex;
9921         if (r_refdef.fogplaneviewabove)
9922                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9923         else
9924                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9925         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9926         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9927 }
9928
9929 float RSurf_FogVertex(const float *v)
9930 {
9931         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9932         float FogPlaneViewDist = rsurface.fogplaneviewdist;
9933         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9934         float FogHeightFade = rsurface.fogheightfade;
9935         float fogfrac;
9936         unsigned int fogmasktableindex;
9937         if (r_refdef.fogplaneviewabove)
9938                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9939         else
9940                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9941         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9942         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9943 }
9944
9945 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9946 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9947 {
9948         int deformindex;
9949         int texturesurfaceindex;
9950         int i, j;
9951         float amplitude;
9952         float animpos;
9953         float scale;
9954         const float *v1, *in_tc;
9955         float *out_tc;
9956         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9957         float waveparms[4];
9958         q3shaderinfo_deform_t *deform;
9959         // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
9960         if (rsurface.generatedvertex)
9961         {
9962                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9963                         generatenormals = true;
9964                 for (i = 0;i < Q3MAXDEFORMS;i++)
9965                 {
9966                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9967                         {
9968                                 generatetangents = true;
9969                                 generatenormals = true;
9970                         }
9971                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9972                                 generatenormals = true;
9973                 }
9974                 if (generatenormals && !rsurface.modelnormal3f)
9975                 {
9976                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9977                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
9978                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
9979                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9980                 }
9981                 if (generatetangents && !rsurface.modelsvector3f)
9982                 {
9983                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9984                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
9985                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
9986                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9987                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
9988                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
9989                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9990                 }
9991         }
9992         rsurface.vertex3f  = rsurface.modelvertex3f;
9993         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9994         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9995         rsurface.svector3f = rsurface.modelsvector3f;
9996         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9997         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9998         rsurface.tvector3f = rsurface.modeltvector3f;
9999         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10000         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10001         rsurface.normal3f  = rsurface.modelnormal3f;
10002         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10003         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10004         // if vertices are deformed (sprite flares and things in maps, possibly
10005         // water waves, bulges and other deformations), generate them into
10006         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
10007         // (may be static model data or generated data for an animated model, or
10008         //  the previous deform pass)
10009         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10010         {
10011                 switch (deform->deform)
10012                 {
10013                 default:
10014                 case Q3DEFORM_PROJECTIONSHADOW:
10015                 case Q3DEFORM_TEXT0:
10016                 case Q3DEFORM_TEXT1:
10017                 case Q3DEFORM_TEXT2:
10018                 case Q3DEFORM_TEXT3:
10019                 case Q3DEFORM_TEXT4:
10020                 case Q3DEFORM_TEXT5:
10021                 case Q3DEFORM_TEXT6:
10022                 case Q3DEFORM_TEXT7:
10023                 case Q3DEFORM_NONE:
10024                         break;
10025                 case Q3DEFORM_AUTOSPRITE:
10026                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10027                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10028                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10029                         VectorNormalize(newforward);
10030                         VectorNormalize(newright);
10031                         VectorNormalize(newup);
10032                         // make deformed versions of only the model vertices used by the specified surfaces
10033                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10034                         {
10035                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10036                                 // a single autosprite surface can contain multiple sprites...
10037                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
10038                                 {
10039                                         VectorClear(center);
10040                                         for (i = 0;i < 4;i++)
10041                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10042                                         VectorScale(center, 0.25f, center);
10043                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
10044                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10045                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10046                                         for (i = 0;i < 4;i++)
10047                                         {
10048                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10049                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10050                                         }
10051                                 }
10052                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
10053                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10054                         }
10055                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10056                         rsurface.vertex3f_bufferobject = 0;
10057                         rsurface.vertex3f_bufferoffset = 0;
10058                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10059                         rsurface.svector3f_bufferobject = 0;
10060                         rsurface.svector3f_bufferoffset = 0;
10061                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10062                         rsurface.tvector3f_bufferobject = 0;
10063                         rsurface.tvector3f_bufferoffset = 0;
10064                         rsurface.normal3f = rsurface.array_deformednormal3f;
10065                         rsurface.normal3f_bufferobject = 0;
10066                         rsurface.normal3f_bufferoffset = 0;
10067                         break;
10068                 case Q3DEFORM_AUTOSPRITE2:
10069                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10070                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10071                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10072                         VectorNormalize(newforward);
10073                         VectorNormalize(newright);
10074                         VectorNormalize(newup);
10075                         // make deformed versions of only the model vertices used by the specified surfaces
10076                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10077                         {
10078                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10079                                 const float *v1, *v2;
10080                                 vec3_t start, end;
10081                                 float f, l;
10082                                 struct
10083                                 {
10084                                         float length2;
10085                                         const float *v1;
10086                                         const float *v2;
10087                                 }
10088                                 shortest[2];
10089                                 memset(shortest, 0, sizeof(shortest));
10090                                 // a single autosprite surface can contain multiple sprites...
10091                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
10092                                 {
10093                                         VectorClear(center);
10094                                         for (i = 0;i < 4;i++)
10095                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10096                                         VectorScale(center, 0.25f, center);
10097                                         // find the two shortest edges, then use them to define the
10098                                         // axis vectors for rotating around the central axis
10099                                         for (i = 0;i < 6;i++)
10100                                         {
10101                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10102                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10103 #if 0
10104                                                 Debug_PolygonBegin(NULL, 0);
10105                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10106                                                 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
10107                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10108                                                 Debug_PolygonEnd();
10109 #endif
10110                                                 l = VectorDistance2(v1, v2);
10111                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10112                                                 if (v1[2] != v2[2])
10113                                                         l += (1.0f / 1024.0f);
10114                                                 if (shortest[0].length2 > l || i == 0)
10115                                                 {
10116                                                         shortest[1] = shortest[0];
10117                                                         shortest[0].length2 = l;
10118                                                         shortest[0].v1 = v1;
10119                                                         shortest[0].v2 = v2;
10120                                                 }
10121                                                 else if (shortest[1].length2 > l || i == 1)
10122                                                 {
10123                                                         shortest[1].length2 = l;
10124                                                         shortest[1].v1 = v1;
10125                                                         shortest[1].v2 = v2;
10126                                                 }
10127                                         }
10128                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10129                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10130 #if 0
10131                                         Debug_PolygonBegin(NULL, 0);
10132                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10133                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
10134                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10135                                         Debug_PolygonEnd();
10136 #endif
10137                                         // this calculates the right vector from the shortest edge
10138                                         // and the up vector from the edge midpoints
10139                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10140                                         VectorNormalize(right);
10141                                         VectorSubtract(end, start, up);
10142                                         VectorNormalize(up);
10143                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10144                                         VectorSubtract(rsurface.localvieworigin, center, forward);
10145                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10146                                         VectorNegate(forward, forward);
10147                                         VectorReflect(forward, 0, up, forward);
10148                                         VectorNormalize(forward);
10149                                         CrossProduct(up, forward, newright);
10150                                         VectorNormalize(newright);
10151 #if 0
10152                                         Debug_PolygonBegin(NULL, 0);
10153                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
10154                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10155                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
10156                                         Debug_PolygonEnd();
10157 #endif
10158 #if 0
10159                                         Debug_PolygonBegin(NULL, 0);
10160                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10161                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10162                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
10163                                         Debug_PolygonEnd();
10164 #endif
10165                                         // rotate the quad around the up axis vector, this is made
10166                                         // especially easy by the fact we know the quad is flat,
10167                                         // so we only have to subtract the center position and
10168                                         // measure distance along the right vector, and then
10169                                         // multiply that by the newright vector and add back the
10170                                         // center position
10171                                         // we also need to subtract the old position to undo the
10172                                         // displacement from the center, which we do with a
10173                                         // DotProduct, the subtraction/addition of center is also
10174                                         // optimized into DotProducts here
10175                                         l = DotProduct(right, center);
10176                                         for (i = 0;i < 4;i++)
10177                                         {
10178                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10179                                                 f = DotProduct(right, v1) - l;
10180                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10181                                         }
10182                                 }
10183                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
10184                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10185                         }
10186                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10187                         rsurface.vertex3f_bufferobject = 0;
10188                         rsurface.vertex3f_bufferoffset = 0;
10189                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10190                         rsurface.svector3f_bufferobject = 0;
10191                         rsurface.svector3f_bufferoffset = 0;
10192                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10193                         rsurface.tvector3f_bufferobject = 0;
10194                         rsurface.tvector3f_bufferoffset = 0;
10195                         rsurface.normal3f = rsurface.array_deformednormal3f;
10196                         rsurface.normal3f_bufferobject = 0;
10197                         rsurface.normal3f_bufferoffset = 0;
10198                         break;
10199                 case Q3DEFORM_NORMAL:
10200                         // deform the normals to make reflections wavey
10201                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10202                         {
10203                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10204                                 for (j = 0;j < surface->num_vertices;j++)
10205                                 {
10206                                         float vertex[3];
10207                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
10208                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10209                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
10210                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10211                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10212                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10213                                         VectorNormalize(normal);
10214                                 }
10215                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
10216                         }
10217                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10218                         rsurface.svector3f_bufferobject = 0;
10219                         rsurface.svector3f_bufferoffset = 0;
10220                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10221                         rsurface.tvector3f_bufferobject = 0;
10222                         rsurface.tvector3f_bufferoffset = 0;
10223                         rsurface.normal3f = rsurface.array_deformednormal3f;
10224                         rsurface.normal3f_bufferobject = 0;
10225                         rsurface.normal3f_bufferoffset = 0;
10226                         break;
10227                 case Q3DEFORM_WAVE:
10228                         // deform vertex array to make wavey water and flags and such
10229                         waveparms[0] = deform->waveparms[0];
10230                         waveparms[1] = deform->waveparms[1];
10231                         waveparms[2] = deform->waveparms[2];
10232                         waveparms[3] = deform->waveparms[3];
10233                         // this is how a divisor of vertex influence on deformation
10234                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10235                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10236                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10237                         {
10238                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10239                                 for (j = 0;j < surface->num_vertices;j++)
10240                                 {
10241                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
10242                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
10243                                         // if the wavefunc depends on time, evaluate it per-vertex
10244                                         if (waveparms[3])
10245                                         {
10246                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10247                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10248                                         }
10249                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
10250                                 }
10251                         }
10252                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10253                         rsurface.vertex3f_bufferobject = 0;
10254                         rsurface.vertex3f_bufferoffset = 0;
10255                         break;
10256                 case Q3DEFORM_BULGE:
10257                         // deform vertex array to make the surface have moving bulges
10258                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10259                         {
10260                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10261                                 for (j = 0;j < surface->num_vertices;j++)
10262                                 {
10263                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10264                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10265                                 }
10266                         }
10267                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10268                         rsurface.vertex3f_bufferobject = 0;
10269                         rsurface.vertex3f_bufferoffset = 0;
10270                         break;
10271                 case Q3DEFORM_MOVE:
10272                         // deform vertex array
10273                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10274                         VectorScale(deform->parms, scale, waveparms);
10275                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10276                         {
10277                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10278                                 for (j = 0;j < surface->num_vertices;j++)
10279                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10280                         }
10281                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10282                         rsurface.vertex3f_bufferobject = 0;
10283                         rsurface.vertex3f_bufferoffset = 0;
10284                         break;
10285                 }
10286         }
10287         // generate texcoords based on the chosen texcoord source
10288         switch(rsurface.texture->tcgen.tcgen)
10289         {
10290         default:
10291         case Q3TCGEN_TEXTURE:
10292                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
10293                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
10294                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
10295                 break;
10296         case Q3TCGEN_LIGHTMAP:
10297                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
10298                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
10299                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
10300                 break;
10301         case Q3TCGEN_VECTOR:
10302                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10303                 {
10304                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10305                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
10306                         {
10307                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10308                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10309                         }
10310                 }
10311                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10312                 rsurface.texcoordtexture2f_bufferobject  = 0;
10313                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10314                 break;
10315         case Q3TCGEN_ENVIRONMENT:
10316                 // make environment reflections using a spheremap
10317                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10318                 {
10319                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10320                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10321                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10322                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10323                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10324                         {
10325                                 // identical to Q3A's method, but executed in worldspace so
10326                                 // carried models can be shiny too
10327
10328                                 float viewer[3], d, reflected[3], worldreflected[3];
10329
10330                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10331                                 // VectorNormalize(viewer);
10332
10333                                 d = DotProduct(normal, viewer);
10334
10335                                 reflected[0] = normal[0]*2*d - viewer[0];
10336                                 reflected[1] = normal[1]*2*d - viewer[1];
10337                                 reflected[2] = normal[2]*2*d - viewer[2];
10338                                 // note: this is proportinal to viewer, so we can normalize later
10339
10340                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10341                                 VectorNormalize(worldreflected);
10342
10343                                 // note: this sphere map only uses world x and z!
10344                                 // so positive and negative y will LOOK THE SAME.
10345                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10346                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10347                         }
10348                 }
10349                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10350                 rsurface.texcoordtexture2f_bufferobject  = 0;
10351                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10352                 break;
10353         }
10354         // the only tcmod that needs software vertex processing is turbulent, so
10355         // check for it here and apply the changes if needed
10356         // and we only support that as the first one
10357         // (handling a mixture of turbulent and other tcmods would be problematic
10358         //  without punting it entirely to a software path)
10359         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10360         {
10361                 amplitude = rsurface.texture->tcmods[0].parms[1];
10362                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10363                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10364                 {
10365                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10366                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
10367                         {
10368                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10369                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10370                         }
10371                 }
10372                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10373                 rsurface.texcoordtexture2f_bufferobject  = 0;
10374                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10375         }
10376         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
10377         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10378         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10379         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10380 }
10381
10382 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10383 {
10384         int i, j;
10385         const msurface_t *surface = texturesurfacelist[0];
10386         const msurface_t *surface2;
10387         int firstvertex;
10388         int endvertex;
10389         int numvertices;
10390         int numtriangles;
10391         // TODO: lock all array ranges before render, rather than on each surface
10392         if (texturenumsurfaces == 1)
10393                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10394         else if (r_batchmode.integer == 2)
10395         {
10396                 #define MAXBATCHTRIANGLES 65536
10397                 int batchtriangles = 0;
10398                 static int batchelements[MAXBATCHTRIANGLES*3];
10399                 for (i = 0;i < texturenumsurfaces;i = j)
10400                 {
10401                         surface = texturesurfacelist[i];
10402                         j = i + 1;
10403                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10404                         {
10405                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10406                                 continue;
10407                         }
10408                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10409                         batchtriangles = surface->num_triangles;
10410                         firstvertex = surface->num_firstvertex;
10411                         endvertex = surface->num_firstvertex + surface->num_vertices;
10412                         for (;j < texturenumsurfaces;j++)
10413                         {
10414                                 surface2 = texturesurfacelist[j];
10415                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10416                                         break;
10417                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10418                                 batchtriangles += surface2->num_triangles;
10419                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10420                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10421                         }
10422                         surface2 = texturesurfacelist[j-1];
10423                         numvertices = endvertex - firstvertex;
10424                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10425                 }
10426         }
10427         else if (r_batchmode.integer == 1)
10428         {
10429                 for (i = 0;i < texturenumsurfaces;i = j)
10430                 {
10431                         surface = texturesurfacelist[i];
10432                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10433                                 if (texturesurfacelist[j] != surface2)
10434                                         break;
10435                         surface2 = texturesurfacelist[j-1];
10436                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10437                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10438                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10439                 }
10440         }
10441         else
10442         {
10443                 for (i = 0;i < texturenumsurfaces;i++)
10444                 {
10445                         surface = texturesurfacelist[i];
10446                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10447                 }
10448         }
10449 }
10450
10451 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10452 {
10453         switch(vid.renderpath)
10454         {
10455         case RENDERPATH_CGGL:
10456 #ifdef SUPPORTCG
10457                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10458                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10459 #endif
10460                 break;
10461         case RENDERPATH_GL20:
10462                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10463                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10464                 break;
10465         case RENDERPATH_GL13:
10466         case RENDERPATH_GL11:
10467                 R_Mesh_TexBind(0, surface->lightmaptexture);
10468                 break;
10469         }
10470 }
10471
10472 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10473 {
10474         // pick the closest matching water plane and bind textures
10475         int planeindex, vertexindex;
10476         float d, bestd;
10477         vec3_t vert;
10478         const float *v;
10479         r_waterstate_waterplane_t *p, *bestp;
10480         bestd = 0;
10481         bestp = NULL;
10482         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10483         {
10484                 if(p->camera_entity != rsurface.texture->camera_entity)
10485                         continue;
10486                 d = 0;
10487                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10488                 {
10489                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10490                         d += fabs(PlaneDiff(vert, &p->plane));
10491                 }
10492                 if (bestd > d || !bestp)
10493                 {
10494                         bestd = d;
10495                         bestp = p;
10496                 }
10497         }
10498         switch(vid.renderpath)
10499         {
10500         case RENDERPATH_CGGL:
10501 #ifdef SUPPORTCG
10502                 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10503                 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10504                 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10505 #endif
10506                 break;
10507         case RENDERPATH_GL20:
10508                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10509                 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10510                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10511                 break;
10512         case RENDERPATH_GL13:
10513         case RENDERPATH_GL11:
10514                 break;
10515         }
10516 }
10517
10518 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10519 {
10520         int i;
10521         const msurface_t *surface;
10522         if (r_waterstate.renderingscene)
10523                 return;
10524         for (i = 0;i < texturenumsurfaces;i++)
10525         {
10526                 surface = texturesurfacelist[i];
10527                 RSurf_BindLightmapForSurface(surface);
10528                 RSurf_BindReflectionForSurface(surface);
10529                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10530         }
10531 }
10532
10533 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10534 {
10535         int i;
10536         int j;
10537         const msurface_t *surface = texturesurfacelist[0];
10538         const msurface_t *surface2;
10539         int firstvertex;
10540         int endvertex;
10541         int numvertices;
10542         int numtriangles;
10543         if (texturenumsurfaces == 1)
10544         {
10545                 RSurf_BindLightmapForSurface(surface);
10546                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10547         }
10548         else if (r_batchmode.integer == 2)
10549         {
10550                 int batchtriangles = 0;
10551                 static int batchelements[MAXBATCHTRIANGLES*3];
10552                 for (i = 0;i < texturenumsurfaces;i = j)
10553                 {
10554                         surface = texturesurfacelist[i];
10555                         RSurf_BindLightmapForSurface(surface);
10556                         j = i + 1;
10557                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10558                         {
10559                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10560                                 continue;
10561                         }
10562                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10563                         batchtriangles = surface->num_triangles;
10564                         firstvertex = surface->num_firstvertex;
10565                         endvertex = surface->num_firstvertex + surface->num_vertices;
10566                         for (;j < texturenumsurfaces;j++)
10567                         {
10568                                 surface2 = texturesurfacelist[j];
10569                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10570                                         break;
10571                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10572                                 batchtriangles += surface2->num_triangles;
10573                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10574                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10575                         }
10576                         surface2 = texturesurfacelist[j-1];
10577                         numvertices = endvertex - firstvertex;
10578                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10579                 }
10580         }
10581         else if (r_batchmode.integer == 1)
10582         {
10583 #if 0
10584                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10585                 for (i = 0;i < texturenumsurfaces;i = j)
10586                 {
10587                         surface = texturesurfacelist[i];
10588                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10589                                 if (texturesurfacelist[j] != surface2)
10590                                         break;
10591                         Con_Printf(" %i", j - i);
10592                 }
10593                 Con_Printf("\n");
10594                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10595 #endif
10596                 for (i = 0;i < texturenumsurfaces;i = j)
10597                 {
10598                         surface = texturesurfacelist[i];
10599                         RSurf_BindLightmapForSurface(surface);
10600                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10601                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10602                                         break;
10603 #if 0
10604                         Con_Printf(" %i", j - i);
10605 #endif
10606                         surface2 = texturesurfacelist[j-1];
10607                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10608                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10609                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10610                 }
10611 #if 0
10612                 Con_Printf("\n");
10613 #endif
10614         }
10615         else
10616         {
10617                 for (i = 0;i < texturenumsurfaces;i++)
10618                 {
10619                         surface = texturesurfacelist[i];
10620                         RSurf_BindLightmapForSurface(surface);
10621                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10622                 }
10623         }
10624 }
10625
10626 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10627 {
10628         int j;
10629         int texturesurfaceindex;
10630         if (r_showsurfaces.integer == 2)
10631         {
10632                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10633                 {
10634                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10635                         for (j = 0;j < surface->num_triangles;j++)
10636                         {
10637                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10638                                 GL_Color(f, f, f, 1);
10639                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10640                         }
10641                 }
10642         }
10643         else
10644         {
10645                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10646                 {
10647                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10648                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
10649                         GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
10650                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10651                 }
10652         }
10653 }
10654
10655 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10656 {
10657         int texturesurfaceindex;
10658         int i;
10659         const float *v;
10660         float *c2;
10661         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10662         {
10663                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10664                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10665                 {
10666                         c2[0] = 0.5;
10667                         c2[1] = 0.5;
10668                         c2[2] = 0.5;
10669                         c2[3] = 1;
10670                 }
10671         }
10672         rsurface.lightmapcolor4f = rsurface.array_color4f;
10673         rsurface.lightmapcolor4f_bufferobject = 0;
10674         rsurface.lightmapcolor4f_bufferoffset = 0;
10675 }
10676
10677 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10678 {
10679         int texturesurfaceindex;
10680         int i;
10681         float f;
10682         const float *v;
10683         const float *c;
10684         float *c2;
10685         if (rsurface.lightmapcolor4f)
10686         {
10687                 // generate color arrays for the surfaces in this list
10688                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10689                 {
10690                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10691                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10692                         {
10693                                 f = RSurf_FogVertex(v);
10694                                 c2[0] = c[0] * f;
10695                                 c2[1] = c[1] * f;
10696                                 c2[2] = c[2] * f;
10697                                 c2[3] = c[3];
10698                         }
10699                 }
10700         }
10701         else
10702         {
10703                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10704                 {
10705                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10706                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
10707                         {
10708                                 f = RSurf_FogVertex(v);
10709                                 c2[0] = f;
10710                                 c2[1] = f;
10711                                 c2[2] = f;
10712                                 c2[3] = 1;
10713                         }
10714                 }
10715         }
10716         rsurface.lightmapcolor4f = rsurface.array_color4f;
10717         rsurface.lightmapcolor4f_bufferobject = 0;
10718         rsurface.lightmapcolor4f_bufferoffset = 0;
10719 }
10720
10721 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10722 {
10723         int texturesurfaceindex;
10724         int i;
10725         float f;
10726         const float *v;
10727         const float *c;
10728         float *c2;
10729         if (!rsurface.lightmapcolor4f)
10730                 return;
10731         // generate color arrays for the surfaces in this list
10732         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10733         {
10734                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10735                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
10736                 {
10737                         f = RSurf_FogVertex(v);
10738                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10739                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10740                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10741                         c2[3] = c[3];
10742                 }
10743         }
10744         rsurface.lightmapcolor4f = rsurface.array_color4f;
10745         rsurface.lightmapcolor4f_bufferobject = 0;
10746         rsurface.lightmapcolor4f_bufferoffset = 0;
10747 }
10748
10749 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10750 {
10751         int texturesurfaceindex;
10752         int i;
10753         const float *c;
10754         float *c2;
10755         if (!rsurface.lightmapcolor4f)
10756                 return;
10757         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10758         {
10759                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10760                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10761                 {
10762                         c2[0] = c[0] * r;
10763                         c2[1] = c[1] * g;
10764                         c2[2] = c[2] * b;
10765                         c2[3] = c[3] * a;
10766                 }
10767         }
10768         rsurface.lightmapcolor4f = rsurface.array_color4f;
10769         rsurface.lightmapcolor4f_bufferobject = 0;
10770         rsurface.lightmapcolor4f_bufferoffset = 0;
10771 }
10772
10773 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10774 {
10775         int texturesurfaceindex;
10776         int i;
10777         const float *c;
10778         float *c2;
10779         if (!rsurface.lightmapcolor4f)
10780                 return;
10781         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10782         {
10783                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10784                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
10785                 {
10786                         c2[0] = c[0] + r_refdef.scene.ambient;
10787                         c2[1] = c[1] + r_refdef.scene.ambient;
10788                         c2[2] = c[2] + r_refdef.scene.ambient;
10789                         c2[3] = c[3];
10790                 }
10791         }
10792         rsurface.lightmapcolor4f = rsurface.array_color4f;
10793         rsurface.lightmapcolor4f_bufferobject = 0;
10794         rsurface.lightmapcolor4f_bufferoffset = 0;
10795 }
10796
10797 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10798 {
10799         // TODO: optimize
10800         rsurface.lightmapcolor4f = NULL;
10801         rsurface.lightmapcolor4f_bufferobject = 0;
10802         rsurface.lightmapcolor4f_bufferoffset = 0;
10803         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10804         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10805         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10806         GL_Color(r, g, b, a);
10807         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10808 }
10809
10810 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10811 {
10812         // TODO: optimize applyfog && applycolor case
10813         // just apply fog if necessary, and tint the fog color array if necessary
10814         rsurface.lightmapcolor4f = NULL;
10815         rsurface.lightmapcolor4f_bufferobject = 0;
10816         rsurface.lightmapcolor4f_bufferoffset = 0;
10817         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10818         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10819         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10820         GL_Color(r, g, b, a);
10821         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10822 }
10823
10824 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10825 {
10826         int texturesurfaceindex;
10827         int i;
10828         float *c;
10829         // TODO: optimize
10830         if (texturesurfacelist[0]->lightmapinfo)
10831         {
10832                 // generate color arrays for the surfaces in this list
10833                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10834                 {
10835                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10836                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10837                         {
10838                                 if (surface->lightmapinfo->samples)
10839                                 {
10840                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10841                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10842                                         VectorScale(lm, scale, c);
10843                                         if (surface->lightmapinfo->styles[1] != 255)
10844                                         {
10845                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10846                                                 lm += size3;
10847                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10848                                                 VectorMA(c, scale, lm, c);
10849                                                 if (surface->lightmapinfo->styles[2] != 255)
10850                                                 {
10851                                                         lm += size3;
10852                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10853                                                         VectorMA(c, scale, lm, c);
10854                                                         if (surface->lightmapinfo->styles[3] != 255)
10855                                                         {
10856                                                                 lm += size3;
10857                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10858                                                                 VectorMA(c, scale, lm, c);
10859                                                         }
10860                                                 }
10861                                         }
10862                                 }
10863                                 else
10864                                         VectorClear(c);
10865                                 c[3] = 1;
10866                         }
10867                 }
10868                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10869                 rsurface.lightmapcolor4f_bufferobject = 0;
10870                 rsurface.lightmapcolor4f_bufferoffset = 0;
10871         }
10872         else
10873         {
10874                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10875                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10876                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10877         }
10878         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10879         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10880         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10881         GL_Color(r, g, b, a);
10882         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10883 }
10884
10885 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10886 {
10887         int texturesurfaceindex;
10888         int i;
10889         float f;
10890         float alpha;
10891         const float *v;
10892         const float *n;
10893         float *c;
10894         vec3_t ambientcolor;
10895         vec3_t diffusecolor;
10896         vec3_t lightdir;
10897         // TODO: optimize
10898         // model lighting
10899         VectorCopy(rsurface.modellight_lightdir, lightdir);
10900         f = 0.5f * r_refdef.lightmapintensity;
10901         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10902         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10903         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10904         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10905         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10906         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10907         alpha = *a;
10908         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10909         {
10910                 // generate color arrays for the surfaces in this list
10911                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10912                 {
10913                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10914                         int numverts = surface->num_vertices;
10915                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10916                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
10917                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10918                         // q3-style directional shading
10919                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10920                         {
10921                                 if ((f = DotProduct(n, lightdir)) > 0)
10922                                         VectorMA(ambientcolor, f, diffusecolor, c);
10923                                 else
10924                                         VectorCopy(ambientcolor, c);
10925                                 c[3] = alpha;
10926                         }
10927                 }
10928                 *r = 1;
10929                 *g = 1;
10930                 *b = 1;
10931                 *a = 1;
10932                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10933                 rsurface.lightmapcolor4f_bufferobject = 0;
10934                 rsurface.lightmapcolor4f_bufferoffset = 0;
10935                 *applycolor = false;
10936         }
10937         else
10938         {
10939                 *r = ambientcolor[0];
10940                 *g = ambientcolor[1];
10941                 *b = ambientcolor[2];
10942                 rsurface.lightmapcolor4f = NULL;
10943                 rsurface.lightmapcolor4f_bufferobject = 0;
10944                 rsurface.lightmapcolor4f_bufferoffset = 0;
10945         }
10946 }
10947
10948 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10949 {
10950         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10951         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10952         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10953         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10954         GL_Color(r, g, b, a);
10955         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10956 }
10957
10958 void RSurf_SetupDepthAndCulling(void)
10959 {
10960         // submodels are biased to avoid z-fighting with world surfaces that they
10961         // may be exactly overlapping (avoids z-fighting artifacts on certain
10962         // doors and things in Quake maps)
10963         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10964         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10965         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10966         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10967 }
10968
10969 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10970 {
10971         // transparent sky would be ridiculous
10972         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10973                 return;
10974         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
10975         skyrenderlater = true;
10976         RSurf_SetupDepthAndCulling();
10977         GL_DepthMask(true);
10978         // LordHavoc: HalfLife maps have freaky skypolys so don't use
10979         // skymasking on them, and Quake3 never did sky masking (unlike
10980         // software Quake and software Quake2), so disable the sky masking
10981         // in Quake3 maps as it causes problems with q3map2 sky tricks,
10982         // and skymasking also looks very bad when noclipping outside the
10983         // level, so don't use it then either.
10984         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
10985         {
10986                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10987                 R_Mesh_ColorPointer(NULL, 0, 0);
10988                 R_Mesh_ResetTextureState();
10989                 if (skyrendermasked)
10990                 {
10991                         R_SetupShader_DepthOrShadow();
10992                         // depth-only (masking)
10993                         GL_ColorMask(0,0,0,0);
10994                         // just to make sure that braindead drivers don't draw
10995                         // anything despite that colormask...
10996                         GL_BlendFunc(GL_ZERO, GL_ONE);
10997                 }
10998                 else
10999                 {
11000                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11001                         // fog sky
11002                         GL_BlendFunc(GL_ONE, GL_ZERO);
11003                 }
11004                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11005                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11006                 if (skyrendermasked)
11007                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11008         }
11009         R_Mesh_ResetTextureState();
11010         GL_Color(1, 1, 1, 1);
11011 }
11012
11013 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11014 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11015 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11016 {
11017         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11018                 return;
11019         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
11020         if (prepass)
11021         {
11022                 // render screenspace normalmap to texture
11023                 GL_DepthMask(true);
11024                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
11025                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11026         }
11027         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11028         {
11029                 // render water or distortion background, then blend surface on top
11030                 GL_DepthMask(true);
11031                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11032                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11033                 GL_DepthMask(false);
11034                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11035                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11036                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11037                 else
11038                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11039         }
11040         else
11041         {
11042                 // render surface normally
11043                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11044                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11045                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11046                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11047                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11048                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11049                 else
11050                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11051         }
11052 }
11053
11054 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11055 {
11056         // OpenGL 1.3 path - anything not completely ancient
11057         int texturesurfaceindex;
11058         qboolean applycolor;
11059         qboolean applyfog;
11060         int layerindex;
11061         const texturelayer_t *layer;
11062         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11063
11064         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11065         {
11066                 vec4_t layercolor;
11067                 int layertexrgbscale;
11068                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11069                 {
11070                         if (layerindex == 0)
11071                                 GL_AlphaTest(true);
11072                         else
11073                         {
11074                                 GL_AlphaTest(false);
11075                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11076                         }
11077                 }
11078                 GL_DepthMask(layer->depthmask && writedepth);
11079                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11080                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11081                 {
11082                         layertexrgbscale = 4;
11083                         VectorScale(layer->color, 0.25f, layercolor);
11084                 }
11085                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11086                 {
11087                         layertexrgbscale = 2;
11088                         VectorScale(layer->color, 0.5f, layercolor);
11089                 }
11090                 else
11091                 {
11092                         layertexrgbscale = 1;
11093                         VectorScale(layer->color, 1.0f, layercolor);
11094                 }
11095                 layercolor[3] = layer->color[3];
11096                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11097                 R_Mesh_ColorPointer(NULL, 0, 0);
11098                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11099                 switch (layer->type)
11100                 {
11101                 case TEXTURELAYERTYPE_LITTEXTURE:
11102                         // single-pass lightmapped texture with 2x rgbscale
11103                         R_Mesh_TexBind(0, r_texture_white);
11104                         R_Mesh_TexMatrix(0, NULL);
11105                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11106                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11107                         R_Mesh_TexBind(1, layer->texture);
11108                         R_Mesh_TexMatrix(1, &layer->texmatrix);
11109                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11110                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11111                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11112                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11113                         else if (rsurface.uselightmaptexture)
11114                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11115                         else
11116                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11117                         break;
11118                 case TEXTURELAYERTYPE_TEXTURE:
11119                         // singletexture unlit texture with transparency support
11120                         R_Mesh_TexBind(0, layer->texture);
11121                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11122                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11123                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11124                         R_Mesh_TexBind(1, 0);
11125                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11126                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11127                         break;
11128                 case TEXTURELAYERTYPE_FOG:
11129                         // singletexture fogging
11130                         if (layer->texture)
11131                         {
11132                                 R_Mesh_TexBind(0, layer->texture);
11133                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11134                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11135                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11136                         }
11137                         else
11138                         {
11139                                 R_Mesh_TexBind(0, 0);
11140                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11141                         }
11142                         R_Mesh_TexBind(1, 0);
11143                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11144                         // generate a color array for the fog pass
11145                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11146                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11147                         {
11148                                 int i;
11149                                 float f;
11150                                 const float *v;
11151                                 float *c;
11152                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11153                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
11154                                 {
11155                                         f = 1 - RSurf_FogVertex(v);
11156                                         c[0] = layercolor[0];
11157                                         c[1] = layercolor[1];
11158                                         c[2] = layercolor[2];
11159                                         c[3] = f * layercolor[3];
11160                                 }
11161                         }
11162                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11163                         break;
11164                 default:
11165                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11166                 }
11167         }
11168         CHECKGLERROR
11169         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11170         {
11171                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11172                 GL_AlphaTest(false);
11173         }
11174 }
11175
11176 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11177 {
11178         // OpenGL 1.1 - crusty old voodoo path
11179         int texturesurfaceindex;
11180         qboolean applyfog;
11181         int layerindex;
11182         const texturelayer_t *layer;
11183         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11184
11185         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11186         {
11187                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11188                 {
11189                         if (layerindex == 0)
11190                                 GL_AlphaTest(true);
11191                         else
11192                         {
11193                                 GL_AlphaTest(false);
11194                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11195                         }
11196                 }
11197                 GL_DepthMask(layer->depthmask && writedepth);
11198                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11199                 R_Mesh_ColorPointer(NULL, 0, 0);
11200                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11201                 switch (layer->type)
11202                 {
11203                 case TEXTURELAYERTYPE_LITTEXTURE:
11204                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11205                         {
11206                                 // two-pass lit texture with 2x rgbscale
11207                                 // first the lightmap pass
11208                                 R_Mesh_TexBind(0, r_texture_white);
11209                                 R_Mesh_TexMatrix(0, NULL);
11210                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11211                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11212                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11213                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11214                                 else if (rsurface.uselightmaptexture)
11215                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11216                                 else
11217                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11218                                 // then apply the texture to it
11219                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11220                                 R_Mesh_TexBind(0, layer->texture);
11221                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11222                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11223                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11224                                 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
11225                         }
11226                         else
11227                         {
11228                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11229                                 R_Mesh_TexBind(0, layer->texture);
11230                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11231                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11232                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11233                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11234                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11235                                 else
11236                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11237                         }
11238                         break;
11239                 case TEXTURELAYERTYPE_TEXTURE:
11240                         // singletexture unlit texture with transparency support
11241                         R_Mesh_TexBind(0, layer->texture);
11242                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11243                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11244                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11245                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11246                         break;
11247                 case TEXTURELAYERTYPE_FOG:
11248                         // singletexture fogging
11249                         if (layer->texture)
11250                         {
11251                                 R_Mesh_TexBind(0, layer->texture);
11252                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11253                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11254                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11255                         }
11256                         else
11257                         {
11258                                 R_Mesh_TexBind(0, 0);
11259                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11260                         }
11261                         // generate a color array for the fog pass
11262                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11263                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11264                         {
11265                                 int i;
11266                                 float f;
11267                                 const float *v;
11268                                 float *c;
11269                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11270                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
11271                                 {
11272                                         f = 1 - RSurf_FogVertex(v);
11273                                         c[0] = layer->color[0];
11274                                         c[1] = layer->color[1];
11275                                         c[2] = layer->color[2];
11276                                         c[3] = f * layer->color[3];
11277                                 }
11278                         }
11279                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11280                         break;
11281                 default:
11282                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11283                 }
11284         }
11285         CHECKGLERROR
11286         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11287         {
11288                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11289                 GL_AlphaTest(false);
11290         }
11291 }
11292
11293 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11294 {
11295         float c[4];
11296
11297         GL_AlphaTest(false);
11298         R_Mesh_ColorPointer(NULL, 0, 0);
11299         R_Mesh_ResetTextureState();
11300         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11301
11302         if(rsurface.texture && rsurface.texture->currentskinframe)
11303         {
11304                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11305                 c[3] *= rsurface.texture->currentalpha;
11306         }
11307         else
11308         {
11309                 c[0] = 1;
11310                 c[1] = 0;
11311                 c[2] = 1;
11312                 c[3] = 1;
11313         }
11314
11315         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11316         {
11317                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11318                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11319                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11320         }
11321
11322         // brighten it up (as texture value 127 means "unlit")
11323         c[0] *= 2 * r_refdef.view.colorscale;
11324         c[1] *= 2 * r_refdef.view.colorscale;
11325         c[2] *= 2 * r_refdef.view.colorscale;
11326
11327         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11328                 c[3] *= r_wateralpha.value;
11329
11330         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11331         {
11332                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11333                 GL_DepthMask(false);
11334         }
11335         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11336         {
11337                 GL_BlendFunc(GL_ONE, GL_ONE);
11338                 GL_DepthMask(false);
11339         }
11340         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11341         {
11342                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11343                 GL_DepthMask(false);
11344         }
11345         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11346         {
11347                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11348                 GL_DepthMask(false);
11349         }
11350         else
11351         {
11352                 GL_BlendFunc(GL_ONE, GL_ZERO);
11353                 GL_DepthMask(writedepth);
11354         }
11355
11356         rsurface.lightmapcolor4f = NULL;
11357
11358         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11359         {
11360                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11361
11362                 rsurface.lightmapcolor4f = NULL;
11363                 rsurface.lightmapcolor4f_bufferobject = 0;
11364                 rsurface.lightmapcolor4f_bufferoffset = 0;
11365         }
11366         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11367         {
11368                 qboolean applycolor = true;
11369                 float one = 1.0;
11370
11371                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11372
11373                 r_refdef.lightmapintensity = 1;
11374                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11375                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11376         }
11377         else
11378         {
11379                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11380
11381                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11382                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11383                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11384         }
11385
11386         if(!rsurface.lightmapcolor4f)
11387                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11388
11389         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11390         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11391         if(r_refdef.fogenabled)
11392                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11393
11394         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11395         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11396 }
11397
11398 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11399 {
11400         CHECKGLERROR
11401         RSurf_SetupDepthAndCulling();
11402         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11403         {
11404                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11405                 return;
11406         }
11407         switch (vid.renderpath)
11408         {
11409         case RENDERPATH_GL20:
11410         case RENDERPATH_CGGL:
11411                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11412                 break;
11413         case RENDERPATH_GL13:
11414                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11415                 break;
11416         case RENDERPATH_GL11:
11417                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11418                 break;
11419         }
11420         CHECKGLERROR
11421 }
11422
11423 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11424 {
11425         CHECKGLERROR
11426         RSurf_SetupDepthAndCulling();
11427         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11428         {
11429                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11430                 return;
11431         }
11432         switch (vid.renderpath)
11433         {
11434         case RENDERPATH_GL20:
11435         case RENDERPATH_CGGL:
11436                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11437                 break;
11438         case RENDERPATH_GL13:
11439                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11440                 break;
11441         case RENDERPATH_GL11:
11442                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11443                 break;
11444         }
11445         CHECKGLERROR
11446 }
11447
11448 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11449 {
11450         int i, j;
11451         int texturenumsurfaces, endsurface;
11452         texture_t *texture;
11453         const msurface_t *surface;
11454 #define MAXBATCH_TRANSPARENTSURFACES 256
11455         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11456
11457         // if the model is static it doesn't matter what value we give for
11458         // wantnormals and wanttangents, so this logic uses only rules applicable
11459         // to a model, knowing that they are meaningless otherwise
11460         if (ent == r_refdef.scene.worldentity)
11461                 RSurf_ActiveWorldEntity();
11462         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11463                 RSurf_ActiveModelEntity(ent, false, false, false);
11464         else
11465         {
11466                 switch (vid.renderpath)
11467                 {
11468                 case RENDERPATH_GL20:
11469                 case RENDERPATH_CGGL:
11470                         RSurf_ActiveModelEntity(ent, true, true, false);
11471                         break;
11472                 case RENDERPATH_GL13:
11473                 case RENDERPATH_GL11:
11474                         RSurf_ActiveModelEntity(ent, true, false, false);
11475                         break;
11476                 }
11477         }
11478
11479         if (r_transparentdepthmasking.integer)
11480         {
11481                 qboolean setup = false;
11482                 for (i = 0;i < numsurfaces;i = j)
11483                 {
11484                         j = i + 1;
11485                         surface = rsurface.modelsurfaces + surfacelist[i];
11486                         texture = surface->texture;
11487                         rsurface.texture = R_GetCurrentTexture(texture);
11488                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11489                         // scan ahead until we find a different texture
11490                         endsurface = min(i + 1024, numsurfaces);
11491                         texturenumsurfaces = 0;
11492                         texturesurfacelist[texturenumsurfaces++] = surface;
11493                         for (;j < endsurface;j++)
11494                         {
11495                                 surface = rsurface.modelsurfaces + surfacelist[j];
11496                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11497                                         break;
11498                                 texturesurfacelist[texturenumsurfaces++] = surface;
11499                         }
11500                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11501                                 continue;
11502                         // render the range of surfaces as depth
11503                         if (!setup)
11504                         {
11505                                 setup = true;
11506                                 GL_ColorMask(0,0,0,0);
11507                                 GL_Color(1,1,1,1);
11508                                 GL_DepthTest(true);
11509                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11510                                 GL_DepthMask(true);
11511                                 GL_AlphaTest(false);
11512                                 R_Mesh_ColorPointer(NULL, 0, 0);
11513                                 R_Mesh_ResetTextureState();
11514                                 R_SetupShader_DepthOrShadow();
11515                         }
11516                         RSurf_SetupDepthAndCulling();
11517                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11518                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11519                 }
11520                 if (setup)
11521                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11522         }
11523
11524         for (i = 0;i < numsurfaces;i = j)
11525         {
11526                 j = i + 1;
11527                 surface = rsurface.modelsurfaces + surfacelist[i];
11528                 texture = surface->texture;
11529                 rsurface.texture = R_GetCurrentTexture(texture);
11530                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11531                 // scan ahead until we find a different texture
11532                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11533                 texturenumsurfaces = 0;
11534                 texturesurfacelist[texturenumsurfaces++] = surface;
11535                 for (;j < endsurface;j++)
11536                 {
11537                         surface = rsurface.modelsurfaces + surfacelist[j];
11538                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11539                                 break;
11540                         texturesurfacelist[texturenumsurfaces++] = surface;
11541                 }
11542                 // render the range of surfaces
11543                 if (ent == r_refdef.scene.worldentity)
11544                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11545                 else
11546                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11547         }
11548         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11549         GL_AlphaTest(false);
11550 }
11551
11552 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11553 {
11554         // transparent surfaces get pushed off into the transparent queue
11555         int surfacelistindex;
11556         const msurface_t *surface;
11557         vec3_t tempcenter, center;
11558         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11559         {
11560                 surface = texturesurfacelist[surfacelistindex];
11561                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11562                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11563                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11564                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11565                 if (queueentity->transparent_offset) // transparent offset
11566                 {
11567                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11568                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11569                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11570                 }
11571                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11572         }
11573 }
11574
11575 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11576 {
11577         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11578         CHECKGLERROR
11579         if (depthonly)
11580         {
11581                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11582                         return;
11583                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11584                         return;
11585                 RSurf_SetupDepthAndCulling();
11586                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11587                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11588         }
11589         else if (prepass)
11590         {
11591                 if (!rsurface.texture->currentnumlayers)
11592                         return;
11593                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11594                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11595                 else
11596                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11597         }
11598         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11599         {
11600                 RSurf_SetupDepthAndCulling();
11601                 GL_AlphaTest(false);
11602                 R_Mesh_ColorPointer(NULL, 0, 0);
11603                 R_Mesh_ResetTextureState();
11604                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11605                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11606                 GL_DepthMask(true);
11607                 GL_BlendFunc(GL_ONE, GL_ZERO);
11608                 GL_Color(0, 0, 0, 1);
11609                 GL_DepthTest(writedepth);
11610                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11611         }
11612         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11613         {
11614                 RSurf_SetupDepthAndCulling();
11615                 GL_AlphaTest(false);
11616                 R_Mesh_ColorPointer(NULL, 0, 0);
11617                 R_Mesh_ResetTextureState();
11618                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11619                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11620                 GL_DepthMask(true);
11621                 GL_BlendFunc(GL_ONE, GL_ZERO);
11622                 GL_DepthTest(true);
11623                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11624         }
11625         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11626                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11627         else if (!rsurface.texture->currentnumlayers)
11628                 return;
11629         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11630         {
11631                 // in the deferred case, transparent surfaces were queued during prepass
11632                 if (!r_shadow_usingdeferredprepass)
11633                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11634         }
11635         else
11636         {
11637                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11638                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11639         }
11640         CHECKGLERROR
11641 }
11642
11643 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11644 {
11645         int i, j;
11646         texture_t *texture;
11647         // break the surface list down into batches by texture and use of lightmapping
11648         for (i = 0;i < numsurfaces;i = j)
11649         {
11650                 j = i + 1;
11651                 // texture is the base texture pointer, rsurface.texture is the
11652                 // current frame/skin the texture is directing us to use (for example
11653                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11654                 // use skin 1 instead)
11655                 texture = surfacelist[i]->texture;
11656                 rsurface.texture = R_GetCurrentTexture(texture);
11657                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11658                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11659                 {
11660                         // if this texture is not the kind we want, skip ahead to the next one
11661                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11662                                 ;
11663                         continue;
11664                 }
11665                 // simply scan ahead until we find a different texture or lightmap state
11666                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11667                         ;
11668                 // render the range of surfaces
11669                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11670         }
11671 }
11672
11673 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11674 {
11675         CHECKGLERROR
11676         if (depthonly)
11677         {
11678                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11679                         return;
11680                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11681                         return;
11682                 RSurf_SetupDepthAndCulling();
11683                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11684                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11685         }
11686         else if (prepass)
11687         {
11688                 if (!rsurface.texture->currentnumlayers)
11689                         return;
11690                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11691                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11692                 else
11693                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11694         }
11695         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11696         {
11697                 RSurf_SetupDepthAndCulling();
11698                 GL_AlphaTest(false);
11699                 R_Mesh_ColorPointer(NULL, 0, 0);
11700                 R_Mesh_ResetTextureState();
11701                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11702                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11703                 GL_DepthMask(true);
11704                 GL_BlendFunc(GL_ONE, GL_ZERO);
11705                 GL_Color(0, 0, 0, 1);
11706                 GL_DepthTest(writedepth);
11707                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11708         }
11709         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11710         {
11711                 RSurf_SetupDepthAndCulling();
11712                 GL_AlphaTest(false);
11713                 R_Mesh_ColorPointer(NULL, 0, 0);
11714                 R_Mesh_ResetTextureState();
11715                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11716                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11717                 GL_DepthMask(true);
11718                 GL_BlendFunc(GL_ONE, GL_ZERO);
11719                 GL_DepthTest(true);
11720                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11721         }
11722         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11723                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11724         else if (!rsurface.texture->currentnumlayers)
11725                 return;
11726         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11727         {
11728                 // in the deferred case, transparent surfaces were queued during prepass
11729                 if (!r_shadow_usingdeferredprepass)
11730                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11731         }
11732         else
11733         {
11734                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11735                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11736         }
11737         CHECKGLERROR
11738 }
11739
11740 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11741 {
11742         int i, j;
11743         texture_t *texture;
11744         // break the surface list down into batches by texture and use of lightmapping
11745         for (i = 0;i < numsurfaces;i = j)
11746         {
11747                 j = i + 1;
11748                 // texture is the base texture pointer, rsurface.texture is the
11749                 // current frame/skin the texture is directing us to use (for example
11750                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11751                 // use skin 1 instead)
11752                 texture = surfacelist[i]->texture;
11753                 rsurface.texture = R_GetCurrentTexture(texture);
11754                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11755                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11756                 {
11757                         // if this texture is not the kind we want, skip ahead to the next one
11758                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11759                                 ;
11760                         continue;
11761                 }
11762                 // simply scan ahead until we find a different texture or lightmap state
11763                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11764                         ;
11765                 // render the range of surfaces
11766                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11767         }
11768 }
11769
11770 float locboxvertex3f[6*4*3] =
11771 {
11772         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11773         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11774         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11775         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11776         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11777         1,0,0, 0,0,0, 0,1,0, 1,1,0
11778 };
11779
11780 unsigned short locboxelements[6*2*3] =
11781 {
11782          0, 1, 2, 0, 2, 3,
11783          4, 5, 6, 4, 6, 7,
11784          8, 9,10, 8,10,11,
11785         12,13,14, 12,14,15,
11786         16,17,18, 16,18,19,
11787         20,21,22, 20,22,23
11788 };
11789
11790 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11791 {
11792         int i, j;
11793         cl_locnode_t *loc = (cl_locnode_t *)ent;
11794         vec3_t mins, size;
11795         float vertex3f[6*4*3];
11796         CHECKGLERROR
11797         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11798         GL_DepthMask(false);
11799         GL_DepthRange(0, 1);
11800         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11801         GL_DepthTest(true);
11802         GL_CullFace(GL_NONE);
11803         R_EntityMatrix(&identitymatrix);
11804
11805         R_Mesh_VertexPointer(vertex3f, 0, 0);
11806         R_Mesh_ColorPointer(NULL, 0, 0);
11807         R_Mesh_ResetTextureState();
11808         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11809
11810         i = surfacelist[0];
11811         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11812                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11813                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11814                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11815
11816         if (VectorCompare(loc->mins, loc->maxs))
11817         {
11818                 VectorSet(size, 2, 2, 2);
11819                 VectorMA(loc->mins, -0.5f, size, mins);
11820         }
11821         else
11822         {
11823                 VectorCopy(loc->mins, mins);
11824                 VectorSubtract(loc->maxs, loc->mins, size);
11825         }
11826
11827         for (i = 0;i < 6*4*3;)
11828                 for (j = 0;j < 3;j++, i++)
11829                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11830
11831         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11832 }
11833
11834 void R_DrawLocs(void)
11835 {
11836         int index;
11837         cl_locnode_t *loc, *nearestloc;
11838         vec3_t center;
11839         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11840         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11841         {
11842                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11843                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11844         }
11845 }
11846
11847 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11848 {
11849         if (decalsystem->decals)
11850                 Mem_Free(decalsystem->decals);
11851         memset(decalsystem, 0, sizeof(*decalsystem));
11852 }
11853
11854 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)
11855 {
11856         tridecal_t *decal;
11857         tridecal_t *decals;
11858         int i;
11859
11860         // expand or initialize the system
11861         if (decalsystem->maxdecals <= decalsystem->numdecals)
11862         {
11863                 decalsystem_t old = *decalsystem;
11864                 qboolean useshortelements;
11865                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11866                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11867                 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)));
11868                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11869                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11870                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11871                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11872                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11873                 if (decalsystem->numdecals)
11874                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11875                 if (old.decals)
11876                         Mem_Free(old.decals);
11877                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11878                         decalsystem->element3i[i] = i;
11879                 if (useshortelements)
11880                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11881                                 decalsystem->element3s[i] = i;
11882         }
11883
11884         // grab a decal and search for another free slot for the next one
11885         decals = decalsystem->decals;
11886         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11887         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11888                 ;
11889         decalsystem->freedecal = i;
11890         if (decalsystem->numdecals <= i)
11891                 decalsystem->numdecals = i + 1;
11892
11893         // initialize the decal
11894         decal->lived = 0;
11895         decal->triangleindex = triangleindex;
11896         decal->surfaceindex = surfaceindex;
11897         decal->decalsequence = decalsequence;
11898         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11899         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11900         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11901         decal->color4ub[0][3] = 255;
11902         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11903         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11904         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11905         decal->color4ub[1][3] = 255;
11906         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11907         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11908         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11909         decal->color4ub[2][3] = 255;
11910         decal->vertex3f[0][0] = v0[0];
11911         decal->vertex3f[0][1] = v0[1];
11912         decal->vertex3f[0][2] = v0[2];
11913         decal->vertex3f[1][0] = v1[0];
11914         decal->vertex3f[1][1] = v1[1];
11915         decal->vertex3f[1][2] = v1[2];
11916         decal->vertex3f[2][0] = v2[0];
11917         decal->vertex3f[2][1] = v2[1];
11918         decal->vertex3f[2][2] = v2[2];
11919         decal->texcoord2f[0][0] = t0[0];
11920         decal->texcoord2f[0][1] = t0[1];
11921         decal->texcoord2f[1][0] = t1[0];
11922         decal->texcoord2f[1][1] = t1[1];
11923         decal->texcoord2f[2][0] = t2[0];
11924         decal->texcoord2f[2][1] = t2[1];
11925 }
11926
11927 extern cvar_t cl_decals_bias;
11928 extern cvar_t cl_decals_models;
11929 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11930 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)
11931 {
11932         matrix4x4_t projection;
11933         decalsystem_t *decalsystem;
11934         qboolean dynamic;
11935         dp_model_t *model;
11936         const float *vertex3f;
11937         const msurface_t *surface;
11938         const msurface_t *surfaces;
11939         const int *surfacelist;
11940         const texture_t *texture;
11941         int numtriangles;
11942         int numsurfacelist;
11943         int surfacelistindex;
11944         int surfaceindex;
11945         int triangleindex;
11946         int cornerindex;
11947         int index;
11948         int numpoints;
11949         const int *e;
11950         float localorigin[3];
11951         float localnormal[3];
11952         float localmins[3];
11953         float localmaxs[3];
11954         float localsize;
11955         float v[9][3];
11956         float tc[9][2];
11957         float c[9][4];
11958         //float normal[3];
11959         float planes[6][4];
11960         float f;
11961         float points[2][9][3];
11962         float angles[3];
11963         float temp[3];
11964
11965         decalsystem = &ent->decalsystem;
11966         model = ent->model;
11967         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11968         {
11969                 R_DecalSystem_Reset(&ent->decalsystem);
11970                 return;
11971         }
11972
11973         if (!model->brush.data_nodes && !cl_decals_models.integer)
11974         {
11975                 if (decalsystem->model)
11976                         R_DecalSystem_Reset(decalsystem);
11977                 return;
11978         }
11979
11980         if (decalsystem->model != model)
11981                 R_DecalSystem_Reset(decalsystem);
11982         decalsystem->model = model;
11983
11984         RSurf_ActiveModelEntity(ent, false, false, false);
11985
11986         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11987         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11988         VectorNormalize(localnormal);
11989         localsize = worldsize*rsurface.inversematrixscale;
11990         localmins[0] = localorigin[0] - localsize;
11991         localmins[1] = localorigin[1] - localsize;
11992         localmins[2] = localorigin[2] - localsize;
11993         localmaxs[0] = localorigin[0] + localsize;
11994         localmaxs[1] = localorigin[1] + localsize;
11995         localmaxs[2] = localorigin[2] + localsize;
11996
11997         //VectorCopy(localnormal, planes[4]);
11998         //VectorVectors(planes[4], planes[2], planes[0]);
11999         AnglesFromVectors(angles, localnormal, NULL, false);
12000         AngleVectors(angles, planes[0], planes[2], planes[4]);
12001         VectorNegate(planes[0], planes[1]);
12002         VectorNegate(planes[2], planes[3]);
12003         VectorNegate(planes[4], planes[5]);
12004         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12005         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12006         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12007         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12008         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12009         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12010
12011 #if 1
12012 // works
12013 {
12014         matrix4x4_t forwardprojection;
12015         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12016         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12017 }
12018 #else
12019 // broken
12020 {
12021         float projectionvector[4][3];
12022         VectorScale(planes[0], ilocalsize, projectionvector[0]);
12023         VectorScale(planes[2], ilocalsize, projectionvector[1]);
12024         VectorScale(planes[4], ilocalsize, projectionvector[2]);
12025         projectionvector[0][0] = planes[0][0] * ilocalsize;
12026         projectionvector[0][1] = planes[1][0] * ilocalsize;
12027         projectionvector[0][2] = planes[2][0] * ilocalsize;
12028         projectionvector[1][0] = planes[0][1] * ilocalsize;
12029         projectionvector[1][1] = planes[1][1] * ilocalsize;
12030         projectionvector[1][2] = planes[2][1] * ilocalsize;
12031         projectionvector[2][0] = planes[0][2] * ilocalsize;
12032         projectionvector[2][1] = planes[1][2] * ilocalsize;
12033         projectionvector[2][2] = planes[2][2] * ilocalsize;
12034         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12035         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12036         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12037         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12038 }
12039 #endif
12040
12041         dynamic = model->surfmesh.isanimated;
12042         vertex3f = rsurface.modelvertex3f;
12043         numsurfacelist = model->nummodelsurfaces;
12044         surfacelist = model->sortedmodelsurfaces;
12045         surfaces = model->data_surfaces;
12046         for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12047         {
12048                 surfaceindex = surfacelist[surfacelistindex];
12049                 surface = surfaces + surfaceindex;
12050                 // check cull box first because it rejects more than any other check
12051                 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12052                         continue;
12053                 // skip transparent surfaces
12054                 texture = surface->texture;
12055                 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12056                         continue;
12057                 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12058                         continue;
12059                 numtriangles = surface->num_triangles;
12060                 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
12061                 {
12062                         for (cornerindex = 0;cornerindex < 3;cornerindex++)
12063                         {
12064                                 index = 3*e[cornerindex];
12065                                 VectorCopy(vertex3f + index, v[cornerindex]);
12066                         }
12067                         // cull backfaces
12068                         //TriangleNormal(v[0], v[1], v[2], normal);
12069                         //if (DotProduct(normal, localnormal) < 0.0f)
12070                         //      continue;
12071                         // clip by each of the box planes formed from the projection matrix
12072                         // if anything survives, we emit the decal
12073                         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]);
12074                         if (numpoints < 3)
12075                                 continue;
12076                         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]);
12077                         if (numpoints < 3)
12078                                 continue;
12079                         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]);
12080                         if (numpoints < 3)
12081                                 continue;
12082                         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]);
12083                         if (numpoints < 3)
12084                                 continue;
12085                         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]);
12086                         if (numpoints < 3)
12087                                 continue;
12088                         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]);
12089                         if (numpoints < 3)
12090                                 continue;
12091                         // some part of the triangle survived, so we have to accept it...
12092                         if (dynamic)
12093                         {
12094                                 // dynamic always uses the original triangle
12095                                 numpoints = 3;
12096                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12097                                 {
12098                                         index = 3*e[cornerindex];
12099                                         VectorCopy(vertex3f + index, v[cornerindex]);
12100                                 }
12101                         }
12102                         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12103                         {
12104                                 // convert vertex positions to texcoords
12105                                 Matrix4x4_Transform(&projection, v[cornerindex], temp);
12106                                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12107                                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12108                                 // calculate distance fade from the projection origin
12109                                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12110                                 f = bound(0.0f, f, 1.0f);
12111                                 c[cornerindex][0] = r * f;
12112                                 c[cornerindex][1] = g * f;
12113                                 c[cornerindex][2] = b * f;
12114                                 c[cornerindex][3] = 1.0f;
12115                                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12116                         }
12117                         if (dynamic)
12118                                 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
12119                         else
12120                                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12121                                         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);
12122                 }
12123         }
12124 }
12125
12126 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12127 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)
12128 {
12129         int renderentityindex;
12130         float worldmins[3];
12131         float worldmaxs[3];
12132         entity_render_t *ent;
12133
12134         if (!cl_decals_newsystem.integer)
12135                 return;
12136
12137         worldmins[0] = worldorigin[0] - worldsize;
12138         worldmins[1] = worldorigin[1] - worldsize;
12139         worldmins[2] = worldorigin[2] - worldsize;
12140         worldmaxs[0] = worldorigin[0] + worldsize;
12141         worldmaxs[1] = worldorigin[1] + worldsize;
12142         worldmaxs[2] = worldorigin[2] + worldsize;
12143
12144         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12145
12146         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12147         {
12148                 ent = r_refdef.scene.entities[renderentityindex];
12149                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12150                         continue;
12151
12152                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12153         }
12154 }
12155
12156 typedef struct r_decalsystem_splatqueue_s
12157 {
12158         vec3_t worldorigin;
12159         vec3_t worldnormal;
12160         float color[4];
12161         float tcrange[4];
12162         float worldsize;
12163         int decalsequence;
12164 }
12165 r_decalsystem_splatqueue_t;
12166
12167 int r_decalsystem_numqueued = 0;
12168 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12169
12170 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)
12171 {
12172         r_decalsystem_splatqueue_t *queue;
12173
12174         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12175                 return;
12176
12177         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12178         VectorCopy(worldorigin, queue->worldorigin);
12179         VectorCopy(worldnormal, queue->worldnormal);
12180         Vector4Set(queue->color, r, g, b, a);
12181         Vector4Set(queue->tcrange, s1, t1, s2, t2);
12182         queue->worldsize = worldsize;
12183         queue->decalsequence = cl.decalsequence++;
12184 }
12185
12186 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12187 {
12188         int i;
12189         r_decalsystem_splatqueue_t *queue;
12190
12191         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12192                 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);
12193         r_decalsystem_numqueued = 0;
12194 }
12195
12196 extern cvar_t cl_decals_max;
12197 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12198 {
12199         int i;
12200         decalsystem_t *decalsystem = &ent->decalsystem;
12201         int numdecals;
12202         int killsequence;
12203         tridecal_t *decal;
12204         float frametime;
12205         float lifetime;
12206
12207         if (!decalsystem->numdecals)
12208                 return;
12209
12210         if (r_showsurfaces.integer)
12211                 return;
12212
12213         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12214         {
12215                 R_DecalSystem_Reset(decalsystem);
12216                 return;
12217         }
12218
12219         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12220         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12221
12222         if (decalsystem->lastupdatetime)
12223                 frametime = (cl.time - decalsystem->lastupdatetime);
12224         else
12225                 frametime = 0;
12226         decalsystem->lastupdatetime = cl.time;
12227         decal = decalsystem->decals;
12228         numdecals = decalsystem->numdecals;
12229
12230         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12231         {
12232                 if (decal->color4ub[0][3])
12233                 {
12234                         decal->lived += frametime;
12235                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12236                         {
12237                                 memset(decal, 0, sizeof(*decal));
12238                                 if (decalsystem->freedecal > i)
12239                                         decalsystem->freedecal = i;
12240                         }
12241                 }
12242         }
12243         decal = decalsystem->decals;
12244         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12245                 numdecals--;
12246
12247         // collapse the array by shuffling the tail decals into the gaps
12248         for (;;)
12249         {
12250                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12251                         decalsystem->freedecal++;
12252                 if (decalsystem->freedecal == numdecals)
12253                         break;
12254                 decal[decalsystem->freedecal] = decal[--numdecals];
12255         }
12256
12257         decalsystem->numdecals = numdecals;
12258
12259         if (numdecals <= 0)
12260         {
12261                 // if there are no decals left, reset decalsystem
12262                 R_DecalSystem_Reset(decalsystem);
12263         }
12264 }
12265
12266 extern skinframe_t *decalskinframe;
12267 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12268 {
12269         int i;
12270         decalsystem_t *decalsystem = &ent->decalsystem;
12271         int numdecals;
12272         tridecal_t *decal;
12273         float faderate;
12274         float alpha;
12275         float *v3f;
12276         float *c4f;
12277         float *t2f;
12278         const int *e;
12279         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12280         int numtris = 0;
12281
12282         numdecals = decalsystem->numdecals;
12283         if (!numdecals)
12284                 return;
12285
12286         if (r_showsurfaces.integer)
12287                 return;
12288
12289         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12290         {
12291                 R_DecalSystem_Reset(decalsystem);
12292                 return;
12293         }
12294
12295         // if the model is static it doesn't matter what value we give for
12296         // wantnormals and wanttangents, so this logic uses only rules applicable
12297         // to a model, knowing that they are meaningless otherwise
12298         if (ent == r_refdef.scene.worldentity)
12299                 RSurf_ActiveWorldEntity();
12300         else
12301                 RSurf_ActiveModelEntity(ent, false, false, false);
12302
12303         decalsystem->lastupdatetime = cl.time;
12304         decal = decalsystem->decals;
12305
12306         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12307
12308         // update vertex positions for animated models
12309         v3f = decalsystem->vertex3f;
12310         c4f = decalsystem->color4f;
12311         t2f = decalsystem->texcoord2f;
12312         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12313         {
12314                 if (!decal->color4ub[0][3])
12315                         continue;
12316
12317                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12318                         continue;
12319
12320                 // update color values for fading decals
12321                 if (decal->lived >= cl_decals_time.value)
12322                 {
12323                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12324                         alpha *= (1.0f/255.0f);
12325                 }
12326                 else
12327                         alpha = 1.0f/255.0f;
12328
12329                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12330                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12331                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12332                 c4f[ 3] = 1;
12333                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12334                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12335                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12336                 c4f[ 7] = 1;
12337                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12338                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12339                 c4f[10] = decal->color4ub[2][2] * alpha;
12340                 c4f[11] = 1;
12341
12342                 t2f[0] = decal->texcoord2f[0][0];
12343                 t2f[1] = decal->texcoord2f[0][1];
12344                 t2f[2] = decal->texcoord2f[1][0];
12345                 t2f[3] = decal->texcoord2f[1][1];
12346                 t2f[4] = decal->texcoord2f[2][0];
12347                 t2f[5] = decal->texcoord2f[2][1];
12348
12349                 // update vertex positions for animated models
12350                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12351                 {
12352                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12353                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12354                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12355                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12356                 }
12357                 else
12358                 {
12359                         VectorCopy(decal->vertex3f[0], v3f);
12360                         VectorCopy(decal->vertex3f[1], v3f + 3);
12361                         VectorCopy(decal->vertex3f[2], v3f + 6);
12362                 }
12363
12364                 if (r_refdef.fogenabled)
12365                 {
12366                         alpha = RSurf_FogVertex(v3f);
12367                         VectorScale(c4f, alpha, c4f);
12368                         alpha = RSurf_FogVertex(v3f + 3);
12369                         VectorScale(c4f + 4, alpha, c4f + 4);
12370                         alpha = RSurf_FogVertex(v3f + 6);
12371                         VectorScale(c4f + 8, alpha, c4f + 8);
12372                 }
12373
12374                 v3f += 9;
12375                 c4f += 12;
12376                 t2f += 6;
12377                 numtris++;
12378         }
12379
12380         if (numtris > 0)
12381         {
12382                 r_refdef.stats.drawndecals += numtris;
12383
12384                 // now render the decals all at once
12385                 // (this assumes they all use one particle font texture!)
12386                 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);
12387                 R_Mesh_ResetTextureState();
12388                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12389                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12390                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12391                 GL_DepthMask(false);
12392                 GL_DepthRange(0, 1);
12393                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12394                 GL_DepthTest(true);
12395                 GL_CullFace(GL_NONE);
12396                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12397                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12398                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12399         }
12400 }
12401
12402 static void R_DrawModelDecals(void)
12403 {
12404         int i, numdecals;
12405
12406         // fade faster when there are too many decals
12407         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12408         for (i = 0;i < r_refdef.scene.numentities;i++)
12409                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12410
12411         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12412         for (i = 0;i < r_refdef.scene.numentities;i++)
12413                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12414                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12415
12416         R_DecalSystem_ApplySplatEntitiesQueue();
12417
12418         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12419         for (i = 0;i < r_refdef.scene.numentities;i++)
12420                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12421
12422         r_refdef.stats.totaldecals += numdecals;
12423
12424         if (r_showsurfaces.integer)
12425                 return;
12426
12427         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12428
12429         for (i = 0;i < r_refdef.scene.numentities;i++)
12430         {
12431                 if (!r_refdef.viewcache.entityvisible[i])
12432                         continue;
12433                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12434                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12435         }
12436 }
12437
12438 extern cvar_t mod_collision_bih;
12439 void R_DrawDebugModel(void)
12440 {
12441         entity_render_t *ent = rsurface.entity;
12442         int i, j, k, l, flagsmask;
12443         const msurface_t *surface;
12444         dp_model_t *model = ent->model;
12445         vec3_t v;
12446
12447         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12448
12449         R_Mesh_ColorPointer(NULL, 0, 0);
12450         R_Mesh_ResetTextureState();
12451         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12452         GL_DepthRange(0, 1);
12453         GL_DepthTest(!r_showdisabledepthtest.integer);
12454         GL_DepthMask(false);
12455         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12456
12457         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12458         {
12459                 int triangleindex;
12460                 int bihleafindex;
12461                 qboolean cullbox = ent == r_refdef.scene.worldentity;
12462                 const q3mbrush_t *brush;
12463                 const bih_t *bih = &model->collision_bih;
12464                 const bih_leaf_t *bihleaf;
12465                 float vertex3f[3][3];
12466                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12467                 cullbox = false;
12468                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12469                 {
12470                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12471                                 continue;
12472                         switch (bihleaf->type)
12473                         {
12474                         case BIH_BRUSH:
12475                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12476                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12477                                 {
12478                                         R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12479                                         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);
12480                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12481                                 }
12482                                 break;
12483                         case BIH_COLLISIONTRIANGLE:
12484                                 triangleindex = bihleaf->itemindex;
12485                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12486                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12487                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12488                                 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12489                                 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);
12490                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12491                                 break;
12492                         case BIH_RENDERTRIANGLE:
12493                                 triangleindex = bihleaf->itemindex;
12494                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12495                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12496                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12497                                 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12498                                 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);
12499                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12500                                 break;
12501                         }
12502                 }
12503         }
12504
12505         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12506
12507         if (r_showtris.integer || r_shownormals.integer)
12508         {
12509                 if (r_showdisabledepthtest.integer)
12510                 {
12511                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12512                         GL_DepthMask(false);
12513                 }
12514                 else
12515                 {
12516                         GL_BlendFunc(GL_ONE, GL_ZERO);
12517                         GL_DepthMask(true);
12518                 }
12519                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12520                 {
12521                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12522                                 continue;
12523                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12524                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12525                         {
12526                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12527                                 if (r_showtris.value > 0)
12528                                 {
12529                                         if (!rsurface.texture->currentlayers->depthmask)
12530                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12531                                         else if (ent == r_refdef.scene.worldentity)
12532                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12533                                         else
12534                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12535                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12536                                         R_Mesh_ColorPointer(NULL, 0, 0);
12537                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12538                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12539                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12540                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
12541                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12542                                         CHECKGLERROR
12543                                 }
12544                                 if (r_shownormals.value < 0)
12545                                 {
12546                                         qglBegin(GL_LINES);
12547                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12548                                         {
12549                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12550                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12551                                                 qglVertex3f(v[0], v[1], v[2]);
12552                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12553                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12554                                                 qglVertex3f(v[0], v[1], v[2]);
12555                                         }
12556                                         qglEnd();
12557                                         CHECKGLERROR
12558                                 }
12559                                 if (r_shownormals.value > 0)
12560                                 {
12561                                         qglBegin(GL_LINES);
12562                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12563                                         {
12564                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12565                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12566                                                 qglVertex3f(v[0], v[1], v[2]);
12567                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12568                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12569                                                 qglVertex3f(v[0], v[1], v[2]);
12570                                         }
12571                                         qglEnd();
12572                                         CHECKGLERROR
12573                                         qglBegin(GL_LINES);
12574                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12575                                         {
12576                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12577                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12578                                                 qglVertex3f(v[0], v[1], v[2]);
12579                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12580                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12581                                                 qglVertex3f(v[0], v[1], v[2]);
12582                                         }
12583                                         qglEnd();
12584                                         CHECKGLERROR
12585                                         qglBegin(GL_LINES);
12586                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12587                                         {
12588                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12589                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12590                                                 qglVertex3f(v[0], v[1], v[2]);
12591                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12592                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12593                                                 qglVertex3f(v[0], v[1], v[2]);
12594                                         }
12595                                         qglEnd();
12596                                         CHECKGLERROR
12597                                 }
12598                         }
12599                 }
12600                 rsurface.texture = NULL;
12601         }
12602 }
12603
12604 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12605 int r_maxsurfacelist = 0;
12606 const msurface_t **r_surfacelist = NULL;
12607 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12608 {
12609         int i, j, endj, flagsmask;
12610         dp_model_t *model = r_refdef.scene.worldmodel;
12611         msurface_t *surfaces;
12612         unsigned char *update;
12613         int numsurfacelist = 0;
12614         if (model == NULL)
12615                 return;
12616
12617         if (r_maxsurfacelist < model->num_surfaces)
12618         {
12619                 r_maxsurfacelist = model->num_surfaces;
12620                 if (r_surfacelist)
12621                         Mem_Free((msurface_t**)r_surfacelist);
12622                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12623         }
12624
12625         RSurf_ActiveWorldEntity();
12626
12627         surfaces = model->data_surfaces;
12628         update = model->brushq1.lightmapupdateflags;
12629
12630         // update light styles on this submodel
12631         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12632         {
12633                 model_brush_lightstyleinfo_t *style;
12634                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12635                 {
12636                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12637                         {
12638                                 int *list = style->surfacelist;
12639                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12640                                 for (j = 0;j < style->numsurfaces;j++)
12641                                         update[list[j]] = true;
12642                         }
12643                 }
12644         }
12645
12646         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12647
12648         if (debug)
12649         {
12650                 R_DrawDebugModel();
12651                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12652                 return;
12653         }
12654
12655         rsurface.uselightmaptexture = false;
12656         rsurface.texture = NULL;
12657         rsurface.rtlight = NULL;
12658         numsurfacelist = 0;
12659         // add visible surfaces to draw list
12660         for (i = 0;i < model->nummodelsurfaces;i++)
12661         {
12662                 j = model->sortedmodelsurfaces[i];
12663                 if (r_refdef.viewcache.world_surfacevisible[j])
12664                         r_surfacelist[numsurfacelist++] = surfaces + j;
12665         }
12666         // update lightmaps if needed
12667         if (model->brushq1.firstrender)
12668         {
12669                 model->brushq1.firstrender = false;
12670                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12671                         if (update[j])
12672                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12673         }
12674         else if (update)
12675         {
12676                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12677                         if (r_refdef.viewcache.world_surfacevisible[j])
12678                                 if (update[j])
12679                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12680         }
12681         // don't do anything if there were no surfaces
12682         if (!numsurfacelist)
12683         {
12684                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12685                 return;
12686         }
12687         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12688         GL_AlphaTest(false);
12689
12690         // add to stats if desired
12691         if (r_speeds.integer && !skysurfaces && !depthonly)
12692         {
12693                 r_refdef.stats.world_surfaces += numsurfacelist;
12694                 for (j = 0;j < numsurfacelist;j++)
12695                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12696         }
12697
12698         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12699 }
12700
12701 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12702 {
12703         int i, j, endj, flagsmask;
12704         dp_model_t *model = ent->model;
12705         msurface_t *surfaces;
12706         unsigned char *update;
12707         int numsurfacelist = 0;
12708         if (model == NULL)
12709                 return;
12710
12711         if (r_maxsurfacelist < model->num_surfaces)
12712         {
12713                 r_maxsurfacelist = model->num_surfaces;
12714                 if (r_surfacelist)
12715                         Mem_Free((msurface_t **)r_surfacelist);
12716                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12717         }
12718
12719         // if the model is static it doesn't matter what value we give for
12720         // wantnormals and wanttangents, so this logic uses only rules applicable
12721         // to a model, knowing that they are meaningless otherwise
12722         if (ent == r_refdef.scene.worldentity)
12723                 RSurf_ActiveWorldEntity();
12724         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12725                 RSurf_ActiveModelEntity(ent, false, false, false);
12726         else if (prepass)
12727                 RSurf_ActiveModelEntity(ent, true, true, true);
12728         else if (depthonly)
12729         {
12730                 switch (vid.renderpath)
12731                 {
12732                 case RENDERPATH_GL20:
12733                 case RENDERPATH_CGGL:
12734                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12735                         break;
12736                 case RENDERPATH_GL13:
12737                 case RENDERPATH_GL11:
12738                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12739                         break;
12740                 }
12741         }
12742         else
12743         {
12744                 switch (vid.renderpath)
12745                 {
12746                 case RENDERPATH_GL20:
12747                 case RENDERPATH_CGGL:
12748                         RSurf_ActiveModelEntity(ent, true, true, false);
12749                         break;
12750                 case RENDERPATH_GL13:
12751                 case RENDERPATH_GL11:
12752                         RSurf_ActiveModelEntity(ent, true, false, false);
12753                         break;
12754                 }
12755         }
12756
12757         surfaces = model->data_surfaces;
12758         update = model->brushq1.lightmapupdateflags;
12759
12760         // update light styles
12761         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12762         {
12763                 model_brush_lightstyleinfo_t *style;
12764                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12765                 {
12766                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12767                         {
12768                                 int *list = style->surfacelist;
12769                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12770                                 for (j = 0;j < style->numsurfaces;j++)
12771                                         update[list[j]] = true;
12772                         }
12773                 }
12774         }
12775
12776         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12777
12778         if (debug)
12779         {
12780                 R_DrawDebugModel();
12781                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12782                 return;
12783         }
12784
12785         rsurface.uselightmaptexture = false;
12786         rsurface.texture = NULL;
12787         rsurface.rtlight = NULL;
12788         numsurfacelist = 0;
12789         // add visible surfaces to draw list
12790         for (i = 0;i < model->nummodelsurfaces;i++)
12791                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12792         // don't do anything if there were no surfaces
12793         if (!numsurfacelist)
12794         {
12795                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12796                 return;
12797         }
12798         // update lightmaps if needed
12799         if (update)
12800         {
12801                 int updated = 0;
12802                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12803                 {
12804                         if (update[j])
12805                         {
12806                                 updated++;
12807                                 R_BuildLightMap(ent, surfaces + j);
12808                         }
12809                 }
12810         }
12811         if (update)
12812                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12813                         if (update[j])
12814                                 R_BuildLightMap(ent, surfaces + j);
12815         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12816         GL_AlphaTest(false);
12817
12818         // add to stats if desired
12819         if (r_speeds.integer && !skysurfaces && !depthonly)
12820         {
12821                 r_refdef.stats.entities_surfaces += numsurfacelist;
12822                 for (j = 0;j < numsurfacelist;j++)
12823                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12824         }
12825
12826         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12827 }
12828
12829 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12830 {
12831         static texture_t texture;
12832         static msurface_t surface;
12833         const msurface_t *surfacelist = &surface;
12834
12835         // fake enough texture and surface state to render this geometry
12836
12837         texture.update_lastrenderframe = -1; // regenerate this texture
12838         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12839         texture.currentskinframe = skinframe;
12840         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12841         texture.offsetmapping = OFFSETMAPPING_OFF;
12842         texture.offsetscale = 1;
12843         texture.specularscalemod = 1;
12844         texture.specularpowermod = 1;
12845
12846         surface.texture = &texture;
12847         surface.num_triangles = numtriangles;
12848         surface.num_firsttriangle = firsttriangle;
12849         surface.num_vertices = numvertices;
12850         surface.num_firstvertex = firstvertex;
12851
12852         // now render it
12853         rsurface.texture = R_GetCurrentTexture(surface.texture);
12854         rsurface.uselightmaptexture = false;
12855         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12856 }
12857
12858 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)
12859 {
12860         static msurface_t surface;
12861         const msurface_t *surfacelist = &surface;
12862
12863         // fake enough texture and surface state to render this geometry
12864
12865         surface.texture = texture;
12866         surface.num_triangles = numtriangles;
12867         surface.num_firsttriangle = firsttriangle;
12868         surface.num_vertices = numvertices;
12869         surface.num_firstvertex = firstvertex;
12870
12871         // now render it
12872         rsurface.texture = R_GetCurrentTexture(surface.texture);
12873         rsurface.uselightmaptexture = false;
12874         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12875 }