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Very close to getting the correct maths done. It now works as intended, just need...
[xonotic/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27 #include "ft2.h"
28 #include "csprogs.h"
29 #include "cl_video.h"
30
31 mempool_t *r_main_mempool;
32 rtexturepool_t *r_main_texturepool;
33
34 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
35
36 static qboolean r_loadnormalmap;
37 static qboolean r_loadgloss;
38 qboolean r_loadfog;
39 static qboolean r_loaddds;
40 static qboolean r_savedds;
41
42 //
43 // screen size info
44 //
45 r_refdef_t r_refdef;
46
47 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
48 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
49 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
50 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
51 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
52 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
53 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
54 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
55
56 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
57 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
58 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
59 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
60 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
61
62 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
63 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
64 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
65 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
66 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
67 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
68 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
69 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
70 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
71 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
72 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
73 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
74 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
75 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
76 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
77 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
78 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
79 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
80 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
81 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
82 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
83 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
84 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
85 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
86 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
87 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
88 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
89 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
90 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
91 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
92 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
93 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
94 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
95 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
96 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
97 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
98 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
99 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
100 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
101 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
102 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
103 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
104 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
105 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
106 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
107 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
108 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
109
110 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
111 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
112 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
113 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
114 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
115 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
116 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
117 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
118
119 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
120 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
121
122 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
123 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
124 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
125 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
126 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
127
128 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
129 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
130 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
131
132 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
133 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
134 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
135 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
136 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
137 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
138 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
139 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
140 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
141
142 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
143 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
144 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
145 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
146 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
147
148 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
149 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
150 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
151 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
152
153 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
154 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
155 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
156 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
157 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
158 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
159 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
160
161 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
162 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
163 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
164 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
165
166 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
167
168 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
169
170 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
171
172 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
173 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
174 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"};
175 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
176 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
177 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
178 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
179 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)"};
180
181 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
182
183 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)"};
184
185 extern cvar_t v_glslgamma;
186
187 extern qboolean v_flipped_state;
188
189 static struct r_bloomstate_s
190 {
191         qboolean enabled;
192         qboolean hdr;
193
194         int bloomwidth, bloomheight;
195
196         int screentexturewidth, screentextureheight;
197         rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
198
199         int bloomtexturewidth, bloomtextureheight;
200         rtexture_t *texture_bloom;
201
202         // arrays for rendering the screen passes
203         float screentexcoord2f[8];
204         float bloomtexcoord2f[8];
205         float offsettexcoord2f[8];
206
207         r_viewport_t viewport;
208 }
209 r_bloomstate;
210
211 r_waterstate_t r_waterstate;
212
213 /// shadow volume bsp struct with automatically growing nodes buffer
214 svbsp_t r_svbsp;
215
216 rtexture_t *r_texture_blanknormalmap;
217 rtexture_t *r_texture_white;
218 rtexture_t *r_texture_grey128;
219 rtexture_t *r_texture_black;
220 rtexture_t *r_texture_notexture;
221 rtexture_t *r_texture_whitecube;
222 rtexture_t *r_texture_normalizationcube;
223 rtexture_t *r_texture_fogattenuation;
224 rtexture_t *r_texture_fogheighttexture;
225 rtexture_t *r_texture_gammaramps;
226 unsigned int r_texture_gammaramps_serial;
227 //rtexture_t *r_texture_fogintensity;
228 rtexture_t *r_texture_reflectcube;
229
230 // TODO: hash lookups?
231 typedef struct cubemapinfo_s
232 {
233         char basename[64];
234         rtexture_t *texture;
235 }
236 cubemapinfo_t;
237
238 int r_texture_numcubemaps;
239 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
240
241 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
242 unsigned int r_numqueries;
243 unsigned int r_maxqueries;
244
245 typedef struct r_qwskincache_s
246 {
247         char name[MAX_QPATH];
248         skinframe_t *skinframe;
249 }
250 r_qwskincache_t;
251
252 static r_qwskincache_t *r_qwskincache;
253 static int r_qwskincache_size;
254
255 /// vertex coordinates for a quad that covers the screen exactly
256 const float r_screenvertex3f[12] =
257 {
258         0, 0, 0,
259         1, 0, 0,
260         1, 1, 0,
261         0, 1, 0
262 };
263
264 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
265 {
266         int i;
267         for (i = 0;i < verts;i++)
268         {
269                 out[0] = in[0] * r;
270                 out[1] = in[1] * g;
271                 out[2] = in[2] * b;
272                 out[3] = in[3];
273                 in += 4;
274                 out += 4;
275         }
276 }
277
278 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
279 {
280         int i;
281         for (i = 0;i < verts;i++)
282         {
283                 out[0] = r;
284                 out[1] = g;
285                 out[2] = b;
286                 out[3] = a;
287                 out += 4;
288         }
289 }
290
291 // FIXME: move this to client?
292 void FOG_clear(void)
293 {
294         if (gamemode == GAME_NEHAHRA)
295         {
296                 Cvar_Set("gl_fogenable", "0");
297                 Cvar_Set("gl_fogdensity", "0.2");
298                 Cvar_Set("gl_fogred", "0.3");
299                 Cvar_Set("gl_foggreen", "0.3");
300                 Cvar_Set("gl_fogblue", "0.3");
301         }
302         r_refdef.fog_density = 0;
303         r_refdef.fog_red = 0;
304         r_refdef.fog_green = 0;
305         r_refdef.fog_blue = 0;
306         r_refdef.fog_alpha = 1;
307         r_refdef.fog_start = 0;
308         r_refdef.fog_end = 16384;
309         r_refdef.fog_height = 1<<30;
310         r_refdef.fog_fadedepth = 128;
311         memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
312 }
313
314 static void R_BuildBlankTextures(void)
315 {
316         unsigned char data[4];
317         data[2] = 128; // normal X
318         data[1] = 128; // normal Y
319         data[0] = 255; // normal Z
320         data[3] = 128; // height
321         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
322         data[0] = 255;
323         data[1] = 255;
324         data[2] = 255;
325         data[3] = 255;
326         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
327         data[0] = 128;
328         data[1] = 128;
329         data[2] = 128;
330         data[3] = 255;
331         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
332         data[0] = 0;
333         data[1] = 0;
334         data[2] = 0;
335         data[3] = 255;
336         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
337 }
338
339 static void R_BuildNoTexture(void)
340 {
341         int x, y;
342         unsigned char pix[16][16][4];
343         // this makes a light grey/dark grey checkerboard texture
344         for (y = 0;y < 16;y++)
345         {
346                 for (x = 0;x < 16;x++)
347                 {
348                         if ((y < 8) ^ (x < 8))
349                         {
350                                 pix[y][x][0] = 128;
351                                 pix[y][x][1] = 128;
352                                 pix[y][x][2] = 128;
353                                 pix[y][x][3] = 255;
354                         }
355                         else
356                         {
357                                 pix[y][x][0] = 64;
358                                 pix[y][x][1] = 64;
359                                 pix[y][x][2] = 64;
360                                 pix[y][x][3] = 255;
361                         }
362                 }
363         }
364         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
365 }
366
367 static void R_BuildWhiteCube(void)
368 {
369         unsigned char data[6*1*1*4];
370         memset(data, 255, sizeof(data));
371         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
372 }
373
374 static void R_BuildNormalizationCube(void)
375 {
376         int x, y, side;
377         vec3_t v;
378         vec_t s, t, intensity;
379 #define NORMSIZE 64
380         unsigned char *data;
381         data = Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
382         for (side = 0;side < 6;side++)
383         {
384                 for (y = 0;y < NORMSIZE;y++)
385                 {
386                         for (x = 0;x < NORMSIZE;x++)
387                         {
388                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
389                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
390                                 switch(side)
391                                 {
392                                 default:
393                                 case 0:
394                                         v[0] = 1;
395                                         v[1] = -t;
396                                         v[2] = -s;
397                                         break;
398                                 case 1:
399                                         v[0] = -1;
400                                         v[1] = -t;
401                                         v[2] = s;
402                                         break;
403                                 case 2:
404                                         v[0] = s;
405                                         v[1] = 1;
406                                         v[2] = t;
407                                         break;
408                                 case 3:
409                                         v[0] = s;
410                                         v[1] = -1;
411                                         v[2] = -t;
412                                         break;
413                                 case 4:
414                                         v[0] = s;
415                                         v[1] = -t;
416                                         v[2] = 1;
417                                         break;
418                                 case 5:
419                                         v[0] = -s;
420                                         v[1] = -t;
421                                         v[2] = -1;
422                                         break;
423                                 }
424                                 intensity = 127.0f / sqrt(DotProduct(v, v));
425                                 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
426                                 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
427                                 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
428                                 data[((side*64+y)*64+x)*4+3] = 255;
429                         }
430                 }
431         }
432         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
433         Mem_Free(data);
434 }
435
436 static void R_BuildFogTexture(void)
437 {
438         int x, b;
439 #define FOGWIDTH 256
440         unsigned char data1[FOGWIDTH][4];
441         //unsigned char data2[FOGWIDTH][4];
442         double d, r, alpha;
443
444         r_refdef.fogmasktable_start = r_refdef.fog_start;
445         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
446         r_refdef.fogmasktable_range = r_refdef.fogrange;
447         r_refdef.fogmasktable_density = r_refdef.fog_density;
448
449         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
450         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
451         {
452                 d = (x * r - r_refdef.fogmasktable_start);
453                 if(developer_extra.integer)
454                         Con_DPrintf("%f ", d);
455                 d = max(0, d);
456                 if (r_fog_exp2.integer)
457                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
458                 else
459                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
460                 if(developer_extra.integer)
461                         Con_DPrintf(" : %f ", alpha);
462                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
463                 if(developer_extra.integer)
464                         Con_DPrintf(" = %f\n", alpha);
465                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
466         }
467
468         for (x = 0;x < FOGWIDTH;x++)
469         {
470                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
471                 data1[x][0] = b;
472                 data1[x][1] = b;
473                 data1[x][2] = b;
474                 data1[x][3] = 255;
475                 //data2[x][0] = 255 - b;
476                 //data2[x][1] = 255 - b;
477                 //data2[x][2] = 255 - b;
478                 //data2[x][3] = 255;
479         }
480         if (r_texture_fogattenuation)
481         {
482                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
483                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
484         }
485         else
486         {
487                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
488                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALLOWUPDATES, NULL);
489         }
490 }
491
492 static void R_BuildFogHeightTexture(void)
493 {
494         unsigned char *inpixels;
495         int size;
496         int x;
497         int y;
498         int j;
499         float c[4];
500         float f;
501         inpixels = NULL;
502         strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
503         if (r_refdef.fogheighttexturename[0])
504                 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
505         if (!inpixels)
506         {
507                 r_refdef.fog_height_tablesize = 0;
508                 if (r_texture_fogheighttexture)
509                         R_FreeTexture(r_texture_fogheighttexture);
510                 r_texture_fogheighttexture = NULL;
511                 if (r_refdef.fog_height_table2d)
512                         Mem_Free(r_refdef.fog_height_table2d);
513                 r_refdef.fog_height_table2d = NULL;
514                 if (r_refdef.fog_height_table1d)
515                         Mem_Free(r_refdef.fog_height_table1d);
516                 r_refdef.fog_height_table1d = NULL;
517                 return;
518         }
519         size = image_width;
520         r_refdef.fog_height_tablesize = size;
521         r_refdef.fog_height_table1d = Mem_Alloc(r_main_mempool, size * 4);
522         r_refdef.fog_height_table2d = Mem_Alloc(r_main_mempool, size * size * 4);
523         memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
524         Mem_Free(inpixels);
525         // LordHavoc: now the magic - what is that table2d for?  it is a cooked
526         // average fog color table accounting for every fog layer between a point
527         // and the camera.  (Note: attenuation is handled separately!)
528         for (y = 0;y < size;y++)
529         {
530                 for (x = 0;x < size;x++)
531                 {
532                         Vector4Clear(c);
533                         f = 0;
534                         if (x < y)
535                         {
536                                 for (j = x;j <= y;j++)
537                                 {
538                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
539                                         f++;
540                                 }
541                         }
542                         else
543                         {
544                                 for (j = x;j >= y;j--)
545                                 {
546                                         Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
547                                         f++;
548                                 }
549                         }
550                         f = 1.0f / f;
551                         r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
552                         r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
553                         r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
554                         r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
555                 }
556         }
557         r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
558 }
559
560 //=======================================================================================================================================================
561
562 static const char *builtinshaderstring =
563 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
564 "// written by Forest 'LordHavoc' Hale\n"
565 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
566 "\n"
567 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
568 "# define USEFOG\n"
569 "#endif\n"
570 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
571 "#define USELIGHTMAP\n"
572 "#endif\n"
573 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
574 "#define USEEYEVECTOR\n"
575 "#endif\n"
576 "\n"
577 "#if defined(USESHADOWMAPRECT) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USEDEFERREDLIGHTMAP)\n"
578 "# extension GL_ARB_texture_rectangle : enable\n"
579 "#endif\n"
580 "\n"
581 "#ifdef USESHADOWMAP2D\n"
582 "# ifdef GL_EXT_gpu_shader4\n"
583 "#   extension GL_EXT_gpu_shader4 : enable\n"
584 "# endif\n"
585 "# ifdef GL_ARB_texture_gather\n"
586 "#   extension GL_ARB_texture_gather : enable\n"
587 "# else\n"
588 "#   ifdef GL_AMD_texture_texture4\n"
589 "#     extension GL_AMD_texture_texture4 : enable\n"
590 "#   endif\n"
591 "# endif\n"
592 "#endif\n"
593 "\n"
594 "#ifdef USESHADOWMAPCUBE\n"
595 "# extension GL_EXT_gpu_shader4 : enable\n"
596 "#endif\n"
597 "\n"
598 "//#ifdef USESHADOWSAMPLER\n"
599 "//# extension GL_ARB_shadow : enable\n"
600 "//#endif\n"
601 "\n"
602 "//#ifdef __GLSL_CG_DATA_TYPES\n"
603 "//# define myhalf half\n"
604 "//# define myhalf2 half2\n"
605 "//# define myhalf3 half3\n"
606 "//# define myhalf4 half4\n"
607 "//#else\n"
608 "# define myhalf float\n"
609 "# define myhalf2 vec2\n"
610 "# define myhalf3 vec3\n"
611 "# define myhalf4 vec4\n"
612 "//#endif\n"
613 "\n"
614 "#ifdef VERTEX_SHADER\n"
615 "uniform mat4 ModelViewProjectionMatrix;\n"
616 "#endif\n"
617 "\n"
618 "#ifdef MODE_DEPTH_OR_SHADOW\n"
619 "#ifdef VERTEX_SHADER\n"
620 "void main(void)\n"
621 "{\n"
622 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
623 "}\n"
624 "#endif\n"
625 "#else // !MODE_DEPTH_ORSHADOW\n"
626 "\n"
627 "\n"
628 "\n"
629 "\n"
630 "#ifdef MODE_SHOWDEPTH\n"
631 "#ifdef VERTEX_SHADER\n"
632 "void main(void)\n"
633 "{\n"
634 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
635 "       gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
636 "}\n"
637 "#endif\n"
638 "\n"
639 "#ifdef FRAGMENT_SHADER\n"
640 "void main(void)\n"
641 "{\n"
642 "       gl_FragColor = gl_Color;\n"
643 "}\n"
644 "#endif\n"
645 "#else // !MODE_SHOWDEPTH\n"
646 "\n"
647 "\n"
648 "\n"
649 "\n"
650 "#ifdef MODE_POSTPROCESS\n"
651 "varying vec2 TexCoord1;\n"
652 "varying vec2 TexCoord2;\n"
653 "\n"
654 "#ifdef VERTEX_SHADER\n"
655 "void main(void)\n"
656 "{\n"
657 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
658 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
659 "#ifdef USEBLOOM\n"
660 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
661 "#endif\n"
662 "}\n"
663 "#endif\n"
664 "\n"
665 "#ifdef FRAGMENT_SHADER\n"
666 "uniform sampler2D Texture_First;\n"
667 "#ifdef USEBLOOM\n"
668 "uniform sampler2D Texture_Second;\n"
669 "#endif\n"
670 "#ifdef USEGAMMARAMPS\n"
671 "uniform sampler2D Texture_GammaRamps;\n"
672 "#endif\n"
673 "#ifdef USESATURATION\n"
674 "uniform float Saturation;\n"
675 "#endif\n"
676 "#ifdef USEVIEWTINT\n"
677 "uniform vec4 ViewTintColor;\n"
678 "#endif\n"
679 "//uncomment these if you want to use them:\n"
680 "uniform vec4 UserVec1;\n"
681 "uniform vec4 UserVec2;\n"
682 "// uniform vec4 UserVec3;\n"
683 "// uniform vec4 UserVec4;\n"
684 "// uniform float ClientTime;\n"
685 "uniform vec2 PixelSize;\n"
686 "void main(void)\n"
687 "{\n"
688 "       gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
689 "#ifdef USEBLOOM\n"
690 "       gl_FragColor += texture2D(Texture_Second, TexCoord2);\n"
691 "#endif\n"
692 "#ifdef USEVIEWTINT\n"
693 "       gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
694 "#endif\n"
695 "\n"
696 "#ifdef USEPOSTPROCESSING\n"
697 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
698 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
699 "       float sobel = 1.0;\n"
700 "       // vec2 ts = textureSize(Texture_First, 0);\n"
701 "       // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
702 "       vec2 px = PixelSize;\n"
703 "       vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
704 "       vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,  0.0)).rgb;\n"
705 "       vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
706 "       vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
707 "       vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x,  0.0)).rgb;\n"
708 "       vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
709 "       vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
710 "       vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2(  0.0,-px.y)).rgb;\n"
711 "       vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
712 "       vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
713 "       vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2(  0.0, px.y)).rgb;\n"
714 "       vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
715 "       float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
716 "       float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
717 "       float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
718 "       float px4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
719 "       float px5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
720 "       float px6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
721 "       float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
722 "       float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
723 "       float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
724 "       float py4 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
725 "       float py5 =  2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
726 "       float py6 =  1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
727 "       sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
728 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
729 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
730 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
731 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
732 "       gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
733 "       gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
734 "       gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
735 "#endif\n"
736 "\n"
737 "#ifdef USESATURATION\n"
738 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
739 "       float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
740 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
741 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
742 "#endif\n"
743 "\n"
744 "#ifdef USEGAMMARAMPS\n"
745 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
746 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
747 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
748 "#endif\n"
749 "}\n"
750 "#endif\n"
751 "#else // !MODE_POSTPROCESS\n"
752 "\n"
753 "\n"
754 "\n"
755 "\n"
756 "#ifdef MODE_GENERIC\n"
757 "#ifdef USEDIFFUSE\n"
758 "varying vec2 TexCoord1;\n"
759 "#endif\n"
760 "#ifdef USESPECULAR\n"
761 "varying vec2 TexCoord2;\n"
762 "#endif\n"
763 "#ifdef VERTEX_SHADER\n"
764 "void main(void)\n"
765 "{\n"
766 "       gl_FrontColor = gl_Color;\n"
767 "#ifdef USEDIFFUSE\n"
768 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
769 "#endif\n"
770 "#ifdef USESPECULAR\n"
771 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
772 "#endif\n"
773 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
774 "}\n"
775 "#endif\n"
776 "\n"
777 "#ifdef FRAGMENT_SHADER\n"
778 "#ifdef USEDIFFUSE\n"
779 "uniform sampler2D Texture_First;\n"
780 "#endif\n"
781 "#ifdef USESPECULAR\n"
782 "uniform sampler2D Texture_Second;\n"
783 "#endif\n"
784 "\n"
785 "void main(void)\n"
786 "{\n"
787 "       gl_FragColor = gl_Color;\n"
788 "#ifdef USEDIFFUSE\n"
789 "       gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
790 "#endif\n"
791 "\n"
792 "#ifdef USESPECULAR\n"
793 "       vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
794 "# ifdef USECOLORMAPPING\n"
795 "       gl_FragColor *= tex2;\n"
796 "# endif\n"
797 "# ifdef USEGLOW\n"
798 "       gl_FragColor += tex2;\n"
799 "# endif\n"
800 "# ifdef USEVERTEXTEXTUREBLEND\n"
801 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
802 "# endif\n"
803 "#endif\n"
804 "}\n"
805 "#endif\n"
806 "#else // !MODE_GENERIC\n"
807 "\n"
808 "\n"
809 "\n"
810 "\n"
811 "#ifdef MODE_BLOOMBLUR\n"
812 "varying TexCoord;\n"
813 "#ifdef VERTEX_SHADER\n"
814 "void main(void)\n"
815 "{\n"
816 "       gl_FrontColor = gl_Color;\n"
817 "       TexCoord = gl_MultiTexCoord0.xy;\n"
818 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
819 "}\n"
820 "#endif\n"
821 "\n"
822 "#ifdef FRAGMENT_SHADER\n"
823 "uniform sampler2D Texture_First;\n"
824 "uniform vec4 BloomBlur_Parameters;\n"
825 "\n"
826 "void main(void)\n"
827 "{\n"
828 "       int i;\n"
829 "       vec2 tc = TexCoord;\n"
830 "       vec3 color = texture2D(Texture_First, tc).rgb;\n"
831 "       tc += BloomBlur_Parameters.xy;\n"
832 "       for (i = 1;i < SAMPLES;i++)\n"
833 "       {\n"
834 "               color += texture2D(Texture_First, tc).rgb;\n"
835 "               tc += BloomBlur_Parameters.xy;\n"
836 "       }\n"
837 "       gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
838 "}\n"
839 "#endif\n"
840 "#else // !MODE_BLOOMBLUR\n"
841 "#ifdef MODE_REFRACTION\n"
842 "varying vec2 TexCoord;\n"
843 "varying vec4 ModelViewProjectionPosition;\n"
844 "uniform mat4 TexMatrix;\n"
845 "#ifdef VERTEX_SHADER\n"
846 "\n"
847 "void main(void)\n"
848 "{\n"
849 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
850 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
851 "       ModelViewProjectionPosition = gl_Position;\n"
852 "}\n"
853 "#endif\n"
854 "\n"
855 "#ifdef FRAGMENT_SHADER\n"
856 "uniform sampler2D Texture_Normal;\n"
857 "uniform sampler2D Texture_Refraction;\n"
858 "uniform sampler2D Texture_Reflection;\n"
859 "\n"
860 "uniform vec4 DistortScaleRefractReflect;\n"
861 "uniform vec4 ScreenScaleRefractReflect;\n"
862 "uniform vec4 ScreenCenterRefractReflect;\n"
863 "uniform vec4 RefractColor;\n"
864 "uniform vec4 ReflectColor;\n"
865 "uniform float ReflectFactor;\n"
866 "uniform float ReflectOffset;\n"
867 "\n"
868 "void main(void)\n"
869 "{\n"
870 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
871 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
872 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
873 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
874 "       // FIXME temporary hack to detect the case that the reflection\n"
875 "       // gets blackened at edges due to leaving the area that contains actual\n"
876 "       // content.\n"
877 "       // Remove this 'ack once we have a better way to stop this thing from\n"
878 "       // 'appening.\n"
879 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
880 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
881 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
882 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
883 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
884 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
885 "}\n"
886 "#endif\n"
887 "#else // !MODE_REFRACTION\n"
888 "\n"
889 "\n"
890 "\n"
891 "\n"
892 "#ifdef MODE_WATER\n"
893 "varying vec2 TexCoord;\n"
894 "varying vec3 EyeVector;\n"
895 "varying vec4 ModelViewProjectionPosition;\n"
896 "#ifdef VERTEX_SHADER\n"
897 "uniform vec3 EyePosition;\n"
898 "uniform mat4 TexMatrix;\n"
899 "\n"
900 "void main(void)\n"
901 "{\n"
902 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
903 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
904 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
905 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
906 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
907 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
908 "       ModelViewProjectionPosition = gl_Position;\n"
909 "}\n"
910 "#endif\n"
911 "\n"
912 "#ifdef FRAGMENT_SHADER\n"
913 "uniform sampler2D Texture_Normal;\n"
914 "uniform sampler2D Texture_Refraction;\n"
915 "uniform sampler2D Texture_Reflection;\n"
916 "\n"
917 "uniform vec4 DistortScaleRefractReflect;\n"
918 "uniform vec4 ScreenScaleRefractReflect;\n"
919 "uniform vec4 ScreenCenterRefractReflect;\n"
920 "uniform vec4 RefractColor;\n"
921 "uniform vec4 ReflectColor;\n"
922 "uniform float ReflectFactor;\n"
923 "uniform float ReflectOffset;\n"
924 "\n"
925 "void main(void)\n"
926 "{\n"
927 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
928 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
929 "       vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
930 "       //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
931 "       vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
932 "       // FIXME temporary hack to detect the case that the reflection\n"
933 "       // gets blackened at edges due to leaving the area that contains actual\n"
934 "       // content.\n"
935 "       // Remove this 'ack once we have a better way to stop this thing from\n"
936 "       // 'appening.\n"
937 "       float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
938 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
939 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
940 "       f      *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
941 "       ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
942 "       f       = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
943 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
944 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
945 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
946 "       ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
947 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
948 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
949 "}\n"
950 "#endif\n"
951 "#else // !MODE_WATER\n"
952 "\n"
953 "\n"
954 "\n"
955 "\n"
956 "// common definitions between vertex shader and fragment shader:\n"
957 "\n"
958 "varying vec2 TexCoord;\n"
959 "#ifdef USEVERTEXTEXTUREBLEND\n"
960 "varying vec2 TexCoord2;\n"
961 "#endif\n"
962 "#ifdef USELIGHTMAP\n"
963 "varying vec2 TexCoordLightmap;\n"
964 "#endif\n"
965 "\n"
966 "#ifdef MODE_LIGHTSOURCE\n"
967 "varying vec3 CubeVector;\n"
968 "#endif\n"
969 "\n"
970 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
971 "varying vec3 LightVector;\n"
972 "#endif\n"
973 "\n"
974 "#ifdef USEEYEVECTOR\n"
975 "varying vec3 EyeVector;\n"
976 "#endif\n"
977 "#ifdef USEFOG\n"
978 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
979 "#endif\n"
980 "\n"
981 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
982 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
983 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
984 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
985 "#endif\n"
986 "\n"
987 "#ifdef USEREFLECTION\n"
988 "varying vec4 ModelViewProjectionPosition;\n"
989 "#endif\n"
990 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
991 "uniform vec3 LightPosition;\n"
992 "varying vec4 ModelViewPosition;\n"
993 "#endif\n"
994 "\n"
995 "#ifdef MODE_LIGHTSOURCE\n"
996 "uniform vec3 LightPosition;\n"
997 "#endif\n"
998 "uniform vec3 EyePosition;\n"
999 "#ifdef MODE_LIGHTDIRECTION\n"
1000 "uniform vec3 LightDir;\n"
1001 "#endif\n"
1002 "uniform vec4 FogPlane;\n"
1003 "\n"
1004 "#ifdef USESHADOWMAPORTHO\n"
1005 "varying vec3 ShadowMapTC;\n"
1006 "#endif\n"
1007 "\n"
1008 "\n"
1009 "\n"
1010 "\n"
1011 "\n"
1012 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
1013 "\n"
1014 "// fragment shader specific:\n"
1015 "#ifdef FRAGMENT_SHADER\n"
1016 "\n"
1017 "uniform sampler2D Texture_Normal;\n"
1018 "uniform sampler2D Texture_Color;\n"
1019 "uniform sampler2D Texture_Gloss;\n"
1020 "#ifdef USEGLOW\n"
1021 "uniform sampler2D Texture_Glow;\n"
1022 "#endif\n"
1023 "#ifdef USEVERTEXTEXTUREBLEND\n"
1024 "uniform sampler2D Texture_SecondaryNormal;\n"
1025 "uniform sampler2D Texture_SecondaryColor;\n"
1026 "uniform sampler2D Texture_SecondaryGloss;\n"
1027 "#ifdef USEGLOW\n"
1028 "uniform sampler2D Texture_SecondaryGlow;\n"
1029 "#endif\n"
1030 "#endif\n"
1031 "#ifdef USECOLORMAPPING\n"
1032 "uniform sampler2D Texture_Pants;\n"
1033 "uniform sampler2D Texture_Shirt;\n"
1034 "#endif\n"
1035 "#ifdef USEFOG\n"
1036 "#ifdef USEFOGHEIGHTTEXTURE\n"
1037 "uniform sampler2D Texture_FogHeightTexture;\n"
1038 "#endif\n"
1039 "uniform sampler2D Texture_FogMask;\n"
1040 "#endif\n"
1041 "#ifdef USELIGHTMAP\n"
1042 "uniform sampler2D Texture_Lightmap;\n"
1043 "#endif\n"
1044 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1045 "uniform sampler2D Texture_Deluxemap;\n"
1046 "#endif\n"
1047 "#ifdef USEREFLECTION\n"
1048 "uniform sampler2D Texture_Reflection;\n"
1049 "#endif\n"
1050 "\n"
1051 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1052 "uniform sampler2D Texture_ScreenDepth;\n"
1053 "uniform sampler2D Texture_ScreenNormalMap;\n"
1054 "#endif\n"
1055 "#ifdef USEDEFERREDLIGHTMAP\n"
1056 "uniform sampler2D Texture_ScreenDiffuse;\n"
1057 "uniform sampler2D Texture_ScreenSpecular;\n"
1058 "#endif\n"
1059 "\n"
1060 "uniform myhalf3 Color_Pants;\n"
1061 "uniform myhalf3 Color_Shirt;\n"
1062 "uniform myhalf3 FogColor;\n"
1063 "\n"
1064 "#ifdef USEFOG\n"
1065 "uniform float FogRangeRecip;\n"
1066 "uniform float FogPlaneViewDist;\n"
1067 "uniform float FogHeightFade;\n"
1068 "vec3 FogVertex(vec3 surfacecolor)\n"
1069 "{\n"
1070 "       vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1071 "       float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1072 "       float fogfrac;\n"
1073 "#ifdef USEFOGHEIGHTTEXTURE\n"
1074 "       vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1075 "       fogfrac = fogheightpixel.a;\n"
1076 "       return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1077 "#else\n"
1078 "# ifdef USEFOGOUTSIDE\n"
1079 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1080 "# else\n"
1081 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1082 "# endif\n"
1083 "       return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1084 "#endif\n"
1085 "}\n"
1086 "#endif\n"
1087 "\n"
1088 "#ifdef USEOFFSETMAPPING\n"
1089 "uniform float OffsetMapping_Scale;\n"
1090 "vec2 OffsetMapping(vec2 TexCoord)\n"
1091 "{\n"
1092 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1093 "       // 14 sample relief mapping: linear search and then binary search\n"
1094 "       // this basically steps forward a small amount repeatedly until it finds\n"
1095 "       // itself inside solid, then jitters forward and back using decreasing\n"
1096 "       // amounts to find the impact\n"
1097 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1098 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1099 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1100 "       vec3 RT = vec3(TexCoord, 1);\n"
1101 "       OffsetVector *= 0.1;\n"
1102 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1103 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1104 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1105 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1106 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1107 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1108 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1109 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1110 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1111 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
1112 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
1113 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
1114 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
1115 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1116 "       return RT.xy;\n"
1117 "#else\n"
1118 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1119 "       // this basically moves forward the full distance, and then backs up based\n"
1120 "       // on height of samples\n"
1121 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1122 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1123 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1124 "       TexCoord += OffsetVector;\n"
1125 "       OffsetVector *= 0.333;\n"
1126 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1127 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1128 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1129 "       return TexCoord;\n"
1130 "#endif\n"
1131 "}\n"
1132 "#endif // USEOFFSETMAPPING\n"
1133 "\n"
1134 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1135 "uniform sampler2D Texture_Attenuation;\n"
1136 "uniform samplerCube Texture_Cube;\n"
1137 "#endif\n"
1138 "\n"
1139 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1140 "\n"
1141 "#ifdef USESHADOWMAPRECT\n"
1142 "# ifdef USESHADOWSAMPLER\n"
1143 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
1144 "# else\n"
1145 "uniform sampler2DRect Texture_ShadowMapRect;\n"
1146 "# endif\n"
1147 "#endif\n"
1148 "\n"
1149 "#ifdef USESHADOWMAP2D\n"
1150 "# ifdef USESHADOWSAMPLER\n"
1151 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1152 "# else\n"
1153 "uniform sampler2D Texture_ShadowMap2D;\n"
1154 "# endif\n"
1155 "#endif\n"
1156 "\n"
1157 "#ifdef USESHADOWMAPVSDCT\n"
1158 "uniform samplerCube Texture_CubeProjection;\n"
1159 "#endif\n"
1160 "\n"
1161 "#ifdef USESHADOWMAPCUBE\n"
1162 "# ifdef USESHADOWSAMPLER\n"
1163 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
1164 "# else\n"
1165 "uniform samplerCube Texture_ShadowMapCube;\n"
1166 "# endif\n"
1167 "#endif\n"
1168 "\n"
1169 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
1170 "uniform vec2 ShadowMap_TextureScale;\n"
1171 "uniform vec4 ShadowMap_Parameters;\n"
1172 "#endif\n"
1173 "\n"
1174 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1175 "# ifdef USESHADOWMAPORTHO\n"
1176 "#  define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1177 "# else\n"
1178 "#  ifdef USESHADOWMAPVSDCT\n"
1179 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1180 "{\n"
1181 "       vec3 adir = abs(dir);\n"
1182 "       vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1183 "       vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1184 "       return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1185 "}\n"
1186 "#  else\n"
1187 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1188 "{\n"
1189 "       vec3 adir = abs(dir);\n"
1190 "       float ma = adir.z;\n"
1191 "       vec4 proj = vec4(dir, 2.5);\n"
1192 "       if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1193 "       if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1194 "       vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1195 "       return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1196 "}\n"
1197 "#  endif\n"
1198 "# endif\n"
1199 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1200 "\n"
1201 "#ifdef USESHADOWMAPCUBE\n"
1202 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1203 "{\n"
1204 "       vec3 adir = abs(dir);\n"
1205 "       return vec4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
1206 "}\n"
1207 "#endif\n"
1208 "\n"
1209 "# ifdef USESHADOWMAPRECT\n"
1210 "float ShadowMapCompare(vec3 dir)\n"
1211 "{\n"
1212 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1213 "       float f;\n"
1214 "#  ifdef USESHADOWSAMPLER\n"
1215 "\n"
1216 "#    ifdef USESHADOWMAPPCF\n"
1217 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1218 "       f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1219 "#    else\n"
1220 "       f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1221 "#    endif\n"
1222 "\n"
1223 "#  else\n"
1224 "\n"
1225 "#    ifdef USESHADOWMAPPCF\n"
1226 "#      if USESHADOWMAPPCF > 1\n"
1227 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1228 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1229 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1230 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1231 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1232 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1233 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1234 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1235 "#      else\n"
1236 "#        define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1237 "       vec2 offset = fract(shadowmaptc.xy);\n"
1238 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1239 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1240 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1241 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1242 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1243 "#      endif\n"
1244 "#    else\n"
1245 "       f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1246 "#    endif\n"
1247 "\n"
1248 "#  endif\n"
1249 "#  ifdef USESHADOWMAPORTHO\n"
1250 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1251 "#  else\n"
1252 "       return f;\n"
1253 "#  endif\n"
1254 "}\n"
1255 "# endif\n"
1256 "\n"
1257 "# ifdef USESHADOWMAP2D\n"
1258 "float ShadowMapCompare(vec3 dir)\n"
1259 "{\n"
1260 "       vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1261 "       float f;\n"
1262 "\n"
1263 "#  ifdef USESHADOWSAMPLER\n"
1264 "#    ifdef USESHADOWMAPPCF\n"
1265 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
1266 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1267 "       f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1268 "#    else\n"
1269 "       f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1270 "#    endif\n"
1271 "#  else\n"
1272 "#    ifdef USESHADOWMAPPCF\n"
1273 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1274 "#      ifdef GL_ARB_texture_gather\n"
1275 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1276 "#      else\n"
1277 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1278 "#      endif\n"
1279 "       vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1280 "#      if USESHADOWMAPPCF > 1\n"
1281 "   vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1282 "   vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1283 "   vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1284 "   vec4 group4 = step(shadowmaptc.z, texval(-2.0,  0.0));\n"
1285 "   vec4 group5 = step(shadowmaptc.z, texval( 0.0,  0.0));\n"
1286 "   vec4 group6 = step(shadowmaptc.z, texval( 2.0,  0.0));\n"
1287 "   vec4 group7 = step(shadowmaptc.z, texval(-2.0,  2.0));\n"
1288 "   vec4 group8 = step(shadowmaptc.z, texval( 0.0,  2.0));\n"
1289 "   vec4 group9 = step(shadowmaptc.z, texval( 2.0,  2.0));\n"
1290 "       vec4 locols = vec4(group1.ab, group3.ab);\n"
1291 "       vec4 hicols = vec4(group7.rg, group9.rg);\n"
1292 "       locols.yz += group2.ab;\n"
1293 "       hicols.yz += group8.rg;\n"
1294 "       vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1295 "                               vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1296 "                               mix(locols, hicols, offset.y);\n"
1297 "       vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1298 "       cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1299 "       f = dot(cols, vec4(1.0/25.0));\n"
1300 "#      else\n"
1301 "       vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1302 "       vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1303 "       vec4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
1304 "       vec4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
1305 "       vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1306 "                               mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1307 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1308 "#      endif\n"
1309 "#     else\n"
1310 "#      ifdef GL_EXT_gpu_shader4\n"
1311 "#        define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1312 "#      else\n"
1313 "#        define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r  \n"
1314 "#      endif\n"
1315 "#      if USESHADOWMAPPCF > 1\n"
1316 "       vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1317 "       center *= ShadowMap_TextureScale;\n"
1318 "       vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1319 "       vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
1320 "       vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
1321 "       vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
1322 "       vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1323 "       f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1324 "#      else\n"
1325 "       vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1326 "       vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1327 "       vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
1328 "       vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
1329 "       vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1330 "       f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1331 "#      endif\n"
1332 "#     endif\n"
1333 "#    else\n"
1334 "       f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1335 "#    endif\n"
1336 "#  endif\n"
1337 "#  ifdef USESHADOWMAPORTHO\n"
1338 "       return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1339 "#  else\n"
1340 "       return f;\n"
1341 "#  endif\n"
1342 "}\n"
1343 "# endif\n"
1344 "\n"
1345 "# ifdef USESHADOWMAPCUBE\n"
1346 "float ShadowMapCompare(vec3 dir)\n"
1347 "{\n"
1348 "       // apply depth texture cubemap as light filter\n"
1349 "       vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1350 "       float f;\n"
1351 "#  ifdef USESHADOWSAMPLER\n"
1352 "       f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1353 "#  else\n"
1354 "       f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1355 "#  endif\n"
1356 "       return f;\n"
1357 "}\n"
1358 "# endif\n"
1359 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1360 "#endif // FRAGMENT_SHADER\n"
1361 "\n"
1362 "\n"
1363 "\n"
1364 "\n"
1365 "#ifdef MODE_DEFERREDGEOMETRY\n"
1366 "#ifdef VERTEX_SHADER\n"
1367 "uniform mat4 TexMatrix;\n"
1368 "#ifdef USEVERTEXTEXTUREBLEND\n"
1369 "uniform mat4 BackgroundTexMatrix;\n"
1370 "#endif\n"
1371 "uniform mat4 ModelViewMatrix;\n"
1372 "void main(void)\n"
1373 "{\n"
1374 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1375 "#ifdef USEVERTEXTEXTUREBLEND\n"
1376 "       gl_FrontColor = gl_Color;\n"
1377 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1378 "#endif\n"
1379 "\n"
1380 "       // transform unnormalized eye direction into tangent space\n"
1381 "#ifdef USEOFFSETMAPPING\n"
1382 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1383 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1384 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1385 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1386 "#endif\n"
1387 "\n"
1388 "       VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1389 "       VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1390 "       VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1391 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1392 "}\n"
1393 "#endif // VERTEX_SHADER\n"
1394 "\n"
1395 "#ifdef FRAGMENT_SHADER\n"
1396 "void main(void)\n"
1397 "{\n"
1398 "#ifdef USEOFFSETMAPPING\n"
1399 "       // apply offsetmapping\n"
1400 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1401 "#define TexCoord TexCoordOffset\n"
1402 "#endif\n"
1403 "\n"
1404 "#ifdef USEALPHAKILL\n"
1405 "       if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1406 "               discard;\n"
1407 "#endif\n"
1408 "\n"
1409 "#ifdef USEVERTEXTEXTUREBLEND\n"
1410 "       float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1411 "       float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1412 "       //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1413 "       //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1414 "#endif\n"
1415 "\n"
1416 "#ifdef USEVERTEXTEXTUREBLEND\n"
1417 "       vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1418 "       float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1419 "#else\n"
1420 "       vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1421 "       float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1422 "#endif\n"
1423 "\n"
1424 "       gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1425 "}\n"
1426 "#endif // FRAGMENT_SHADER\n"
1427 "#else // !MODE_DEFERREDGEOMETRY\n"
1428 "\n"
1429 "\n"
1430 "\n"
1431 "\n"
1432 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1433 "#ifdef VERTEX_SHADER\n"
1434 "uniform mat4 ModelViewMatrix;\n"
1435 "void main(void)\n"
1436 "{\n"
1437 "       ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1438 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1439 "}\n"
1440 "#endif // VERTEX_SHADER\n"
1441 "\n"
1442 "#ifdef FRAGMENT_SHADER\n"
1443 "uniform mat4 ViewToLight;\n"
1444 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1445 "uniform vec2 ScreenToDepth;\n"
1446 "uniform myhalf3 DeferredColor_Ambient;\n"
1447 "uniform myhalf3 DeferredColor_Diffuse;\n"
1448 "#ifdef USESPECULAR\n"
1449 "uniform myhalf3 DeferredColor_Specular;\n"
1450 "uniform myhalf SpecularPower;\n"
1451 "#endif\n"
1452 "uniform myhalf2 PixelToScreenTexCoord;\n"
1453 "void main(void)\n"
1454 "{\n"
1455 "       // calculate viewspace pixel position\n"
1456 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1457 "       vec3 position;\n"
1458 "       position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1459 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1460 "       // decode viewspace pixel normal\n"
1461 "       myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1462 "       myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1463 "       // surfacenormal = pixel normal in viewspace\n"
1464 "       // LightVector = pixel to light in viewspace\n"
1465 "       // CubeVector = position in lightspace\n"
1466 "       // eyevector = pixel to view in viewspace\n"
1467 "       vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1468 "       myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1469 "#ifdef USEDIFFUSE\n"
1470 "       // calculate diffuse shading\n"
1471 "       myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1472 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1473 "#endif\n"
1474 "#ifdef USESPECULAR\n"
1475 "       // calculate directional shading\n"
1476 "       vec3 eyevector = position * -1.0;\n"
1477 "#  ifdef USEEXACTSPECULARMATH\n"
1478 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1479 "#  else\n"
1480 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1481 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1482 "#  endif\n"
1483 "#endif\n"
1484 "\n"
1485 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1486 "       fade *= ShadowMapCompare(CubeVector);\n"
1487 "#endif\n"
1488 "\n"
1489 "#ifdef USEDIFFUSE\n"
1490 "       gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1491 "#else\n"
1492 "       gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1493 "#endif\n"
1494 "#ifdef USESPECULAR\n"
1495 "       gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1496 "#else\n"
1497 "       gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1498 "#endif\n"
1499 "\n"
1500 "# ifdef USECUBEFILTER\n"
1501 "       vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1502 "       gl_FragData[0].rgb *= cubecolor;\n"
1503 "       gl_FragData[1].rgb *= cubecolor;\n"
1504 "# endif\n"
1505 "}\n"
1506 "#endif // FRAGMENT_SHADER\n"
1507 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1508 "\n"
1509 "\n"
1510 "\n"
1511 "\n"
1512 "#ifdef VERTEX_SHADER\n"
1513 "uniform mat4 TexMatrix;\n"
1514 "#ifdef USEVERTEXTEXTUREBLEND\n"
1515 "uniform mat4 BackgroundTexMatrix;\n"
1516 "#endif\n"
1517 "#ifdef MODE_LIGHTSOURCE\n"
1518 "uniform mat4 ModelToLight;\n"
1519 "#endif\n"
1520 "#ifdef USESHADOWMAPORTHO\n"
1521 "uniform mat4 ShadowMapMatrix;\n"
1522 "#endif\n"
1523 "void main(void)\n"
1524 "{\n"
1525 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1526 "       gl_FrontColor = gl_Color;\n"
1527 "#endif\n"
1528 "       // copy the surface texcoord\n"
1529 "       TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1530 "#ifdef USEVERTEXTEXTUREBLEND\n"
1531 "       TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1532 "#endif\n"
1533 "#ifdef USELIGHTMAP\n"
1534 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1535 "#endif\n"
1536 "\n"
1537 "#ifdef MODE_LIGHTSOURCE\n"
1538 "       // transform vertex position into light attenuation/cubemap space\n"
1539 "       // (-1 to +1 across the light box)\n"
1540 "       CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1541 "\n"
1542 "# ifdef USEDIFFUSE\n"
1543 "       // transform unnormalized light direction into tangent space\n"
1544 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
1545 "       //  normalize it per pixel)\n"
1546 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1547 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1548 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1549 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1550 "# endif\n"
1551 "#endif\n"
1552 "\n"
1553 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1554 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1555 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1556 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1557 "#endif\n"
1558 "\n"
1559 "       // transform unnormalized eye direction into tangent space\n"
1560 "#ifdef USEEYEVECTOR\n"
1561 "       vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1562 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1563 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1564 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1565 "#endif\n"
1566 "\n"
1567 "#ifdef USEFOG\n"
1568 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1569 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1570 "#endif\n"
1571 "\n"
1572 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1573 "       VectorS = gl_MultiTexCoord1.xyz;\n"
1574 "       VectorT = gl_MultiTexCoord2.xyz;\n"
1575 "       VectorR = gl_MultiTexCoord3.xyz;\n"
1576 "#endif\n"
1577 "\n"
1578 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1579 "       gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1580 "\n"
1581 "#ifdef USESHADOWMAPORTHO\n"
1582 "       ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1583 "#endif\n"
1584 "\n"
1585 "#ifdef USEREFLECTION\n"
1586 "       ModelViewProjectionPosition = gl_Position;\n"
1587 "#endif\n"
1588 "}\n"
1589 "#endif // VERTEX_SHADER\n"
1590 "\n"
1591 "\n"
1592 "\n"
1593 "\n"
1594 "#ifdef FRAGMENT_SHADER\n"
1595 "#ifdef USEDEFERREDLIGHTMAP\n"
1596 "uniform myhalf2 PixelToScreenTexCoord;\n"
1597 "uniform myhalf3 DeferredMod_Diffuse;\n"
1598 "uniform myhalf3 DeferredMod_Specular;\n"
1599 "#endif\n"
1600 "uniform myhalf3 Color_Ambient;\n"
1601 "uniform myhalf3 Color_Diffuse;\n"
1602 "uniform myhalf3 Color_Specular;\n"
1603 "uniform myhalf SpecularPower;\n"
1604 "#ifdef USEGLOW\n"
1605 "uniform myhalf3 Color_Glow;\n"
1606 "#endif\n"
1607 "uniform myhalf Alpha;\n"
1608 "#ifdef USEREFLECTION\n"
1609 "uniform vec4 DistortScaleRefractReflect;\n"
1610 "uniform vec4 ScreenScaleRefractReflect;\n"
1611 "uniform vec4 ScreenCenterRefractReflect;\n"
1612 "uniform myhalf4 ReflectColor;\n"
1613 "#endif\n"
1614 "#ifdef USEREFLECTCUBE\n"
1615 "uniform mat4 ModelToReflectCube;\n"
1616 "uniform sampler2D Texture_ReflectMask;\n"
1617 "uniform samplerCube Texture_ReflectCube;\n"
1618 "#endif\n"
1619 "#ifdef MODE_LIGHTDIRECTION\n"
1620 "uniform myhalf3 LightColor;\n"
1621 "#endif\n"
1622 "#ifdef MODE_LIGHTSOURCE\n"
1623 "uniform myhalf3 LightColor;\n"
1624 "#endif\n"
1625 "void main(void)\n"
1626 "{\n"
1627 "#ifdef USEOFFSETMAPPING\n"
1628 "       // apply offsetmapping\n"
1629 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1630 "#define TexCoord TexCoordOffset\n"
1631 "#endif\n"
1632 "\n"
1633 "       // combine the diffuse textures (base, pants, shirt)\n"
1634 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1635 "#ifdef USEALPHAKILL\n"
1636 "       if (color.a < 0.5)\n"
1637 "               discard;\n"
1638 "#endif\n"
1639 "       color.a *= Alpha;\n"
1640 "#ifdef USECOLORMAPPING\n"
1641 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1642 "#endif\n"
1643 "#ifdef USEVERTEXTEXTUREBLEND\n"
1644 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1645 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1646 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1647 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1648 "       color.a = 1.0;\n"
1649 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1650 "#endif\n"
1651 "\n"
1652 "       // get the surface normal\n"
1653 "#ifdef USEVERTEXTEXTUREBLEND\n"
1654 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1655 "#else\n"
1656 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1657 "#endif\n"
1658 "\n"
1659 "       // get the material colors\n"
1660 "       myhalf3 diffusetex = color.rgb;\n"
1661 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1662 "# ifdef USEVERTEXTEXTUREBLEND\n"
1663 "       myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1664 "# else\n"
1665 "       myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1666 "# endif\n"
1667 "#endif\n"
1668 "\n"
1669 "#ifdef USEREFLECTCUBE\n"
1670 "       vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1671 "       vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1672 "       vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1673 "       diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1674 "#endif\n"
1675 "\n"
1676 "\n"
1677 "\n"
1678 "\n"
1679 "#ifdef MODE_LIGHTSOURCE\n"
1680 "       // light source\n"
1681 "#ifdef USEDIFFUSE\n"
1682 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1683 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1684 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1685 "#ifdef USESPECULAR\n"
1686 "#ifdef USEEXACTSPECULARMATH\n"
1687 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1688 "#else\n"
1689 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1690 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1691 "#endif\n"
1692 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1693 "#endif\n"
1694 "#else\n"
1695 "       color.rgb = diffusetex * Color_Ambient;\n"
1696 "#endif\n"
1697 "       color.rgb *= LightColor;\n"
1698 "       color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1699 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1700 "       color.rgb *= ShadowMapCompare(CubeVector);\n"
1701 "#endif\n"
1702 "# ifdef USECUBEFILTER\n"
1703 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1704 "# endif\n"
1705 "#endif // MODE_LIGHTSOURCE\n"
1706 "\n"
1707 "\n"
1708 "\n"
1709 "\n"
1710 "#ifdef MODE_LIGHTDIRECTION\n"
1711 "#define SHADING\n"
1712 "#ifdef USEDIFFUSE\n"
1713 "       myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1714 "#endif\n"
1715 "#define lightcolor LightColor\n"
1716 "#endif // MODE_LIGHTDIRECTION\n"
1717 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1718 "#define SHADING\n"
1719 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1720 "       myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1721 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1722 "       // convert modelspace light vector to tangentspace\n"
1723 "       myhalf3 lightnormal;\n"
1724 "       lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1725 "       lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1726 "       lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1727 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1728 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1729 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1730 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1731 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1732 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1733 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1734 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1735 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1736 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1737 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1738 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1739 "#define SHADING\n"
1740 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1741 "       myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1742 "       myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1743 "#endif\n"
1744 "\n"
1745 "\n"
1746 "\n"
1747 "\n"
1748 "#ifdef MODE_LIGHTMAP\n"
1749 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1750 "#endif // MODE_LIGHTMAP\n"
1751 "#ifdef MODE_VERTEXCOLOR\n"
1752 "       color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1753 "#endif // MODE_VERTEXCOLOR\n"
1754 "#ifdef MODE_FLATCOLOR\n"
1755 "       color.rgb = diffusetex * Color_Ambient;\n"
1756 "#endif // MODE_FLATCOLOR\n"
1757 "\n"
1758 "\n"
1759 "\n"
1760 "\n"
1761 "#ifdef SHADING\n"
1762 "# ifdef USEDIFFUSE\n"
1763 "       myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1764 "#  ifdef USESPECULAR\n"
1765 "#   ifdef USEEXACTSPECULARMATH\n"
1766 "       myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1767 "#   else\n"
1768 "       myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1769 "       myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1770 "#   endif\n"
1771 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1772 "#  else\n"
1773 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1774 "#  endif\n"
1775 "# else\n"
1776 "       color.rgb = diffusetex * Color_Ambient;\n"
1777 "# endif\n"
1778 "#endif\n"
1779 "\n"
1780 "#ifdef USESHADOWMAPORTHO\n"
1781 "       color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1782 "#endif\n"
1783 "\n"
1784 "#ifdef USEDEFERREDLIGHTMAP\n"
1785 "       vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1786 "       color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1787 "       color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1788 "#endif\n"
1789 "\n"
1790 "#ifdef USEGLOW\n"
1791 "#ifdef USEVERTEXTEXTUREBLEND\n"
1792 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1793 "#else\n"
1794 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1795 "#endif\n"
1796 "#endif\n"
1797 "\n"
1798 "#ifdef USEFOG\n"
1799 "       color.rgb = FogVertex(color.rgb);\n"
1800 "#endif\n"
1801 "\n"
1802 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1803 "#ifdef USEREFLECTION\n"
1804 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1805 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1806 "       vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1807 "       vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1808 "       // FIXME temporary hack to detect the case that the reflection\n"
1809 "       // gets blackened at edges due to leaving the area that contains actual\n"
1810 "       // content.\n"
1811 "       // Remove this 'ack once we have a better way to stop this thing from\n"
1812 "       // 'appening.\n"
1813 "       float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1814 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1815 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1816 "       f      *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1817 "       ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1818 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1819 "#endif\n"
1820 "\n"
1821 "       gl_FragColor = vec4(color);\n"
1822 "}\n"
1823 "#endif // FRAGMENT_SHADER\n"
1824 "\n"
1825 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1826 "#endif // !MODE_DEFERREDGEOMETRY\n"
1827 "#endif // !MODE_WATER\n"
1828 "#endif // !MODE_REFRACTION\n"
1829 "#endif // !MODE_BLOOMBLUR\n"
1830 "#endif // !MODE_GENERIC\n"
1831 "#endif // !MODE_POSTPROCESS\n"
1832 "#endif // !MODE_SHOWDEPTH\n"
1833 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1834 ;
1835
1836 /*
1837 =========================================================================================================================================================
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1839
1840
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1843
1844
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1846
1847
1848
1849 =========================================================================================================================================================
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1851
1852
1853 =========================================================================================================================================================
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1855
1856
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1859
1860
1861 =========================================================================================================================================================
1862 */
1863
1864 const char *builtincgshaderstring =
1865 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1866 "// written by Forest 'LordHavoc' Hale\n"
1867 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1868 "\n"
1869 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1870 "#if defined(USEREFLECTION)\n"
1871 "#undef USESHADOWMAPORTHO\n"
1872 "#endif\n"
1873 "\n"
1874 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1875 "# define USEFOG\n"
1876 "#endif\n"
1877 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1878 "#define USELIGHTMAP\n"
1879 "#endif\n"
1880 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE)\n"
1881 "#define USEEYEVECTOR\n"
1882 "#endif\n"
1883 "\n"
1884 "#ifdef FRAGMENT_SHADER\n"
1885 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1886 "#endif\n"
1887 "\n"
1888 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1889 "#ifdef VERTEX_SHADER\n"
1890 "void main\n"
1891 "(\n"
1892 "float4 gl_Vertex : POSITION,\n"
1893 "uniform float4x4 ModelViewProjectionMatrix,\n"
1894 "out float4 gl_Position : POSITION\n"
1895 ")\n"
1896 "{\n"
1897 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1898 "}\n"
1899 "#endif\n"
1900 "#else // !MODE_DEPTH_ORSHADOW\n"
1901 "\n"
1902 "\n"
1903 "\n"
1904 "\n"
1905 "#ifdef MODE_SHOWDEPTH\n"
1906 "#ifdef VERTEX_SHADER\n"
1907 "void main\n"
1908 "(\n"
1909 "float4 gl_Vertex : POSITION,\n"
1910 "uniform float4x4 ModelViewProjectionMatrix,\n"
1911 "out float4 gl_Position : POSITION,\n"
1912 "out float4 gl_FrontColor : COLOR0\n"
1913 ")\n"
1914 "{\n"
1915 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1916 "       gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1917 "}\n"
1918 "#endif\n"
1919 "\n"
1920 "#ifdef FRAGMENT_SHADER\n"
1921 "void main\n"
1922 "(\n"
1923 "float4 gl_FrontColor : COLOR0,\n"
1924 "out float4 gl_FragColor : COLOR\n"
1925 ")\n"
1926 "{\n"
1927 "       gl_FragColor = gl_FrontColor;\n"
1928 "}\n"
1929 "#endif\n"
1930 "#else // !MODE_SHOWDEPTH\n"
1931 "\n"
1932 "\n"
1933 "\n"
1934 "\n"
1935 "#ifdef MODE_POSTPROCESS\n"
1936 "\n"
1937 "#ifdef VERTEX_SHADER\n"
1938 "void main\n"
1939 "(\n"
1940 "float4 gl_Vertex : POSITION,\n"
1941 "uniform float4x4 ModelViewProjectionMatrix,\n"
1942 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1943 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
1944 "out float4 gl_Position : POSITION,\n"
1945 "out float2 TexCoord1 : TEXCOORD0,\n"
1946 "out float2 TexCoord2 : TEXCOORD1\n"
1947 ")\n"
1948 "{\n"
1949 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1950 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
1951 "#ifdef USEBLOOM\n"
1952 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
1953 "#endif\n"
1954 "}\n"
1955 "#endif\n"
1956 "\n"
1957 "#ifdef FRAGMENT_SHADER\n"
1958 "void main\n"
1959 "(\n"
1960 "float2 TexCoord1 : TEXCOORD0,\n"
1961 "float2 TexCoord2 : TEXCOORD1,\n"
1962 "uniform sampler2D Texture_First,\n"
1963 "#ifdef USEBLOOM\n"
1964 "uniform sampler2D Texture_Second,\n"
1965 "#endif\n"
1966 "#ifdef USEGAMMARAMPS\n"
1967 "uniform sampler2D Texture_GammaRamps,\n"
1968 "#endif\n"
1969 "#ifdef USESATURATION\n"
1970 "uniform float Saturation,\n"
1971 "#endif\n"
1972 "#ifdef USEVIEWTINT\n"
1973 "uniform float4 ViewTintColor,\n"
1974 "#endif\n"
1975 "uniform float4 UserVec1,\n"
1976 "uniform float4 UserVec2,\n"
1977 "uniform float4 UserVec3,\n"
1978 "uniform float4 UserVec4,\n"
1979 "uniform float ClientTime,\n"
1980 "uniform float2 PixelSize,\n"
1981 "out float4 gl_FragColor : COLOR\n"
1982 ")\n"
1983 "{\n"
1984 "       gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1985 "#ifdef USEBLOOM\n"
1986 "       gl_FragColor += tex2D(Texture_Second, TexCoord2);\n"
1987 "#endif\n"
1988 "#ifdef USEVIEWTINT\n"
1989 "       gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1990 "#endif\n"
1991 "\n"
1992 "#ifdef USEPOSTPROCESSING\n"
1993 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1994 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
1995 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1996 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1997 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1998 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107,  0.707107)) * UserVec1.y;\n"
1999 "       gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990,  0.891007)) * UserVec1.y;\n"
2000 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
2001 "#endif\n"
2002 "\n"
2003 "#ifdef USESATURATION\n"
2004 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
2005 "       float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
2006 "       //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
2007 "       gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n"
2008 "#endif\n"
2009 "\n"
2010 "#ifdef USEGAMMARAMPS\n"
2011 "       gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
2012 "       gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2013 "       gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2014 "#endif\n"
2015 "}\n"
2016 "#endif\n"
2017 "#else // !MODE_POSTPROCESS\n"
2018 "\n"
2019 "\n"
2020 "\n"
2021 "\n"
2022 "#ifdef MODE_GENERIC\n"
2023 "#ifdef VERTEX_SHADER\n"
2024 "void main\n"
2025 "(\n"
2026 "float4 gl_Vertex : POSITION,\n"
2027 "uniform float4x4 ModelViewProjectionMatrix,\n"
2028 "float4 gl_Color : COLOR0,\n"
2029 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2030 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2031 "out float4 gl_Position : POSITION,\n"
2032 "out float4 gl_FrontColor : COLOR,\n"
2033 "out float2 TexCoord1 : TEXCOORD0,\n"
2034 "out float2 TexCoord2 : TEXCOORD1\n"
2035 ")\n"
2036 "{\n"
2037 "       gl_FrontColor = gl_Color;\n"
2038 "#ifdef USEDIFFUSE\n"
2039 "       TexCoord1 = gl_MultiTexCoord0.xy;\n"
2040 "#endif\n"
2041 "#ifdef USESPECULAR\n"
2042 "       TexCoord2 = gl_MultiTexCoord1.xy;\n"
2043 "#endif\n"
2044 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2045 "}\n"
2046 "#endif\n"
2047 "\n"
2048 "#ifdef FRAGMENT_SHADER\n"
2049 "\n"
2050 "void main\n"
2051 "(\n"
2052 "float4 gl_FrontColor : COLOR,\n"
2053 "float2 TexCoord1 : TEXCOORD0,\n"
2054 "float2 TexCoord2 : TEXCOORD1,\n"
2055 "#ifdef USEDIFFUSE\n"
2056 "uniform sampler2D Texture_First,\n"
2057 "#endif\n"
2058 "#ifdef USESPECULAR\n"
2059 "uniform sampler2D Texture_Second,\n"
2060 "#endif\n"
2061 "out float4 gl_FragColor : COLOR\n"
2062 ")\n"
2063 "{\n"
2064 "       gl_FragColor = gl_FrontColor;\n"
2065 "#ifdef USEDIFFUSE\n"
2066 "       gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2067 "#endif\n"
2068 "\n"
2069 "#ifdef USESPECULAR\n"
2070 "       float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2071 "# ifdef USECOLORMAPPING\n"
2072 "       gl_FragColor *= tex2;\n"
2073 "# endif\n"
2074 "# ifdef USEGLOW\n"
2075 "       gl_FragColor += tex2;\n"
2076 "# endif\n"
2077 "# ifdef USEVERTEXTEXTUREBLEND\n"
2078 "       gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2079 "# endif\n"
2080 "#endif\n"
2081 "}\n"
2082 "#endif\n"
2083 "#else // !MODE_GENERIC\n"
2084 "\n"
2085 "\n"
2086 "\n"
2087 "\n"
2088 "#ifdef MODE_BLOOMBLUR\n"
2089 "#ifdef VERTEX_SHADER\n"
2090 "void main\n"
2091 "(\n"
2092 "float4 gl_Vertex : POSITION,\n"
2093 "uniform float4x4 ModelViewProjectionMatrix,\n"
2094 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2095 "out float4 gl_Position : POSITION,\n"
2096 "out float2 TexCoord : TEXCOORD0\n"
2097 ")\n"
2098 "{\n"
2099 "       TexCoord = gl_MultiTexCoord0.xy;\n"
2100 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2101 "}\n"
2102 "#endif\n"
2103 "\n"
2104 "#ifdef FRAGMENT_SHADER\n"
2105 "\n"
2106 "void main\n"
2107 "(\n"
2108 "float2 TexCoord : TEXCOORD0,\n"
2109 "uniform sampler2D Texture_First,\n"
2110 "uniform float4 BloomBlur_Parameters,\n"
2111 "out float4 gl_FragColor : COLOR\n"
2112 ")\n"
2113 "{\n"
2114 "       int i;\n"
2115 "       float2 tc = TexCoord;\n"
2116 "       float3 color = tex2D(Texture_First, tc).rgb;\n"
2117 "       tc += BloomBlur_Parameters.xy;\n"
2118 "       for (i = 1;i < SAMPLES;i++)\n"
2119 "       {\n"
2120 "               color += tex2D(Texture_First, tc).rgb;\n"
2121 "               tc += BloomBlur_Parameters.xy;\n"
2122 "       }\n"
2123 "       gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2124 "}\n"
2125 "#endif\n"
2126 "#else // !MODE_BLOOMBLUR\n"
2127 "#ifdef MODE_REFRACTION\n"
2128 "#ifdef VERTEX_SHADER\n"
2129 "void main\n"
2130 "(\n"
2131 "float4 gl_Vertex : POSITION,\n"
2132 "uniform float4x4 ModelViewProjectionMatrix,\n"
2133 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2134 "uniform float4x4 TexMatrix,\n"
2135 "uniform float3 EyePosition,\n"
2136 "out float4 gl_Position : POSITION,\n"
2137 "out float2 TexCoord : TEXCOORD0,\n"
2138 "out float3 EyeVector : TEXCOORD1,\n"
2139 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2140 ")\n"
2141 "{\n"
2142 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2143 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2144 "       ModelViewProjectionPosition = gl_Position;\n"
2145 "}\n"
2146 "#endif\n"
2147 "\n"
2148 "#ifdef FRAGMENT_SHADER\n"
2149 "void main\n"
2150 "(\n"
2151 "float2 TexCoord : TEXCOORD0,\n"
2152 "float3 EyeVector : TEXCOORD1,\n"
2153 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2154 "uniform sampler2D Texture_Normal,\n"
2155 "uniform sampler2D Texture_Refraction,\n"
2156 "uniform sampler2D Texture_Reflection,\n"
2157 "uniform float4 DistortScaleRefractReflect,\n"
2158 "uniform float4 ScreenScaleRefractReflect,\n"
2159 "uniform float4 ScreenCenterRefractReflect,\n"
2160 "uniform float4 RefractColor,\n"
2161 "out float4 gl_FragColor : COLOR\n"
2162 ")\n"
2163 "{\n"
2164 "       float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2165 "       //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2166 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2167 "       float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
2168 "       // FIXME temporary hack to detect the case that the reflection\n"
2169 "       // gets blackened at edges due to leaving the area that contains actual\n"
2170 "       // content.\n"
2171 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2172 "       // 'appening.\n"
2173 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2174 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2175 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2176 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2177 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2178 "       gl_FragColor = tex2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
2179 "}\n"
2180 "#endif\n"
2181 "#else // !MODE_REFRACTION\n"
2182 "\n"
2183 "\n"
2184 "\n"
2185 "\n"
2186 "#ifdef MODE_WATER\n"
2187 "#ifdef VERTEX_SHADER\n"
2188 "\n"
2189 "void main\n"
2190 "(\n"
2191 "float4 gl_Vertex : POSITION,\n"
2192 "uniform float4x4 ModelViewProjectionMatrix,\n"
2193 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2194 "uniform float4x4 TexMatrix,\n"
2195 "uniform float3 EyePosition,\n"
2196 "out float4 gl_Position : POSITION,\n"
2197 "out float2 TexCoord : TEXCOORD0,\n"
2198 "out float3 EyeVector : TEXCOORD1,\n"
2199 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2200 ")\n"
2201 "{\n"
2202 "       TexCoord = float2(mul(TexMatrix, gl_MultiTexCoord0));\n"
2203 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2204 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2205 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2206 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2207 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2208 "       ModelViewProjectionPosition = gl_Position;\n"
2209 "}\n"
2210 "#endif\n"
2211 "\n"
2212 "#ifdef FRAGMENT_SHADER\n"
2213 "void main\n"
2214 "(\n"
2215 "float2 TexCoord : TEXCOORD0,\n"
2216 "float3 EyeVector : TEXCOORD1,\n"
2217 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2218 "uniform sampler2D Texture_Normal,\n"
2219 "uniform sampler2D Texture_Refraction,\n"
2220 "uniform sampler2D Texture_Reflection,\n"
2221 "uniform float4 DistortScaleRefractReflect,\n"
2222 "uniform float4 ScreenScaleRefractReflect,\n"
2223 "uniform float4 ScreenCenterRefractReflect,\n"
2224 "uniform float4 RefractColor,\n"
2225 "uniform float4 ReflectColor,\n"
2226 "uniform float ReflectFactor,\n"
2227 "uniform float ReflectOffset,\n"
2228 "out float4 gl_FragColor : COLOR\n"
2229 ")\n"
2230 "{\n"
2231 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2232 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2233 "       float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2234 "       float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5))).xyxy * DistortScaleRefractReflect;\n"
2235 "       // FIXME temporary hack to detect the case that the reflection\n"
2236 "       // gets blackened at edges due to leaving the area that contains actual\n"
2237 "       // content.\n"
2238 "       // Remove this 'ack once we have a better way to stop this thing from\n"
2239 "       // 'appening.\n"
2240 "       float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2241 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2242 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2243 "       f      *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2244 "       ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2245 "       f       = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2246 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2247 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2248 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2249 "       ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2250 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2251 "       gl_FragColor = lerp(tex2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, tex2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
2252 "}\n"
2253 "#endif\n"
2254 "#else // !MODE_WATER\n"
2255 "\n"
2256 "\n"
2257 "\n"
2258 "\n"
2259 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
2260 "\n"
2261 "// fragment shader specific:\n"
2262 "#ifdef FRAGMENT_SHADER\n"
2263 "\n"
2264 "#ifdef USEFOG\n"
2265 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler2D Texture_FogMask, sampler2D Texture_FogHeightTexture)\n"
2266 "{\n"
2267 "       float fogfrac;\n"
2268 "#ifdef USEFOGHEIGHTTEXTURE\n"
2269 "       float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2270 "       fogfrac = fogheightpixel.a;\n"
2271 "       return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2272 "#else\n"
2273 "# ifdef USEFOGOUTSIDE\n"
2274 "       fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2275 "# else\n"
2276 "       fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2277 "# endif\n"
2278 "       return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2279 "#endif\n"
2280 "}\n"
2281 "#endif\n"
2282 "\n"
2283 "#ifdef USEOFFSETMAPPING\n"
2284 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler2D Texture_Normal)\n"
2285 "{\n"
2286 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2287 "       // 14 sample relief mapping: linear search and then binary search\n"
2288 "       // this basically steps forward a small amount repeatedly until it finds\n"
2289 "       // itself inside solid, then jitters forward and back using decreasing\n"
2290 "       // amounts to find the impact\n"
2291 "       //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2292 "       //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 "       float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2294 "       float3 RT = float3(TexCoord, 1);\n"
2295 "       OffsetVector *= 0.1;\n"
2296 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2304 "       RT += OffsetVector *  step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2305 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
2306 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
2307 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
2308 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
2309 "       RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2310 "       return RT.xy;\n"
2311 "#else\n"
2312 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2313 "       // this basically moves forward the full distance, and then backs up based\n"
2314 "       // on height of samples\n"
2315 "       //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2316 "       //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2317 "       float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2318 "       TexCoord += OffsetVector;\n"
2319 "       OffsetVector *= 0.333;\n"
2320 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 "       TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2323 "       return TexCoord;\n"
2324 "#endif\n"
2325 "}\n"
2326 "#endif // USEOFFSETMAPPING\n"
2327 "\n"
2328 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2329 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2330 "# ifdef USESHADOWMAPORTHO\n"
2331 "#  define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2332 "# else\n"
2333 "#  ifdef USESHADOWMAPVSDCT\n"
2334 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2335 "{\n"
2336 "       float3 adir = abs(dir);\n"
2337 "       float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2338 "       float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2339 "       return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2340 "}\n"
2341 "#  else\n"
2342 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2343 "{\n"
2344 "       float3 adir = abs(dir);\n"
2345 "       float ma = adir.z;\n"
2346 "       float4 proj = float4(dir, 2.5);\n"
2347 "       if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2348 "       if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2349 "       float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2350 "       return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2351 "}\n"
2352 "#  endif\n"
2353 "# endif\n"
2354 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
2355 "\n"
2356 "#ifdef USESHADOWMAPCUBE\n"
2357 "float4 GetShadowMapTCCube(float3 dir, float4 ShadowMap_Parameters)\n"
2358 "{\n"
2359 "    float3 adir = abs(dir);\n"
2360 "    return float4(dir, ShadowMap_Parameters.w + ShadowMap_Parameters.y / max(max(adir.x, adir.y), adir.z));\n"
2361 "}\n"
2362 "#endif\n"
2363 "\n"
2364 "# ifdef USESHADOWMAPRECT\n"
2365 "#ifdef USESHADOWMAPVSDCT\n"
2366 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2367 "#else\n"
2368 "float ShadowMapCompare(float3 dir, samplerRECT Texture_ShadowMapRect, float4 ShadowMap_Parameters)\n"
2369 "#endif\n"
2370 "{\n"
2371 "#ifdef USESHADOWMAPVSDCT\n"
2372 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2373 "#else\n"
2374 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2375 "#endif\n"
2376 "       float f;\n"
2377 "#  ifdef USESHADOWSAMPLER\n"
2378 "\n"
2379 "#    ifdef USESHADOWMAPPCF\n"
2380 "#      define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + float3(x, y, 0.0)).r\n"
2381 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2382 "#    else\n"
2383 "    f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
2384 "#    endif\n"
2385 "\n"
2386 "#  else\n"
2387 "\n"
2388 "#    ifdef USESHADOWMAPPCF\n"
2389 "#      if USESHADOWMAPPCF > 1\n"
2390 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, center + float2(x, y)).r\n"
2391 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2392 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2393 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2394 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2395 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2396 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2397 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2398 "#      else\n"
2399 "#        define texval(x, y) texRECT(Texture_ShadowMapRect, shadowmaptc.xy + float2(x, y)).r\n"
2400 "    float2 offset = frac(shadowmaptc.xy);\n"
2401 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2402 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2403 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2404 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2405 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2406 "#      endif\n"
2407 "#    else\n"
2408 "    f = step(shadowmaptc.z, texRECT(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
2409 "#    endif\n"
2410 "\n"
2411 "#  endif\n"
2412 "#  ifdef USESHADOWMAPORTHO\n"
2413 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2414 "#  else\n"
2415 "       return f;\n"
2416 "#  endif\n"
2417 "}\n"
2418 "# endif\n"
2419 "\n"
2420 "# ifdef USESHADOWMAP2D\n"
2421 "#ifdef USESHADOWMAPVSDCT\n"
2422 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2423 "#else\n"
2424 "float ShadowMapCompare(float3 dir, sampler2D Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2425 "#endif\n"
2426 "{\n"
2427 "#ifdef USESHADOWMAPVSDCT\n"
2428 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2429 "#else\n"
2430 "       float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2431 "#endif\n"
2432 "    float f;\n"
2433 "\n"
2434 "#  ifdef USESHADOWSAMPLER\n"
2435 "#    ifdef USESHADOWMAPPCF\n"
2436 "#      define texval(x, y) shadow2D(Texture_ShadowMap2D, float3(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r  \n"
2437 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2438 "    f = dot(float4(0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2439 "#    else\n"
2440 "    f = shadow2D(Texture_ShadowMap2D, float3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
2441 "#    endif\n"
2442 "#  else\n"
2443 "#    ifdef USESHADOWMAPPCF\n"
2444 "#     if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2445 "#      ifdef GL_ARB_texture_gather\n"
2446 "#        define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
2447 "#      else\n"
2448 "#        define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x,y)*ShadowMap_TextureScale)\n"
2449 "#      endif\n"
2450 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2451 "    center *= ShadowMap_TextureScale;\n"
2452 "    float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2453 "    float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2454 "    float4 group3 = step(shadowmaptc.z, texval(-1.0,  1.0));\n"
2455 "    float4 group4 = step(shadowmaptc.z, texval( 1.0,  1.0));\n"
2456 "    float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2457 "                lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2458 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2459 "#     else\n"
2460 "#        define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)  \n"
2461 "#      if USESHADOWMAPPCF > 1\n"
2462 "    float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2463 "    center *= ShadowMap_TextureScale;\n"
2464 "    float4 row1 = step(shadowmaptc.z, float4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
2465 "    float4 row2 = step(shadowmaptc.z, float4(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0), texval( 2.0,  0.0)));\n"
2466 "    float4 row3 = step(shadowmaptc.z, float4(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0), texval( 2.0,  1.0)));\n"
2467 "    float4 row4 = step(shadowmaptc.z, float4(texval(-1.0,  2.0), texval( 0.0,  2.0), texval( 1.0,  2.0), texval( 2.0,  2.0)));\n"
2468 "    float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2469 "    f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2470 "#      else\n"
2471 "    float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2472 "    float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2473 "    float3 row2 = step(shadowmaptc.z, float3(texval(-1.0,  0.0), texval( 0.0,  0.0), texval( 1.0,  0.0)));\n"
2474 "    float3 row3 = step(shadowmaptc.z, float3(texval(-1.0,  1.0), texval( 0.0,  1.0), texval( 1.0,  1.0)));\n"
2475 "    float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2476 "    f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25));\n"
2477 "#      endif\n"
2478 "#     endif\n"
2479 "#    else\n"
2480 "    f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2481 "#    endif\n"
2482 "#  endif\n"
2483 "#  ifdef USESHADOWMAPORTHO\n"
2484 "       return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2485 "#  else\n"
2486 "       return f;\n"
2487 "#  endif\n"
2488 "}\n"
2489 "# endif\n"
2490 "\n"
2491 "# ifdef USESHADOWMAPCUBE\n"
2492 "float ShadowMapCompare(float3 dir, samplerCUBE Texture_ShadowMapCube, float4 ShadowMap_Parameters)\n"
2493 "{\n"
2494 "    // apply depth texture cubemap as light filter\n"
2495 "    float4 shadowmaptc = GetShadowMapTCCube(dir, ShadowMap_Parameters);\n"
2496 "    float f;\n"
2497 "#  ifdef USESHADOWSAMPLER\n"
2498 "    f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
2499 "#  else\n"
2500 "    f = step(shadowmaptc.w, texCUBE(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
2501 "#  endif\n"
2502 "    return f;\n"
2503 "}\n"
2504 "# endif\n"
2505 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE)\n"
2506 "#endif // FRAGMENT_SHADER\n"
2507 "\n"
2508 "\n"
2509 "\n"
2510 "\n"
2511 "#ifdef MODE_DEFERREDGEOMETRY\n"
2512 "#ifdef VERTEX_SHADER\n"
2513 "void main\n"
2514 "(\n"
2515 "float4 gl_Vertex : POSITION,\n"
2516 "uniform float4x4 ModelViewProjectionMatrix,\n"
2517 "#ifdef USEVERTEXTEXTUREBLEND\n"
2518 "float4 gl_Color : COLOR0,\n"
2519 "#endif\n"
2520 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2521 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2522 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2523 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2524 "uniform float4x4 TexMatrix,\n"
2525 "#ifdef USEVERTEXTEXTUREBLEND\n"
2526 "uniform float4x4 BackgroundTexMatrix,\n"
2527 "#endif\n"
2528 "uniform float4x4 ModelViewMatrix,\n"
2529 "#ifdef USEOFFSETMAPPING\n"
2530 "uniform float3 EyePosition,\n"
2531 "#endif\n"
2532 "out float4 gl_Position : POSITION,\n"
2533 "out float4 gl_FrontColor : COLOR,\n"
2534 "out float4 TexCoordBoth : TEXCOORD0,\n"
2535 "#ifdef USEOFFSETMAPPING\n"
2536 "out float3 EyeVector : TEXCOORD2,\n"
2537 "#endif\n"
2538 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2539 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2540 "out float3 VectorR : TEXCOORD7 // direction of R texcoord (surface normal)\n"
2541 ")\n"
2542 "{\n"
2543 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2544 "#ifdef USEVERTEXTEXTUREBLEND\n"
2545 "       gl_FrontColor = gl_Color;\n"
2546 "       TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2547 "#endif\n"
2548 "\n"
2549 "       // transform unnormalized eye direction into tangent space\n"
2550 "#ifdef USEOFFSETMAPPING\n"
2551 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2552 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2553 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2554 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2555 "#endif\n"
2556 "\n"
2557 "       VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2558 "       VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2559 "       VectorR = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2560 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2561 "}\n"
2562 "#endif // VERTEX_SHADER\n"
2563 "\n"
2564 "#ifdef FRAGMENT_SHADER\n"
2565 "void main\n"
2566 "(\n"
2567 "float4 TexCoordBoth : TEXCOORD0,\n"
2568 "float3 EyeVector : TEXCOORD2,\n"
2569 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2570 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2571 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2572 "uniform sampler2D Texture_Normal,\n"
2573 "#ifdef USEALPHAKILL\n"
2574 "uniform sampler2D Texture_Color,\n"
2575 "#endif\n"
2576 "uniform sampler2D Texture_Gloss,\n"
2577 "#ifdef USEVERTEXTEXTUREBLEND\n"
2578 "uniform sampler2D Texture_SecondaryNormal,\n"
2579 "uniform sampler2D Texture_SecondaryGloss,\n"
2580 "#endif\n"
2581 "#ifdef USEOFFSETMAPPING\n"
2582 "uniform float OffsetMapping_Scale,\n"
2583 "#endif\n"
2584 "uniform half SpecularPower,\n"
2585 "out float4 gl_FragColor : COLOR\n"
2586 ")\n"
2587 "{\n"
2588 "       float2 TexCoord = TexCoordBoth.xy;\n"
2589 "#ifdef USEOFFSETMAPPING\n"
2590 "       // apply offsetmapping\n"
2591 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2592 "#define TexCoord TexCoordOffset\n"
2593 "#endif\n"
2594 "\n"
2595 "#ifdef USEALPHAKILL\n"
2596 "       if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2597 "               discard;\n"
2598 "#endif\n"
2599 "\n"
2600 "#ifdef USEVERTEXTEXTUREBLEND\n"
2601 "       float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2602 "       float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2603 "       //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2604 "       //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2605 "#endif\n"
2606 "\n"
2607 "#ifdef USEVERTEXTEXTUREBLEND\n"
2608 "       float3 surfacenormal = lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend) - float3(0.5, 0.5, 0.5);\n"
2609 "       float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2610 "#else\n"
2611 "       float3 surfacenormal = float3(tex2D(Texture_Normal, TexCoord)) - float3(0.5, 0.5, 0.5);\n"
2612 "       float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2613 "#endif\n"
2614 "\n"
2615 "       gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), 1);\n"
2616 "}\n"
2617 "#endif // FRAGMENT_SHADER\n"
2618 "#else // !MODE_DEFERREDGEOMETRY\n"
2619 "\n"
2620 "\n"
2621 "\n"
2622 "\n"
2623 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2624 "#ifdef VERTEX_SHADER\n"
2625 "void main\n"
2626 "(\n"
2627 "float4 gl_Vertex : POSITION,\n"
2628 "uniform float4x4 ModelViewProjectionMatrix,\n"
2629 "uniform float4x4 ModelViewMatrix,\n"
2630 "out float4 gl_Position : POSITION,\n"
2631 "out float4 ModelViewPosition : TEXCOORD0\n"
2632 ")\n"
2633 "{\n"
2634 "       ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2635 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2636 "}\n"
2637 "#endif // VERTEX_SHADER\n"
2638 "\n"
2639 "#ifdef FRAGMENT_SHADER\n"
2640 "void main\n"
2641 "(\n"
2642 "float2 Pixel : WPOS,\n"
2643 "float4 ModelViewPosition : TEXCOORD0,\n"
2644 "uniform float4x4 ViewToLight,\n"
2645 "uniform float2 ScreenToDepth, // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2646 "uniform float3 LightPosition,\n"
2647 "uniform half2 PixelToScreenTexCoord,\n"
2648 "uniform half3 DeferredColor_Ambient,\n"
2649 "uniform half3 DeferredColor_Diffuse,\n"
2650 "#ifdef USESPECULAR\n"
2651 "uniform half3 DeferredColor_Specular,\n"
2652 "uniform half SpecularPower,\n"
2653 "#endif\n"
2654 "uniform sampler2D Texture_Attenuation,\n"
2655 "uniform sampler2D Texture_ScreenDepth,\n"
2656 "uniform sampler2D Texture_ScreenNormalMap,\n"
2657 "\n"
2658 "#ifdef USECUBEFILTER\n"
2659 "uniform samplerCUBE Texture_Cube,\n"
2660 "#endif\n"
2661 "\n"
2662 "#ifdef USESHADOWMAPRECT\n"
2663 "# ifdef USESHADOWSAMPLER\n"
2664 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
2665 "# else\n"
2666 "uniform samplerRECT Texture_ShadowMapRect,\n"
2667 "# endif\n"
2668 "#endif\n"
2669 "\n"
2670 "#ifdef USESHADOWMAP2D\n"
2671 "# ifdef USESHADOWSAMPLER\n"
2672 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
2673 "# else\n"
2674 "uniform sampler2D Texture_ShadowMap2D,\n"
2675 "# endif\n"
2676 "#endif\n"
2677 "\n"
2678 "#ifdef USESHADOWMAPVSDCT\n"
2679 "uniform samplerCUBE Texture_CubeProjection,\n"
2680 "#endif\n"
2681 "\n"
2682 "#ifdef USESHADOWMAPCUBE\n"
2683 "# ifdef USESHADOWSAMPLER\n"
2684 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
2685 "# else\n"
2686 "uniform samplerCUBE Texture_ShadowMapCube,\n"
2687 "# endif\n"
2688 "#endif\n"
2689 "\n"
2690 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
2691 "uniform float2 ShadowMap_TextureScale,\n"
2692 "uniform float4 ShadowMap_Parameters,\n"
2693 "#endif\n"
2694 "\n"
2695 "out float4 gl_FragData0 : COLOR0,\n"
2696 "out float4 gl_FragData1 : COLOR1\n"
2697 ")\n"
2698 "{\n"
2699 "       // calculate viewspace pixel position\n"
2700 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2701 "       //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2702 "       float3 position;\n"
2703 "       position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2704 "       position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2705 "       // decode viewspace pixel normal\n"
2706 "       half4 normalmap = tex2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
2707 "       half3 surfacenormal = normalize(normalmap.rgb - half3(0.5,0.5,0.5));\n"
2708 "       // surfacenormal = pixel normal in viewspace\n"
2709 "       // LightVector = pixel to light in viewspace\n"
2710 "       // CubeVector = position in lightspace\n"
2711 "       // eyevector = pixel to view in viewspace\n"
2712 "       float3 CubeVector = float3(mul(ViewToLight, float4(position,1)));\n"
2713 "       half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
2714 "#ifdef USEDIFFUSE\n"
2715 "       // calculate diffuse shading\n"
2716 "       half3 lightnormal = half3(normalize(LightPosition - position));\n"
2717 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2718 "#endif\n"
2719 "#ifdef USESPECULAR\n"
2720 "       // calculate directional shading\n"
2721 "       float3 eyevector = position * -1.0;\n"
2722 "#  ifdef USEEXACTSPECULARMATH\n"
2723 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
2724 "#  else\n"
2725 "       half3 specularnormal = normalize(lightnormal + half3(normalize(eyevector)));\n"
2726 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
2727 "#  endif\n"
2728 "#endif\n"
2729 "\n"
2730 "#if defined(USESHADOWMAP2D) || defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE)\n"
2731 "       fade *= ShadowMapCompare(CubeVector,\n"
2732 "# if defined(USESHADOWMAP2D)\n"
2733 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2734 "# endif\n"
2735 "# if defined(USESHADOWMAPRECT)\n"
2736 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
2737 "# endif\n"
2738 "# if defined(USESHADOWMAPCUBE)\n"
2739 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
2740 "# endif\n"
2741 "\n"
2742 "#ifdef USESHADOWMAPVSDCT\n"
2743 ", Texture_CubeProjection\n"
2744 "#endif\n"
2745 "       );\n"
2746 "#endif\n"
2747 "\n"
2748 "#ifdef USEDIFFUSE\n"
2749 "       gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2750 "#else\n"
2751 "       gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2752 "#endif\n"
2753 "#ifdef USESPECULAR\n"
2754 "       gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2755 "#else\n"
2756 "       gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2757 "#endif\n"
2758 "\n"
2759 "# ifdef USECUBEFILTER\n"
2760 "       float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2761 "       gl_FragData0.rgb *= cubecolor;\n"
2762 "       gl_FragData1.rgb *= cubecolor;\n"
2763 "# endif\n"
2764 "}\n"
2765 "#endif // FRAGMENT_SHADER\n"
2766 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2767 "\n"
2768 "\n"
2769 "\n"
2770 "\n"
2771 "#ifdef VERTEX_SHADER\n"
2772 "void main\n"
2773 "(\n"
2774 "float4 gl_Vertex : POSITION,\n"
2775 "uniform float4x4 ModelViewProjectionMatrix,\n"
2776 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2777 "float4 gl_Color : COLOR0,\n"
2778 "#endif\n"
2779 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2780 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2781 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2782 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2783 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2784 "\n"
2785 "uniform float3 EyePosition,\n"
2786 "uniform float4x4 TexMatrix,\n"
2787 "#ifdef USEVERTEXTEXTUREBLEND\n"
2788 "uniform float4x4 BackgroundTexMatrix,\n"
2789 "#endif\n"
2790 "#ifdef MODE_LIGHTSOURCE\n"
2791 "uniform float4x4 ModelToLight,\n"
2792 "#endif\n"
2793 "#ifdef MODE_LIGHTSOURCE\n"
2794 "uniform float3 LightPosition,\n"
2795 "#endif\n"
2796 "#ifdef MODE_LIGHTDIRECTION\n"
2797 "uniform float3 LightDir,\n"
2798 "#endif\n"
2799 "uniform float4 FogPlane,\n"
2800 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2801 "uniform float3 LightPosition,\n"
2802 "#endif\n"
2803 "#ifdef USESHADOWMAPORTHO\n"
2804 "uniform float4x4 ShadowMapMatrix,\n"
2805 "#endif\n"
2806 "\n"
2807 "out float4 gl_FrontColor : COLOR,\n"
2808 "out float4 TexCoordBoth : TEXCOORD0,\n"
2809 "#ifdef USELIGHTMAP\n"
2810 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2811 "#endif\n"
2812 "#ifdef USEEYEVECTOR\n"
2813 "out float3 EyeVector : TEXCOORD2,\n"
2814 "#endif\n"
2815 "#ifdef USEREFLECTION\n"
2816 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2817 "#endif\n"
2818 "#ifdef USEFOG\n"
2819 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2820 "#endif\n"
2821 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2822 "out float3 LightVector : TEXCOORD1,\n"
2823 "#endif\n"
2824 "#ifdef MODE_LIGHTSOURCE\n"
2825 "out float3 CubeVector : TEXCOORD3,\n"
2826 "#endif\n"
2827 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2828 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2829 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2830 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2831 "#endif\n"
2832 "#ifdef USESHADOWMAPORTHO\n"
2833 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2834 "#endif\n"
2835 "out float4 gl_Position : POSITION\n"
2836 ")\n"
2837 "{\n"
2838 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2839 "       gl_FrontColor = gl_Color;\n"
2840 "#endif\n"
2841 "       // copy the surface texcoord\n"
2842 "       TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2843 "#ifdef USEVERTEXTEXTUREBLEND\n"
2844 "       TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2845 "#endif\n"
2846 "#ifdef USELIGHTMAP\n"
2847 "       TexCoordLightmap = float2(gl_MultiTexCoord4);\n"
2848 "#endif\n"
2849 "\n"
2850 "#ifdef MODE_LIGHTSOURCE\n"
2851 "       // transform vertex position into light attenuation/cubemap space\n"
2852 "       // (-1 to +1 across the light box)\n"
2853 "       CubeVector = float3(mul(ModelToLight, gl_Vertex));\n"
2854 "\n"
2855 "# ifdef USEDIFFUSE\n"
2856 "       // transform unnormalized light direction into tangent space\n"
2857 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
2858 "       //  normalize it per pixel)\n"
2859 "       float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2860 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2861 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2862 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2863 "# endif\n"
2864 "#endif\n"
2865 "\n"
2866 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2867 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2868 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2869 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2870 "#endif\n"
2871 "\n"
2872 "       // transform unnormalized eye direction into tangent space\n"
2873 "#ifdef USEEYEVECTOR\n"
2874 "       float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2875 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2876 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2877 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2878 "#endif\n"
2879 "\n"
2880 "#ifdef USEFOG\n"
2881 "       EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2882 "       EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2883 "#endif\n"
2884 "\n"
2885 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2886 "       VectorS = gl_MultiTexCoord1.xyz;\n"
2887 "       VectorT = gl_MultiTexCoord2.xyz;\n"
2888 "       VectorR = gl_MultiTexCoord3.xyz;\n"
2889 "#endif\n"
2890 "\n"
2891 "       // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2892 "       gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2893 "\n"
2894 "#ifdef USESHADOWMAPORTHO\n"
2895 "       ShadowMapTC = float3(mul(ShadowMapMatrix, gl_Position));\n"
2896 "#endif\n"
2897 "\n"
2898 "#ifdef USEREFLECTION\n"
2899 "       ModelViewProjectionPosition = gl_Position;\n"
2900 "#endif\n"
2901 "}\n"
2902 "#endif // VERTEX_SHADER\n"
2903 "\n"
2904 "\n"
2905 "\n"
2906 "\n"
2907 "#ifdef FRAGMENT_SHADER\n"
2908 "void main\n"
2909 "(\n"
2910 "#ifdef USEDEFERREDLIGHTMAP\n"
2911 "float2 Pixel : WPOS,\n"
2912 "#endif\n"
2913 "float4 gl_FrontColor : COLOR,\n"
2914 "float4 TexCoordBoth : TEXCOORD0,\n"
2915 "#ifdef USELIGHTMAP\n"
2916 "float2 TexCoordLightmap : TEXCOORD1,\n"
2917 "#endif\n"
2918 "#ifdef USEEYEVECTOR\n"
2919 "float3 EyeVector : TEXCOORD2,\n"
2920 "#endif\n"
2921 "#ifdef USEREFLECTION\n"
2922 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2923 "#endif\n"
2924 "#ifdef USEFOG\n"
2925 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2926 "#endif\n"
2927 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2928 "float3 LightVector : TEXCOORD1,\n"
2929 "#endif\n"
2930 "#ifdef MODE_LIGHTSOURCE\n"
2931 "float3 CubeVector : TEXCOORD3,\n"
2932 "#endif\n"
2933 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2934 "float4 ModelViewPosition : TEXCOORD0,\n"
2935 "#endif\n"
2936 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2937 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2938 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2939 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2940 "#endif\n"
2941 "#ifdef USESHADOWMAPORTHO\n"
2942 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2943 "#endif\n"
2944 "\n"
2945 "uniform sampler2D Texture_Normal,\n"
2946 "uniform sampler2D Texture_Color,\n"
2947 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2948 "uniform sampler2D Texture_Gloss,\n"
2949 "#endif\n"
2950 "#ifdef USEGLOW\n"
2951 "uniform sampler2D Texture_Glow,\n"
2952 "#endif\n"
2953 "#ifdef USEVERTEXTEXTUREBLEND\n"
2954 "uniform sampler2D Texture_SecondaryNormal,\n"
2955 "uniform sampler2D Texture_SecondaryColor,\n"
2956 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2957 "uniform sampler2D Texture_SecondaryGloss,\n"
2958 "#endif\n"
2959 "#ifdef USEGLOW\n"
2960 "uniform sampler2D Texture_SecondaryGlow,\n"
2961 "#endif\n"
2962 "#endif\n"
2963 "#ifdef USECOLORMAPPING\n"
2964 "uniform sampler2D Texture_Pants,\n"
2965 "uniform sampler2D Texture_Shirt,\n"
2966 "#endif\n"
2967 "#ifdef USEFOG\n"
2968 "uniform sampler2D Texture_FogHeightTexture,\n"
2969 "uniform sampler2D Texture_FogMask,\n"
2970 "#endif\n"
2971 "#ifdef USELIGHTMAP\n"
2972 "uniform sampler2D Texture_Lightmap,\n"
2973 "#endif\n"
2974 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2975 "uniform sampler2D Texture_Deluxemap,\n"
2976 "#endif\n"
2977 "#ifdef USEREFLECTION\n"
2978 "uniform sampler2D Texture_Reflection,\n"
2979 "#endif\n"
2980 "\n"
2981 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2982 "uniform sampler2D Texture_ScreenDepth,\n"
2983 "uniform sampler2D Texture_ScreenNormalMap,\n"
2984 "#endif\n"
2985 "#ifdef USEDEFERREDLIGHTMAP\n"
2986 "uniform sampler2D Texture_ScreenDiffuse,\n"
2987 "uniform sampler2D Texture_ScreenSpecular,\n"
2988 "#endif\n"
2989 "\n"
2990 "#ifdef USECOLORMAPPING\n"
2991 "uniform half3 Color_Pants,\n"
2992 "uniform half3 Color_Shirt,\n"
2993 "#endif\n"
2994 "#ifdef USEFOG\n"
2995 "uniform float3 FogColor,\n"
2996 "uniform float FogRangeRecip,\n"
2997 "uniform float FogPlaneViewDist,\n"
2998 "uniform float FogHeightFade,\n"
2999 "#endif\n"
3000 "\n"
3001 "#ifdef USEOFFSETMAPPING\n"
3002 "uniform float OffsetMapping_Scale,\n"
3003 "#endif\n"
3004 "\n"
3005 "#ifdef USEDEFERREDLIGHTMAP\n"
3006 "uniform half2 PixelToScreenTexCoord,\n"
3007 "uniform half3 DeferredMod_Diffuse,\n"
3008 "uniform half3 DeferredMod_Specular,\n"
3009 "#endif\n"
3010 "uniform half3 Color_Ambient,\n"
3011 "uniform half3 Color_Diffuse,\n"
3012 "uniform half3 Color_Specular,\n"
3013 "uniform half SpecularPower,\n"
3014 "#ifdef USEGLOW\n"
3015 "uniform half3 Color_Glow,\n"
3016 "#endif\n"
3017 "uniform half Alpha,\n"
3018 "#ifdef USEREFLECTION\n"
3019 "uniform float4 DistortScaleRefractReflect,\n"
3020 "uniform float4 ScreenScaleRefractReflect,\n"
3021 "uniform float4 ScreenCenterRefractReflect,\n"
3022 "uniform half4 ReflectColor,\n"
3023 "#endif\n"
3024 "#ifdef USEREFLECTCUBE\n"
3025 "uniform float4x4 ModelToReflectCube,\n"
3026 "uniform sampler2D Texture_ReflectMask,\n"
3027 "uniform samplerCUBE Texture_ReflectCube,\n"
3028 "#endif\n"
3029 "#ifdef MODE_LIGHTDIRECTION\n"
3030 "uniform half3 LightColor,\n"
3031 "#endif\n"
3032 "#ifdef MODE_LIGHTSOURCE\n"
3033 "uniform half3 LightColor,\n"
3034 "#endif\n"
3035 "\n"
3036 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3037 "uniform sampler2D Texture_Attenuation,\n"
3038 "uniform samplerCUBE Texture_Cube,\n"
3039 "#endif\n"
3040 "\n"
3041 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3042 "\n"
3043 "#ifdef USESHADOWMAPRECT\n"
3044 "# ifdef USESHADOWSAMPLER\n"
3045 "uniform samplerRECTShadow Texture_ShadowMapRect,\n"
3046 "# else\n"
3047 "uniform samplerRECT Texture_ShadowMapRect,\n"
3048 "# endif\n"
3049 "#endif\n"
3050 "\n"
3051 "#ifdef USESHADOWMAP2D\n"
3052 "# ifdef USESHADOWSAMPLER\n"
3053 "uniform sampler2DShadow Texture_ShadowMap2D,\n"
3054 "# else\n"
3055 "uniform sampler2D Texture_ShadowMap2D,\n"
3056 "# endif\n"
3057 "#endif\n"
3058 "\n"
3059 "#ifdef USESHADOWMAPVSDCT\n"
3060 "uniform samplerCUBE Texture_CubeProjection,\n"
3061 "#endif\n"
3062 "\n"
3063 "#ifdef USESHADOWMAPCUBE\n"
3064 "# ifdef USESHADOWSAMPLER\n"
3065 "uniform samplerCUBEShadow Texture_ShadowMapCube,\n"
3066 "# else\n"
3067 "uniform samplerCUBE Texture_ShadowMapCube,\n"
3068 "# endif\n"
3069 "#endif\n"
3070 "\n"
3071 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
3072 "uniform float2 ShadowMap_TextureScale,\n"
3073 "uniform float4 ShadowMap_Parameters,\n"
3074 "#endif\n"
3075 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3076 "\n"
3077 "out float4 gl_FragColor : COLOR\n"
3078 ")\n"
3079 "{\n"
3080 "       float2 TexCoord = TexCoordBoth.xy;\n"
3081 "#ifdef USEVERTEXTEXTUREBLEND\n"
3082 "       float2 TexCoord2 = TexCoordBoth.zw;\n"
3083 "#endif\n"
3084 "#ifdef USEOFFSETMAPPING\n"
3085 "       // apply offsetmapping\n"
3086 "       float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3087 "#define TexCoord TexCoordOffset\n"
3088 "#endif\n"
3089 "\n"
3090 "       // combine the diffuse textures (base, pants, shirt)\n"
3091 "       half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3092 "#ifdef USEALPHAKILL\n"
3093 "       if (color.a < 0.5)\n"
3094 "               discard;\n"
3095 "#endif\n"
3096 "       color.a *= Alpha;\n"
3097 "#ifdef USECOLORMAPPING\n"
3098 "       color.rgb += half3(tex2D(Texture_Pants, TexCoord)) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
3099 "#endif\n"
3100 "#ifdef USEVERTEXTEXTUREBLEND\n"
3101 "       float terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3102 "       //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3103 "       //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3104 "       color.rgb = half3(lerp(float3(tex2D(Texture_SecondaryColor, TexCoord2)), float3(color.rgb), terrainblend));\n"
3105 "       color.a = 1.0;\n"
3106 "       //color = lerp(half4(1, 0, 0, 1), color, terrainblend);\n"
3107 "#endif\n"
3108 "\n"
3109 "       // get the surface normal\n"
3110 "#ifdef USEVERTEXTEXTUREBLEND\n"
3111 "       half3 surfacenormal = normalize(half3(lerp(float3(tex2D(Texture_SecondaryNormal, TexCoord2)), float3(tex2D(Texture_Normal, TexCoord)), terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3112 "#else\n"
3113 "       half3 surfacenormal = normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5, 0.5, 0.5));\n"
3114 "#endif\n"
3115 "\n"
3116 "       // get the material colors\n"
3117 "       half3 diffusetex = color.rgb;\n"
3118 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3119 "# ifdef USEVERTEXTEXTUREBLEND\n"
3120 "       half4 glosstex = half4(lerp(float4(tex2D(Texture_SecondaryGloss, TexCoord2)), float4(tex2D(Texture_Gloss, TexCoord)), terrainblend));\n"
3121 "# else\n"
3122 "       half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3123 "# endif\n"
3124 "#endif\n"
3125 "\n"
3126 "#ifdef USEREFLECTCUBE\n"
3127 "       float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3128 "       float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3129 "       float3 ReflectCubeTexCoord = float3(mul(ModelToReflectCube, float4(ModelReflectVector, 0)));\n"
3130 "       diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord)) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord));\n"
3131 "#endif\n"
3132 "\n"
3133 "\n"
3134 "\n"
3135 "\n"
3136 "#ifdef MODE_LIGHTSOURCE\n"
3137 "       // light source\n"
3138 "#ifdef USEDIFFUSE\n"
3139 "       half3 lightnormal = half3(normalize(LightVector));\n"
3140 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3141 "       color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3142 "#ifdef USESPECULAR\n"
3143 "#ifdef USEEXACTSPECULARMATH\n"
3144 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3145 "#else\n"
3146 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3147 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3148 "#endif\n"
3149 "       color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3150 "#endif\n"
3151 "#else\n"
3152 "       color.rgb = diffusetex * Color_Ambient;\n"
3153 "#endif\n"
3154 "       color.rgb *= LightColor;\n"
3155 "       color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)));\n"
3156 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
3157 "       color.rgb *= ShadowMapCompare(CubeVector,\n"
3158 "# if defined(USESHADOWMAP2D)\n"
3159 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3160 "# endif\n"
3161 "# if defined(USESHADOWMAPRECT)\n"
3162 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3163 "# endif\n"
3164 "# if defined(USESHADOWMAPCUBE)\n"
3165 "Texture_ShadowMapCube, ShadowMap_Parameters\n"
3166 "# endif\n"
3167 "\n"
3168 "#ifdef USESHADOWMAPVSDCT\n"
3169 ", Texture_CubeProjection\n"
3170 "#endif\n"
3171 "       );\n"
3172 "\n"
3173 "#endif\n"
3174 "# ifdef USECUBEFILTER\n"
3175 "       color.rgb *= half3(texCUBE(Texture_Cube, CubeVector));\n"
3176 "# endif\n"
3177 "#endif // MODE_LIGHTSOURCE\n"
3178 "\n"
3179 "\n"
3180 "\n"
3181 "\n"
3182 "#ifdef MODE_LIGHTDIRECTION\n"
3183 "#define SHADING\n"
3184 "#ifdef USEDIFFUSE\n"
3185 "       half3 lightnormal = half3(normalize(LightVector));\n"
3186 "#endif\n"
3187 "#define lightcolor LightColor\n"
3188 "#endif // MODE_LIGHTDIRECTION\n"
3189 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3190 "#define SHADING\n"
3191 "       // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3192 "       half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3193 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3194 "       // convert modelspace light vector to tangentspace\n"
3195 "       half3 lightnormal;\n"
3196 "       lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3197 "       lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3198 "       lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3199 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3200 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3201 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3202 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3203 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3204 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3205 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3206 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3207 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3208 "       lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3209 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3210 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3211 "#define SHADING\n"
3212 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3213 "       half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3214 "       half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap));\n"
3215 "#endif\n"
3216 "\n"
3217 "\n"
3218 "\n"
3219 "\n"
3220 "#ifdef MODE_LIGHTMAP\n"
3221 "       color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
3222 "#endif // MODE_LIGHTMAP\n"
3223 "#ifdef MODE_VERTEXCOLOR\n"
3224 "       color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3225 "#endif // MODE_VERTEXCOLOR\n"
3226 "#ifdef MODE_FLATCOLOR\n"
3227 "       color.rgb = diffusetex * Color_Ambient;\n"
3228 "#endif // MODE_FLATCOLOR\n"
3229 "\n"
3230 "\n"
3231 "\n"
3232 "\n"
3233 "#ifdef SHADING\n"
3234 "# ifdef USEDIFFUSE\n"
3235 "       half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3236 "#  ifdef USESPECULAR\n"
3237 "#   ifdef USEEXACTSPECULARMATH\n"
3238 "       half specular = pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
3239 "#   else\n"
3240 "       half3 specularnormal = normalize(lightnormal + half3(normalize(EyeVector)));\n"
3241 "       half specular = pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
3242 "#   endif\n"
3243 "       color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3244 "#  else\n"
3245 "       color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3246 "#  endif\n"
3247 "# else\n"
3248 "       color.rgb = diffusetex * Color_Ambient;\n"
3249 "# endif\n"
3250 "#endif\n"
3251 "\n"
3252 "#ifdef USESHADOWMAPORTHO\n"
3253 "       color.rgb *= ShadowMapCompare(ShadowMapTC,\n"
3254 "# if defined(USESHADOWMAP2D)\n"
3255 "Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3256 "# endif\n"
3257 "# if defined(USESHADOWMAPRECT)\n"
3258 "Texture_ShadowMapRect, ShadowMap_Parameters\n"
3259 "# endif\n"
3260 "       );\n"
3261 "#endif\n"
3262 "\n"
3263 "#ifdef USEDEFERREDLIGHTMAP\n"
3264 "       float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3265 "       color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
3266 "       color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
3267 "#endif\n"
3268 "\n"
3269 "#ifdef USEGLOW\n"
3270 "#ifdef USEVERTEXTEXTUREBLEND\n"
3271 "       color.rgb += lerp(half3(tex2D(Texture_SecondaryGlow, TexCoord2)), half3(tex2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
3272 "#else\n"
3273 "       color.rgb += half3(tex2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
3274 "#endif\n"
3275 "#endif\n"
3276 "\n"
3277 "#ifdef USEFOG\n"
3278 "       color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3279 "#endif\n"
3280 "\n"
3281 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
3282 "#ifdef USEREFLECTION\n"
3283 "       float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3284 "       //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3285 "       float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3286 "       float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord)) - half3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
3287 "       // FIXME temporary hack to detect the case that the reflection\n"
3288 "       // gets blackened at edges due to leaving the area that contains actual\n"
3289 "       // content.\n"
3290 "       // Remove this 'ack once we have a better way to stop this thing from\n"
3291 "       // 'appening.\n"
3292 "       float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3293 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3294 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3295 "       f      *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3296 "       ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3297 "       color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
3298 "#endif\n"
3299 "\n"
3300 "       gl_FragColor = float4(color);\n"
3301 "}\n"
3302 "#endif // FRAGMENT_SHADER\n"
3303 "\n"
3304 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3305 "#endif // !MODE_DEFERREDGEOMETRY\n"
3306 "#endif // !MODE_WATER\n"
3307 "#endif // !MODE_REFRACTION\n"
3308 "#endif // !MODE_BLOOMBLUR\n"
3309 "#endif // !MODE_GENERIC\n"
3310 "#endif // !MODE_POSTPROCESS\n"
3311 "#endif // !MODE_SHOWDEPTH\n"
3312 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3313 ;
3314
3315 char *glslshaderstring = NULL;
3316 char *cgshaderstring = NULL;
3317
3318 //=======================================================================================================================================================
3319
3320 typedef struct shaderpermutationinfo_s
3321 {
3322         const char *pretext;
3323         const char *name;
3324 }
3325 shaderpermutationinfo_t;
3326
3327 typedef struct shadermodeinfo_s
3328 {
3329         const char *vertexfilename;
3330         const char *geometryfilename;
3331         const char *fragmentfilename;
3332         const char *pretext;
3333         const char *name;
3334 }
3335 shadermodeinfo_t;
3336
3337 typedef enum shaderpermutation_e
3338 {
3339         SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3340         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3341         SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3342         SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3343         SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3344         SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3345         SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3346         SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3347         SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3348         SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3349         SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3350         SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3351         SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3352         SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3353         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3354         SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3355         SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3356         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3357         SHADERPERMUTATION_SHADOWMAPRECT = 1<<18, ///< (lightsource) use shadowmap rectangle texture as light filter
3358         SHADERPERMUTATION_SHADOWMAPCUBE = 1<<19, ///< (lightsource) use shadowmap cubemap texture as light filter
3359         SHADERPERMUTATION_SHADOWMAP2D = 1<<20, ///< (lightsource) use shadowmap rectangle texture as light filter
3360         SHADERPERMUTATION_SHADOWMAPPCF = 1<<21, ///< (lightsource) use percentage closer filtering on shadowmap test results
3361         SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<22, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3362         SHADERPERMUTATION_SHADOWSAMPLER = 1<<23, ///< (lightsource) use hardware shadowmap test
3363         SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<24, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3364         SHADERPERMUTATION_SHADOWMAPORTHO = 1<<25, //< (lightsource) use orthographic shadowmap projection
3365         SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<26, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3366         SHADERPERMUTATION_ALPHAKILL = 1<<27, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3367         SHADERPERMUTATION_REFLECTCUBE = 1<<28, ///< fake reflections using global cubemap (not HDRI light probe)
3368         SHADERPERMUTATION_LIMIT = 1<<29, ///< size of permutations array
3369         SHADERPERMUTATION_COUNT = 29 ///< size of shaderpermutationinfo array
3370 }
3371 shaderpermutation_t;
3372
3373 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3374 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3375 {
3376         {"#define USEDIFFUSE\n", " diffuse"},
3377         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3378         {"#define USEVIEWTINT\n", " viewtint"},
3379         {"#define USECOLORMAPPING\n", " colormapping"},
3380         {"#define USESATURATION\n", " saturation"},
3381         {"#define USEFOGINSIDE\n", " foginside"},
3382         {"#define USEFOGOUTSIDE\n", " fogoutside"},
3383         {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3384         {"#define USEGAMMARAMPS\n", " gammaramps"},
3385         {"#define USECUBEFILTER\n", " cubefilter"},
3386         {"#define USEGLOW\n", " glow"},
3387         {"#define USEBLOOM\n", " bloom"},
3388         {"#define USESPECULAR\n", " specular"},
3389         {"#define USEPOSTPROCESSING\n", " postprocessing"},
3390         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3391         {"#define USEREFLECTION\n", " reflection"},
3392         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3393         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3394         {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
3395         {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
3396         {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3397         {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3398         {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3399         {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3400         {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3401         {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3402         {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3403         {"#define USEALPHAKILL\n", " alphakill"},
3404         {"#define USEREFLECTCUBE\n", " reflectcube"},
3405 };
3406
3407 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3408 typedef enum shadermode_e
3409 {
3410         SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3411         SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3412         SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3413         SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3414         SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3415         SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3416         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3417         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3418         SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3419         SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3420         SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3421         SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3422         SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3423         SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3424         SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3425         SHADERMODE_COUNT
3426 }
3427 shadermode_t;
3428
3429 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3430 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3431 {
3432         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3433         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3434         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3435         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3436         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3437         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3438         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3439         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3440         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3441         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3442         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3443         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3444         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3445         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3446         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3447 };
3448
3449 #ifdef SUPPORTCG
3450 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3451 {
3452         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3453         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3454         {"cg/default.cg", NULL, NULL           , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3455         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3456         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3457         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3458         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3459         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3460         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3461         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3462         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3463         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3464         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3465         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3466         {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3467 };
3468 #endif
3469
3470 struct r_glsl_permutation_s;
3471 typedef struct r_glsl_permutation_s
3472 {
3473         /// hash lookup data
3474         struct r_glsl_permutation_s *hashnext;
3475         unsigned int mode;
3476         unsigned int permutation;
3477
3478         /// indicates if we have tried compiling this permutation already
3479         qboolean compiled;
3480         /// 0 if compilation failed
3481         int program;
3482         /// locations of detected uniforms in program object, or -1 if not found
3483         int loc_Texture_First;
3484         int loc_Texture_Second;
3485         int loc_Texture_GammaRamps;
3486         int loc_Texture_Normal;
3487         int loc_Texture_Color;
3488         int loc_Texture_Gloss;
3489         int loc_Texture_Glow;
3490         int loc_Texture_SecondaryNormal;
3491         int loc_Texture_SecondaryColor;
3492         int loc_Texture_SecondaryGloss;
3493         int loc_Texture_SecondaryGlow;
3494         int loc_Texture_Pants;
3495         int loc_Texture_Shirt;
3496         int loc_Texture_FogHeightTexture;
3497         int loc_Texture_FogMask;
3498         int loc_Texture_Lightmap;
3499         int loc_Texture_Deluxemap;
3500         int loc_Texture_Attenuation;
3501         int loc_Texture_Cube;
3502         int loc_Texture_Refraction;
3503         int loc_Texture_Reflection;
3504         int loc_Texture_ShadowMapRect;
3505         int loc_Texture_ShadowMapCube;
3506         int loc_Texture_ShadowMap2D;
3507         int loc_Texture_CubeProjection;
3508         int loc_Texture_ScreenDepth;
3509         int loc_Texture_ScreenNormalMap;
3510         int loc_Texture_ScreenDiffuse;
3511         int loc_Texture_ScreenSpecular;
3512         int loc_Texture_ReflectMask;
3513         int loc_Texture_ReflectCube;
3514         int loc_Alpha;
3515         int loc_BloomBlur_Parameters;
3516         int loc_ClientTime;
3517         int loc_Color_Ambient;
3518         int loc_Color_Diffuse;
3519         int loc_Color_Specular;
3520         int loc_Color_Glow;
3521         int loc_Color_Pants;
3522         int loc_Color_Shirt;
3523         int loc_DeferredColor_Ambient;
3524         int loc_DeferredColor_Diffuse;
3525         int loc_DeferredColor_Specular;
3526         int loc_DeferredMod_Diffuse;
3527         int loc_DeferredMod_Specular;
3528         int loc_DistortScaleRefractReflect;
3529         int loc_EyePosition;
3530         int loc_FogColor;
3531         int loc_FogHeightFade;
3532         int loc_FogPlane;
3533         int loc_FogPlaneViewDist;
3534         int loc_FogRangeRecip;
3535         int loc_LightColor;
3536         int loc_LightDir;
3537         int loc_LightPosition;
3538         int loc_OffsetMapping_Scale;
3539         int loc_PixelSize;
3540         int loc_ReflectColor;
3541         int loc_ReflectFactor;
3542         int loc_ReflectOffset;
3543         int loc_RefractColor;
3544         int loc_Saturation;
3545         int loc_ScreenCenterRefractReflect;
3546         int loc_ScreenScaleRefractReflect;
3547         int loc_ScreenToDepth;
3548         int loc_ShadowMap_Parameters;
3549         int loc_ShadowMap_TextureScale;
3550         int loc_SpecularPower;
3551         int loc_UserVec1;
3552         int loc_UserVec2;
3553         int loc_UserVec3;
3554         int loc_UserVec4;
3555         int loc_ViewTintColor;
3556         int loc_ViewToLight;
3557         int loc_ModelToLight;
3558         int loc_TexMatrix;
3559         int loc_BackgroundTexMatrix;
3560         int loc_ModelViewProjectionMatrix;
3561         int loc_ModelViewMatrix;
3562         int loc_PixelToScreenTexCoord;
3563         int loc_ModelToReflectCube;
3564         int loc_ShadowMapMatrix;        
3565 }
3566 r_glsl_permutation_t;
3567
3568 #define SHADERPERMUTATION_HASHSIZE 256
3569
3570 /// information about each possible shader permutation
3571 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3572 /// currently selected permutation
3573 r_glsl_permutation_t *r_glsl_permutation;
3574 /// storage for permutations linked in the hash table
3575 memexpandablearray_t r_glsl_permutationarray;
3576
3577 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3578 {
3579         //unsigned int hashdepth = 0;
3580         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3581         r_glsl_permutation_t *p;
3582         for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3583         {
3584                 if (p->mode == mode && p->permutation == permutation)
3585                 {
3586                         //if (hashdepth > 10)
3587                         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3588                         return p;
3589                 }
3590                 //hashdepth++;
3591         }
3592         p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3593         p->mode = mode;
3594         p->permutation = permutation;
3595         p->hashnext = r_glsl_permutationhash[mode][hashindex];
3596         r_glsl_permutationhash[mode][hashindex] = p;
3597         //if (hashdepth > 10)
3598         //      Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3599         return p;
3600 }
3601
3602 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3603 {
3604         char *shaderstring;
3605         if (!filename || !filename[0])
3606                 return NULL;
3607         if (!strcmp(filename, "glsl/default.glsl"))
3608         {
3609                 if (!glslshaderstring)
3610                 {
3611                         glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3612                         if (glslshaderstring)
3613                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
3614                         else
3615                                 glslshaderstring = (char *)builtinshaderstring;
3616                 }
3617                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3618                 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3619                 return shaderstring;
3620         }
3621         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3622         if (shaderstring)
3623         {
3624                 if (printfromdisknotice)
3625                         Con_DPrintf("from disk %s... ", filename);
3626                 return shaderstring;
3627         }
3628         return shaderstring;
3629 }
3630
3631 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3632 {
3633         int i;
3634         shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3635         int vertstrings_count = 0;
3636         int geomstrings_count = 0;
3637         int fragstrings_count = 0;
3638         char *vertexstring, *geometrystring, *fragmentstring;
3639         const char *vertstrings_list[32+3];
3640         const char *geomstrings_list[32+3];
3641         const char *fragstrings_list[32+3];
3642         char permutationname[256];
3643
3644         if (p->compiled)
3645                 return;
3646         p->compiled = true;
3647         p->program = 0;
3648
3649         permutationname[0] = 0;
3650         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
3651         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3652         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3653
3654         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3655
3656         // the first pretext is which type of shader to compile as
3657         // (later these will all be bound together as a program object)
3658         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3659         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3660         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3661
3662         // the second pretext is the mode (for example a light source)
3663         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3664         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3665         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3666         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3667
3668         // now add all the permutation pretexts
3669         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3670         {
3671                 if (permutation & (1<<i))
3672                 {
3673                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3674                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3675                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3676                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3677                 }
3678                 else
3679                 {
3680                         // keep line numbers correct
3681                         vertstrings_list[vertstrings_count++] = "\n";
3682                         geomstrings_list[geomstrings_count++] = "\n";
3683                         fragstrings_list[fragstrings_count++] = "\n";
3684                 }
3685         }
3686
3687         // now append the shader text itself
3688         vertstrings_list[vertstrings_count++] = vertexstring;
3689         geomstrings_list[geomstrings_count++] = geometrystring;
3690         fragstrings_list[fragstrings_count++] = fragmentstring;
3691
3692         // if any sources were NULL, clear the respective list
3693         if (!vertexstring)
3694                 vertstrings_count = 0;
3695         if (!geometrystring)
3696                 geomstrings_count = 0;
3697         if (!fragmentstring)
3698                 fragstrings_count = 0;
3699
3700         // compile the shader program
3701         if (vertstrings_count + geomstrings_count + fragstrings_count)
3702                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3703         if (p->program)
3704         {
3705                 CHECKGLERROR
3706                 qglUseProgramObjectARB(p->program);CHECKGLERROR
3707                 // look up all the uniform variable names we care about, so we don't
3708                 // have to look them up every time we set them
3709
3710                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
3711                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
3712                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3713                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
3714                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
3715                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3716                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
3717                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3718                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3719                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3720                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3721                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
3722                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3723                 p->loc_Texture_FogHeightTexture   = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3724                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3725                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3726                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3727                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3728                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
3729                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3730                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3731                 p->loc_Texture_ShadowMapRect      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
3732                 p->loc_Texture_ShadowMapCube      = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
3733                 p->loc_Texture_ShadowMap2D        = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3734                 p->loc_Texture_CubeProjection     = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3735                 p->loc_Texture_ScreenDepth        = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3736                 p->loc_Texture_ScreenNormalMap    = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3737                 p->loc_Texture_ScreenDiffuse      = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3738                 p->loc_Texture_ScreenSpecular     = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3739                 p->loc_Texture_ReflectMask        = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3740                 p->loc_Texture_ReflectCube        = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3741                 p->loc_Alpha                      = qglGetUniformLocationARB(p->program, "Alpha");
3742                 p->loc_BloomBlur_Parameters       = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3743                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
3744                 p->loc_Color_Ambient              = qglGetUniformLocationARB(p->program, "Color_Ambient");
3745                 p->loc_Color_Diffuse              = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3746                 p->loc_Color_Specular             = qglGetUniformLocationARB(p->program, "Color_Specular");
3747                 p->loc_Color_Glow                 = qglGetUniformLocationARB(p->program, "Color_Glow");
3748                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
3749                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
3750                 p->loc_DeferredColor_Ambient      = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3751                 p->loc_DeferredColor_Diffuse      = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3752                 p->loc_DeferredColor_Specular     = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3753                 p->loc_DeferredMod_Diffuse        = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3754                 p->loc_DeferredMod_Specular       = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3755                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3756                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
3757                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
3758                 p->loc_FogHeightFade              = qglGetUniformLocationARB(p->program, "FogHeightFade");
3759                 p->loc_FogPlane                   = qglGetUniformLocationARB(p->program, "FogPlane");
3760                 p->loc_FogPlaneViewDist           = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3761                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3762                 p->loc_LightColor                 = qglGetUniformLocationARB(p->program, "LightColor");
3763                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
3764                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
3765                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3766                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
3767                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
3768                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
3769                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
3770                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
3771                 p->loc_Saturation                 = qglGetUniformLocationARB(p->program, "Saturation");
3772                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3773                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3774                 p->loc_ScreenToDepth              = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3775                 p->loc_ShadowMap_Parameters       = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3776                 p->loc_ShadowMap_TextureScale     = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3777                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
3778                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
3779                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
3780                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
3781                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
3782                 p->loc_ViewTintColor              = qglGetUniformLocationARB(p->program, "ViewTintColor");
3783                 p->loc_ViewToLight                = qglGetUniformLocationARB(p->program, "ViewToLight");
3784                 p->loc_ModelToLight               = qglGetUniformLocationARB(p->program, "ModelToLight");
3785                 p->loc_TexMatrix                  = qglGetUniformLocationARB(p->program, "TexMatrix");
3786                 p->loc_BackgroundTexMatrix        = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3787                 p->loc_ModelViewMatrix            = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3788                 p->loc_ModelViewProjectionMatrix  = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3789                 p->loc_PixelToScreenTexCoord      = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3790                 p->loc_ModelToReflectCube         = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3791                 p->loc_ShadowMapMatrix            = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");            
3792                 // initialize the samplers to refer to the texture units we use
3793                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
3794                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
3795                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
3796                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
3797                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
3798                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
3799                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
3800                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3801                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3802                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3803                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
3804                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
3805                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
3806                 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3807                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
3808                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
3809                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
3810                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
3811                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
3812                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
3813                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
3814                 if (p->loc_Texture_ShadowMapRect   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect  , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT);
3815                 if (p->loc_Texture_ShadowMapCube   >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube  , GL20TU_SHADOWMAPCUBE);
3816                 if (p->loc_Texture_ShadowMap2D     >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D    , permutation & SHADERPERMUTATION_SHADOWMAPORTHO ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D);
3817                 if (p->loc_Texture_CubeProjection  >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3818                 if (p->loc_Texture_ScreenDepth     >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth    , GL20TU_SCREENDEPTH);
3819                 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3820                 if (p->loc_Texture_ScreenDiffuse   >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse  , GL20TU_SCREENDIFFUSE);
3821                 if (p->loc_Texture_ScreenSpecular  >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3822                 if (p->loc_Texture_ReflectMask     >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask    , GL20TU_REFLECTMASK);
3823                 if (p->loc_Texture_ReflectCube     >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube    , GL20TU_REFLECTCUBE);
3824                 CHECKGLERROR
3825                 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3826         }
3827         else
3828                 Con_Printf("^1GLSL shader %s failed!  some features may not work properly.\n", permutationname);
3829
3830         // free the strings
3831         if (vertexstring)
3832                 Mem_Free(vertexstring);
3833         if (geometrystring)
3834                 Mem_Free(geometrystring);
3835         if (fragmentstring)
3836                 Mem_Free(fragmentstring);
3837 }
3838
3839 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3840 {
3841         r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3842         if (r_glsl_permutation != perm)
3843         {
3844                 r_glsl_permutation = perm;
3845                 if (!r_glsl_permutation->program)
3846                 {
3847                         if (!r_glsl_permutation->compiled)
3848                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3849                         if (!r_glsl_permutation->program)
3850                         {
3851                                 // remove features until we find a valid permutation
3852                                 int i;
3853                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3854                                 {
3855                                         // reduce i more quickly whenever it would not remove any bits
3856                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3857                                         if (!(permutation & j))
3858                                                 continue;
3859                                         permutation -= j;
3860                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3861                                         if (!r_glsl_permutation->compiled)
3862                                                 R_GLSL_CompilePermutation(perm, mode, permutation);
3863                                         if (r_glsl_permutation->program)
3864                                                 break;
3865                                 }
3866                                 if (i >= SHADERPERMUTATION_COUNT)
3867                                 {
3868                                         //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3869                                         r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3870                                         qglUseProgramObjectARB(0);CHECKGLERROR
3871                                         return; // no bit left to clear, entire mode is broken
3872                                 }
3873                         }
3874                 }
3875                 CHECKGLERROR
3876                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3877         }
3878         if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3879         if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3880         if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3881 }
3882
3883 #ifdef SUPPORTCG
3884 #include <Cg/cgGL.h>
3885 struct r_cg_permutation_s;
3886 typedef struct r_cg_permutation_s
3887 {
3888         /// hash lookup data
3889         struct r_cg_permutation_s *hashnext;
3890         unsigned int mode;
3891         unsigned int permutation;
3892
3893         /// indicates if we have tried compiling this permutation already
3894         qboolean compiled;
3895         /// 0 if compilation failed
3896         CGprogram vprogram;
3897         CGprogram fprogram;
3898         /// locations of detected parameters in programs, or NULL if not found
3899         CGparameter vp_EyePosition;
3900         CGparameter vp_FogPlane;
3901         CGparameter vp_LightDir;
3902         CGparameter vp_LightPosition;
3903         CGparameter vp_ModelToLight;
3904         CGparameter vp_TexMatrix;
3905         CGparameter vp_BackgroundTexMatrix;
3906         CGparameter vp_ModelViewProjectionMatrix;
3907         CGparameter vp_ModelViewMatrix;
3908         CGparameter vp_ShadowMapMatrix;
3909
3910         CGparameter fp_Texture_First;
3911         CGparameter fp_Texture_Second;
3912         CGparameter fp_Texture_GammaRamps;
3913         CGparameter fp_Texture_Normal;
3914         CGparameter fp_Texture_Color;
3915         CGparameter fp_Texture_Gloss;
3916         CGparameter fp_Texture_Glow;
3917         CGparameter fp_Texture_SecondaryNormal;
3918         CGparameter fp_Texture_SecondaryColor;
3919         CGparameter fp_Texture_SecondaryGloss;
3920         CGparameter fp_Texture_SecondaryGlow;
3921         CGparameter fp_Texture_Pants;
3922         CGparameter fp_Texture_Shirt;
3923         CGparameter fp_Texture_FogHeightTexture;
3924         CGparameter fp_Texture_FogMask;
3925         CGparameter fp_Texture_Lightmap;
3926         CGparameter fp_Texture_Deluxemap;
3927         CGparameter fp_Texture_Attenuation;
3928         CGparameter fp_Texture_Cube;
3929         CGparameter fp_Texture_Refraction;
3930         CGparameter fp_Texture_Reflection;
3931         CGparameter fp_Texture_ShadowMapRect;
3932         CGparameter fp_Texture_ShadowMapCube;
3933         CGparameter fp_Texture_ShadowMap2D;
3934         CGparameter fp_Texture_CubeProjection;
3935         CGparameter fp_Texture_ScreenDepth;
3936         CGparameter fp_Texture_ScreenNormalMap;
3937         CGparameter fp_Texture_ScreenDiffuse;
3938         CGparameter fp_Texture_ScreenSpecular;
3939         CGparameter fp_Texture_ReflectMask;
3940         CGparameter fp_Texture_ReflectCube;
3941         CGparameter fp_Alpha;
3942         CGparameter fp_BloomBlur_Parameters;
3943         CGparameter fp_ClientTime;
3944         CGparameter fp_Color_Ambient;
3945         CGparameter fp_Color_Diffuse;
3946         CGparameter fp_Color_Specular;
3947         CGparameter fp_Color_Glow;
3948         CGparameter fp_Color_Pants;
3949         CGparameter fp_Color_Shirt;
3950         CGparameter fp_DeferredColor_Ambient;
3951         CGparameter fp_DeferredColor_Diffuse;
3952         CGparameter fp_DeferredColor_Specular;
3953         CGparameter fp_DeferredMod_Diffuse;
3954         CGparameter fp_DeferredMod_Specular;
3955         CGparameter fp_DistortScaleRefractReflect;
3956         CGparameter fp_EyePosition;
3957         CGparameter fp_FogColor;
3958         CGparameter fp_FogHeightFade;
3959         CGparameter fp_FogPlane;
3960         CGparameter fp_FogPlaneViewDist;
3961         CGparameter fp_FogRangeRecip;
3962         CGparameter fp_LightColor;
3963         CGparameter fp_LightDir;
3964         CGparameter fp_LightPosition;
3965         CGparameter fp_OffsetMapping_Scale;
3966         CGparameter fp_PixelSize;
3967         CGparameter fp_ReflectColor;
3968         CGparameter fp_ReflectFactor;
3969         CGparameter fp_ReflectOffset;
3970         CGparameter fp_RefractColor;
3971         CGparameter fp_Saturation;
3972         CGparameter fp_ScreenCenterRefractReflect;
3973         CGparameter fp_ScreenScaleRefractReflect;
3974         CGparameter fp_ScreenToDepth;
3975         CGparameter fp_ShadowMap_Parameters;
3976         CGparameter fp_ShadowMap_TextureScale;
3977         CGparameter fp_SpecularPower;
3978         CGparameter fp_UserVec1;
3979         CGparameter fp_UserVec2;
3980         CGparameter fp_UserVec3;
3981         CGparameter fp_UserVec4;
3982         CGparameter fp_ViewTintColor;
3983         CGparameter fp_ViewToLight;
3984         CGparameter fp_PixelToScreenTexCoord;
3985         CGparameter fp_ModelToReflectCube;
3986 }
3987 r_cg_permutation_t;
3988
3989 /// information about each possible shader permutation
3990 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3991 /// currently selected permutation
3992 r_cg_permutation_t *r_cg_permutation;
3993 /// storage for permutations linked in the hash table
3994 memexpandablearray_t r_cg_permutationarray;
3995
3996 #define CHECKCGERROR {CGerror err = cgGetError(), err2 = err;if (err){Con_Printf("%s:%i CG error %i: %s : %s\n", __FILE__, __LINE__, err, cgGetErrorString(err), cgGetLastErrorString(&err2));if (err == 1) Con_Printf("last listing:\n%s\n", cgGetLastListing(vid.cgcontext));}}
3997
3998 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3999 {
4000         //unsigned int hashdepth = 0;
4001         unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4002         r_cg_permutation_t *p;
4003         for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
4004         {
4005                 if (p->mode == mode && p->permutation == permutation)
4006                 {
4007                         //if (hashdepth > 10)
4008                         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4009                         return p;
4010                 }
4011                 //hashdepth++;
4012         }
4013         p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
4014         p->mode = mode;
4015         p->permutation = permutation;
4016         p->hashnext = r_cg_permutationhash[mode][hashindex];
4017         r_cg_permutationhash[mode][hashindex] = p;
4018         //if (hashdepth > 10)
4019         //      Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4020         return p;
4021 }
4022
4023 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4024 {
4025         char *shaderstring;
4026         if (!filename || !filename[0])
4027                 return NULL;
4028         if (!strcmp(filename, "cg/default.cg"))
4029         {
4030                 if (!cgshaderstring)
4031                 {
4032                         cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4033                         if (cgshaderstring)
4034                                 Con_DPrintf("Loading shaders from file %s...\n", filename);
4035                         else
4036                                 cgshaderstring = (char *)builtincgshaderstring;
4037                 }
4038                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4039                 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4040                 return shaderstring;
4041         }
4042         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4043         if (shaderstring)
4044         {
4045                 if (printfromdisknotice)
4046                         Con_DPrintf("from disk %s... ", filename);
4047                 return shaderstring;
4048         }
4049         return shaderstring;
4050 }
4051
4052 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4053 {
4054         // TODO: load or create .fp and .vp shader files
4055 }
4056
4057 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4058 {
4059         int i;
4060         shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4061         int vertstrings_count = 0, vertstring_length = 0;
4062         int geomstrings_count = 0, geomstring_length = 0;
4063         int fragstrings_count = 0, fragstring_length = 0;
4064         char *t;
4065         char *vertexstring, *geometrystring, *fragmentstring;
4066         char *vertstring, *geomstring, *fragstring;
4067         const char *vertstrings_list[32+3];
4068         const char *geomstrings_list[32+3];
4069         const char *fragstrings_list[32+3];
4070         char permutationname[256];
4071         char cachename[256];
4072         CGprofile vertexProfile;
4073         CGprofile fragmentProfile;
4074
4075         if (p->compiled)
4076                 return;
4077         p->compiled = true;
4078         p->vprogram = NULL;
4079         p->fprogram = NULL;
4080
4081         permutationname[0] = 0;
4082         cachename[0] = 0;
4083         vertexstring   = R_CG_GetText(modeinfo->vertexfilename, true);
4084         geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4085         fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4086
4087         strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4088         strlcat(cachename, "cg/", sizeof(cachename));
4089
4090         // the first pretext is which type of shader to compile as
4091         // (later these will all be bound together as a program object)
4092         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4093         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4094         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4095
4096         // the second pretext is the mode (for example a light source)
4097         vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4098         geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4099         fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4100         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4101         strlcat(cachename, modeinfo->name, sizeof(cachename));
4102
4103         // now add all the permutation pretexts
4104         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4105         {
4106                 if (permutation & (1<<i))
4107                 {
4108                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4109                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4110                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4111                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4112                         strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4113                 }
4114                 else
4115                 {
4116                         // keep line numbers correct
4117                         vertstrings_list[vertstrings_count++] = "\n";
4118                         geomstrings_list[geomstrings_count++] = "\n";
4119                         fragstrings_list[fragstrings_count++] = "\n";
4120                 }
4121         }
4122
4123         // replace spaces in the cachename with _ characters
4124         for (i = 0;cachename[i];i++)
4125                 if (cachename[i] == ' ')
4126                         cachename[i] = '_';
4127
4128         // now append the shader text itself
4129         vertstrings_list[vertstrings_count++] = vertexstring;
4130         geomstrings_list[geomstrings_count++] = geometrystring;
4131         fragstrings_list[fragstrings_count++] = fragmentstring;
4132
4133         // if any sources were NULL, clear the respective list
4134         if (!vertexstring)
4135                 vertstrings_count = 0;
4136         if (!geometrystring)
4137                 geomstrings_count = 0;
4138         if (!fragmentstring)
4139                 fragstrings_count = 0;
4140
4141         vertstring_length = 0;
4142         for (i = 0;i < vertstrings_count;i++)
4143                 vertstring_length += strlen(vertstrings_list[i]);
4144         vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4145         for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4146                 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4147
4148         geomstring_length = 0;
4149         for (i = 0;i < geomstrings_count;i++)
4150                 geomstring_length += strlen(geomstrings_list[i]);
4151         geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4152         for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4153                 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4154
4155         fragstring_length = 0;
4156         for (i = 0;i < fragstrings_count;i++)
4157                 fragstring_length += strlen(fragstrings_list[i]);
4158         fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4159         for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4160                 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4161
4162         CHECKGLERROR
4163         CHECKCGERROR
4164         //vertexProfile = CG_PROFILE_ARBVP1;
4165         //fragmentProfile = CG_PROFILE_ARBFP1;
4166         vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4167         fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4168         //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4169         //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4170         //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4171         CHECKGLERROR
4172
4173         // try to load the cached shader, or generate one
4174         R_CG_CacheShader(p, cachename, vertstring, fragstring);
4175
4176         // if caching failed, do a dynamic compile for now
4177         CHECKCGERROR
4178         if (vertstring[0] && !p->vprogram)
4179                 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4180         CHECKCGERROR
4181         if (fragstring[0] && !p->fprogram)
4182                 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4183         CHECKCGERROR
4184
4185         // look up all the uniform variable names we care about, so we don't
4186         // have to look them up every time we set them
4187         if (p->vprogram)
4188         {
4189                 CHECKCGERROR
4190                 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4191                 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4192                 p->vp_EyePosition                = cgGetNamedParameter(p->vprogram, "EyePosition");
4193                 p->vp_FogPlane                   = cgGetNamedParameter(p->vprogram, "FogPlane");
4194                 p->vp_LightDir                   = cgGetNamedParameter(p->vprogram, "LightDir");
4195                 p->vp_LightPosition              = cgGetNamedParameter(p->vprogram, "LightPosition");
4196                 p->vp_ModelToLight               = cgGetNamedParameter(p->vprogram, "ModelToLight");
4197                 p->vp_TexMatrix                  = cgGetNamedParameter(p->vprogram, "TexMatrix");
4198                 p->vp_BackgroundTexMatrix        = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4199                 p->vp_ModelViewProjectionMatrix  = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4200                 p->vp_ModelViewMatrix            = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4201                 p->vp_ShadowMapMatrix            = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4202                 CHECKCGERROR
4203         }
4204         if (p->fprogram)
4205         {
4206                 CHECKCGERROR
4207                 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4208                 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4209                 p->fp_Texture_First              = cgGetNamedParameter(p->fprogram, "Texture_First");
4210                 p->fp_Texture_Second             = cgGetNamedParameter(p->fprogram, "Texture_Second");
4211                 p->fp_Texture_GammaRamps         = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4212                 p->fp_Texture_Normal             = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4213                 p->fp_Texture_Color              = cgGetNamedParameter(p->fprogram, "Texture_Color");
4214                 p->fp_Texture_Gloss              = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4215                 p->fp_Texture_Glow               = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4216                 p->fp_Texture_SecondaryNormal    = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4217                 p->fp_Texture_SecondaryColor     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4218                 p->fp_Texture_SecondaryGloss     = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4219                 p->fp_Texture_SecondaryGlow      = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4220                 p->fp_Texture_Pants              = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4221                 p->fp_Texture_Shirt              = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4222                 p->fp_Texture_FogHeightTexture   = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4223                 p->fp_Texture_FogMask            = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4224                 p->fp_Texture_Lightmap           = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4225                 p->fp_Texture_Deluxemap          = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4226                 p->fp_Texture_Attenuation        = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4227                 p->fp_Texture_Cube               = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4228                 p->fp_Texture_Refraction         = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4229                 p->fp_Texture_Reflection         = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4230                 p->fp_Texture_ShadowMapRect      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapRect");
4231                 p->fp_Texture_ShadowMapCube      = cgGetNamedParameter(p->fprogram, "Texture_ShadowMapCube");
4232                 p->fp_Texture_ShadowMap2D        = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4233                 p->fp_Texture_CubeProjection     = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4234                 p->fp_Texture_ScreenDepth        = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4235                 p->fp_Texture_ScreenNormalMap    = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4236                 p->fp_Texture_ScreenDiffuse      = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4237                 p->fp_Texture_ScreenSpecular     = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4238                 p->fp_Texture_ReflectMask        = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4239                 p->fp_Texture_ReflectCube        = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4240                 p->fp_Alpha                      = cgGetNamedParameter(p->fprogram, "Alpha");
4241                 p->fp_BloomBlur_Parameters       = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4242                 p->fp_ClientTime                 = cgGetNamedParameter(p->fprogram, "ClientTime");
4243                 p->fp_Color_Ambient              = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4244                 p->fp_Color_Diffuse              = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4245                 p->fp_Color_Specular             = cgGetNamedParameter(p->fprogram, "Color_Specular");
4246                 p->fp_Color_Glow                 = cgGetNamedParameter(p->fprogram, "Color_Glow");
4247                 p->fp_Color_Pants                = cgGetNamedParameter(p->fprogram, "Color_Pants");
4248                 p->fp_Color_Shirt                = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4249                 p->fp_DeferredColor_Ambient      = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4250                 p->fp_DeferredColor_Diffuse      = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4251                 p->fp_DeferredColor_Specular     = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4252                 p->fp_DeferredMod_Diffuse        = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4253                 p->fp_DeferredMod_Specular       = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4254                 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4255                 p->fp_EyePosition                = cgGetNamedParameter(p->fprogram, "EyePosition");
4256                 p->fp_FogColor                   = cgGetNamedParameter(p->fprogram, "FogColor");
4257                 p->fp_FogHeightFade              = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4258                 p->fp_FogPlane                   = cgGetNamedParameter(p->fprogram, "FogPlane");
4259                 p->fp_FogPlaneViewDist           = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4260                 p->fp_FogRangeRecip              = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4261                 p->fp_LightColor                 = cgGetNamedParameter(p->fprogram, "LightColor");
4262                 p->fp_LightDir                   = cgGetNamedParameter(p->fprogram, "LightDir");
4263                 p->fp_LightPosition              = cgGetNamedParameter(p->fprogram, "LightPosition");
4264                 p->fp_OffsetMapping_Scale        = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4265                 p->fp_PixelSize                  = cgGetNamedParameter(p->fprogram, "PixelSize");
4266                 p->fp_ReflectColor               = cgGetNamedParameter(p->fprogram, "ReflectColor");
4267                 p->fp_ReflectFactor              = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4268                 p->fp_ReflectOffset              = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4269                 p->fp_RefractColor               = cgGetNamedParameter(p->fprogram, "RefractColor");
4270                 p->fp_Saturation                 = cgGetNamedParameter(p->fprogram, "Saturation");
4271                 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4272                 p->fp_ScreenScaleRefractReflect  = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4273                 p->fp_ScreenToDepth              = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4274                 p->fp_ShadowMap_Parameters       = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4275                 p->fp_ShadowMap_TextureScale     = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4276                 p->fp_SpecularPower              = cgGetNamedParameter(p->fprogram, "SpecularPower");
4277                 p->fp_UserVec1                   = cgGetNamedParameter(p->fprogram, "UserVec1");
4278                 p->fp_UserVec2                   = cgGetNamedParameter(p->fprogram, "UserVec2");
4279                 p->fp_UserVec3                   = cgGetNamedParameter(p->fprogram, "UserVec3");
4280                 p->fp_UserVec4                   = cgGetNamedParameter(p->fprogram, "UserVec4");
4281                 p->fp_ViewTintColor              = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4282                 p->fp_ViewToLight                = cgGetNamedParameter(p->fprogram, "ViewToLight");
4283                 p->fp_PixelToScreenTexCoord      = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4284                 p->fp_ModelToReflectCube         = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4285                 CHECKCGERROR
4286         }
4287
4288         if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4289                 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4290         else
4291                 Con_Printf("^1CG shader %s failed!  some features may not work properly.\n", permutationname);
4292
4293         // free the strings
4294         if (vertstring)
4295                 Mem_Free(vertstring);
4296         if (geomstring)
4297                 Mem_Free(geomstring);
4298         if (fragstring)
4299                 Mem_Free(fragstring);
4300         if (vertexstring)
4301                 Mem_Free(vertexstring);
4302         if (geometrystring)
4303                 Mem_Free(geometrystring);
4304         if (fragmentstring)
4305                 Mem_Free(fragmentstring);
4306 }
4307
4308 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4309 {
4310         r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4311         CHECKGLERROR
4312         CHECKCGERROR
4313         if (r_cg_permutation != perm)
4314         {
4315                 r_cg_permutation = perm;
4316                 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4317                 {
4318                         if (!r_cg_permutation->compiled)
4319                                 R_CG_CompilePermutation(perm, mode, permutation);
4320                         if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4321                         {
4322                                 // remove features until we find a valid permutation
4323                                 int i;
4324                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4325                                 {
4326                                         // reduce i more quickly whenever it would not remove any bits
4327                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4328                                         if (!(permutation & j))
4329                                                 continue;
4330                                         permutation -= j;
4331                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4332                                         if (!r_cg_permutation->compiled)
4333                                                 R_CG_CompilePermutation(perm, mode, permutation);
4334                                         if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4335                                                 break;
4336                                 }
4337                                 if (i >= SHADERPERMUTATION_COUNT)
4338                                 {
4339                                         //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4340                                         r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4341                                         return; // no bit left to clear, entire mode is broken
4342                                 }
4343                         }
4344                 }
4345                 CHECKGLERROR
4346                 CHECKCGERROR
4347                 if (r_cg_permutation->vprogram)
4348                 {
4349                         cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4350                         cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4351                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4352                 }
4353                 else
4354                 {
4355                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4356                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4357                 }
4358                 if (r_cg_permutation->fprogram)
4359                 {
4360                         cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4361                         cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4362                         cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4363                 }
4364                 else
4365                 {
4366                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4367                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4368                 }
4369         }
4370         CHECKCGERROR
4371         if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4372         if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4373         if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4374 }
4375
4376 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4377 {
4378         cgGLSetTextureParameter(param, R_GetTexture(tex));
4379         cgGLEnableTextureParameter(param);
4380 }
4381 #endif
4382
4383 void R_GLSL_Restart_f(void)
4384 {
4385         unsigned int i, limit;
4386         if (glslshaderstring && glslshaderstring != builtinshaderstring)
4387                 Mem_Free(glslshaderstring);
4388         glslshaderstring = NULL;
4389         if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4390                 Mem_Free(cgshaderstring);
4391         cgshaderstring = NULL;
4392         switch(vid.renderpath)
4393         {
4394         case RENDERPATH_GL20:
4395                 {
4396                         r_glsl_permutation_t *p;
4397                         r_glsl_permutation = NULL;
4398                         limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4399                         for (i = 0;i < limit;i++)
4400                         {
4401                                 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4402                                 {
4403                                         GL_Backend_FreeProgram(p->program);
4404                                         Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4405                                 }
4406                         }
4407                         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4408                 }
4409                 break;
4410         case RENDERPATH_CGGL:
4411 #ifdef SUPPORTCG
4412                 {
4413                         r_cg_permutation_t *p;
4414                         r_cg_permutation = NULL;
4415                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4416                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4417                         cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4418                         cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4419                         limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4420                         for (i = 0;i < limit;i++)
4421                         {
4422                                 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4423                                 {
4424                                         if (p->vprogram)
4425                                                 cgDestroyProgram(p->vprogram);
4426                                         if (p->fprogram)
4427                                                 cgDestroyProgram(p->fprogram);
4428                                         Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4429                                 }
4430                         }
4431                         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4432                 }
4433                 break;
4434 #endif
4435         case RENDERPATH_GL13:
4436         case RENDERPATH_GL11:
4437                 break;
4438         }
4439 }
4440
4441 void R_GLSL_DumpShader_f(void)
4442 {
4443         int i;
4444         qfile_t *file;
4445
4446         file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4447         if (file)
4448         {
4449                 FS_Print(file, "/* The engine may define the following macros:\n");
4450                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4451                 for (i = 0;i < SHADERMODE_COUNT;i++)
4452                         FS_Print(file, glslshadermodeinfo[i].pretext);
4453                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4454                         FS_Print(file, shaderpermutationinfo[i].pretext);
4455                 FS_Print(file, "*/\n");
4456                 FS_Print(file, builtinshaderstring);
4457                 FS_Close(file);
4458                 Con_Printf("glsl/default.glsl written\n");
4459         }
4460         else
4461                 Con_Printf("failed to write to glsl/default.glsl\n");
4462
4463 #ifdef SUPPORTCG
4464         file = FS_OpenRealFile("cg/default.cg", "w", false);
4465         if (file)
4466         {
4467                 FS_Print(file, "/* The engine may define the following macros:\n");
4468                 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4469                 for (i = 0;i < SHADERMODE_COUNT;i++)
4470                         FS_Print(file, cgshadermodeinfo[i].pretext);
4471                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4472                         FS_Print(file, shaderpermutationinfo[i].pretext);
4473                 FS_Print(file, "*/\n");
4474                 FS_Print(file, builtincgshaderstring);
4475                 FS_Close(file);
4476                 Con_Printf("cg/default.cg written\n");
4477         }
4478         else
4479                 Con_Printf("failed to write to cg/default.cg\n");
4480 #endif
4481 }
4482
4483 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
4484 {
4485         if (!second)
4486                 texturemode = GL_MODULATE;
4487         switch (vid.renderpath)
4488         {
4489         case RENDERPATH_GL20:
4490                 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4491                 if (r_glsl_permutation->loc_Texture_First ) R_Mesh_TexBind(GL20TU_FIRST , first );
4492                 if (r_glsl_permutation->loc_Texture_Second) R_Mesh_TexBind(GL20TU_SECOND, second);
4493                 break;
4494         case RENDERPATH_CGGL:
4495 #ifdef SUPPORTCG
4496                 CHECKCGERROR
4497                 R_SetupShader_SetPermutationCG(SHADERMODE_GENERIC, (first ? SHADERPERMUTATION_DIFFUSE : 0) | (second ? SHADERPERMUTATION_SPECULAR : 0) | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
4498                 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
4499                 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
4500 #endif
4501                 break;
4502         case RENDERPATH_GL13:
4503                 R_Mesh_TexBind(0, first );
4504                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
4505                 R_Mesh_TexBind(1, second);
4506                 if (second)
4507                         R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
4508                 break;
4509         case RENDERPATH_GL11:
4510                 R_Mesh_TexBind(0, first );
4511                 break;
4512         }
4513 }
4514
4515 void R_SetupShader_DepthOrShadow(void)
4516 {
4517         switch (vid.renderpath)
4518         {
4519         case RENDERPATH_GL20:
4520                 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
4521                 break;
4522         case RENDERPATH_CGGL:
4523 #ifdef SUPPORTCG
4524                 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
4525 #endif
4526                 break;
4527         case RENDERPATH_GL13:
4528                 R_Mesh_TexBind(0, 0);
4529                 R_Mesh_TexBind(1, 0);
4530                 break;
4531         case RENDERPATH_GL11:
4532                 R_Mesh_TexBind(0, 0);
4533                 break;
4534         }
4535 }
4536
4537 void R_SetupShader_ShowDepth(void)
4538 {
4539         switch (vid.renderpath)
4540         {
4541         case RENDERPATH_GL20:
4542                 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
4543                 break;
4544         case RENDERPATH_CGGL:
4545 #ifdef SUPPORTCG
4546                 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
4547 #endif
4548                 break;
4549         case RENDERPATH_GL13:
4550                 break;
4551         case RENDERPATH_GL11:
4552                 break;
4553         }
4554 }
4555
4556 extern qboolean r_shadow_usingdeferredprepass;
4557 extern cvar_t r_shadow_deferred_8bitrange;
4558 extern rtexture_t *r_shadow_attenuationgradienttexture;
4559 extern rtexture_t *r_shadow_attenuation2dtexture;
4560 extern rtexture_t *r_shadow_attenuation3dtexture;
4561 extern qboolean r_shadow_usingshadowmaprect;
4562 extern qboolean r_shadow_usingshadowmapcube;
4563 extern qboolean r_shadow_usingshadowmap2d;
4564 extern qboolean r_shadow_usingshadowmaportho;
4565 extern float r_shadow_shadowmap_texturescale[2];
4566 extern float r_shadow_shadowmap_parameters[4];
4567 extern qboolean r_shadow_shadowmapvsdct;
4568 extern qboolean r_shadow_shadowmapsampler;
4569 extern int r_shadow_shadowmappcf;
4570 extern rtexture_t *r_shadow_shadowmaprectangletexture;
4571 extern rtexture_t *r_shadow_shadowmap2dtexture;
4572 extern rtexture_t *r_shadow_shadowmapcubetexture[R_SHADOW_SHADOWMAP_NUMCUBEMAPS];
4573 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
4574 extern matrix4x4_t r_shadow_shadowmapmatrix;
4575 extern int r_shadow_shadowmaplod; // changes for each light based on distance
4576 extern int r_shadow_prepass_width;
4577 extern int r_shadow_prepass_height;
4578 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
4579 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
4580 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
4581 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
4582 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
4583 {
4584         // select a permutation of the lighting shader appropriate to this
4585         // combination of texture, entity, light source, and fogging, only use the
4586         // minimum features necessary to avoid wasting rendering time in the
4587         // fragment shader on features that are not being used
4588         unsigned int permutation = 0;
4589         unsigned int mode = 0;
4590         float m16f[16];
4591         if (rsurfacepass == RSURFPASS_BACKGROUND)
4592         {
4593                 // distorted background
4594                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
4595                         mode = SHADERMODE_WATER;
4596                 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
4597                         mode = SHADERMODE_REFRACTION;
4598                 else
4599                 {
4600                         mode = SHADERMODE_GENERIC;
4601                         permutation |= SHADERPERMUTATION_DIFFUSE;
4602                 }
4603                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4604                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4605                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4606                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4607                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4608                 R_Mesh_ColorPointer(NULL, 0, 0);
4609                 GL_AlphaTest(false);
4610                 GL_BlendFunc(GL_ONE, GL_ZERO);
4611         }
4612         else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
4613         {
4614                 if (r_glsl_offsetmapping.integer)
4615                 {
4616                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4617                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4618                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4619                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4620                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4621                         {
4622                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4623                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4624                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4625                         }
4626                 }
4627                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4628                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4629                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4630                         permutation |= SHADERPERMUTATION_ALPHAKILL;
4631                 // normalmap (deferred prepass), may use alpha test on diffuse
4632                 mode = SHADERMODE_DEFERREDGEOMETRY;
4633                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4634                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4635                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4636                 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4637                 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4638                 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4639                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4640                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4641                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4642                 else
4643                         R_Mesh_ColorPointer(NULL, 0, 0);
4644                 GL_AlphaTest(false);
4645                 GL_BlendFunc(GL_ONE, GL_ZERO);
4646         }
4647         else if (rsurfacepass == RSURFPASS_RTLIGHT)
4648         {
4649                 if (r_glsl_offsetmapping.integer)
4650                 {
4651                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4652                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4653                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4654                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4655                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4656                         {
4657                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4658                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4659                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4660                         }
4661                 }
4662                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4663                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4664                 // light source
4665                 mode = SHADERMODE_LIGHTSOURCE;
4666                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4667                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4668                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
4669                         permutation |= SHADERPERMUTATION_CUBEFILTER;
4670                 if (diffusescale > 0)
4671                         permutation |= SHADERPERMUTATION_DIFFUSE;
4672                 if (specularscale > 0)
4673                 {
4674                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4675                         if (r_shadow_glossexact.integer)
4676                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4677                 }
4678                 if (r_refdef.fogenabled)
4679                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4680                 if (rsurface.texture->colormapping)
4681                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4682                 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
4683                 {
4684                         if (r_shadow_usingshadowmaprect)
4685                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4686                         if (r_shadow_usingshadowmap2d)
4687                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4688                         if (r_shadow_usingshadowmapcube)
4689                                 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
4690                         else if(r_shadow_shadowmapvsdct)
4691                                 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
4692
4693                         if (r_shadow_shadowmapsampler)
4694                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4695                         if (r_shadow_shadowmappcf > 1)
4696                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4697                         else if (r_shadow_shadowmappcf)
4698                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4699                 }
4700                 if (rsurface.texture->reflectmasktexture)
4701                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4702                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4703                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4704                 {
4705                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4706                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4707                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4708                 }
4709                 else
4710                 {
4711                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4712                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4713                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4714                 }
4715                 //R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4716                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4717                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4718                 else
4719                         R_Mesh_ColorPointer(NULL, 0, 0);
4720                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4721                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4722         }
4723         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4724         {
4725                 if (r_glsl_offsetmapping.integer)
4726                 {
4727                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4728                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4729                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4730                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4731                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4732                         {
4733                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4734                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4735                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4736                         }
4737                 }
4738                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4739                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4740                 // unshaded geometry (fullbright or ambient model lighting)
4741                 mode = SHADERMODE_FLATCOLOR;
4742                 ambientscale = diffusescale = specularscale = 0;
4743                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4744                         permutation |= SHADERPERMUTATION_GLOW;
4745                 if (r_refdef.fogenabled)
4746                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4747                 if (rsurface.texture->colormapping)
4748                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4749                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4750                 {
4751                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4752                         if (r_shadow_usingshadowmaprect)
4753                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4754                         if (r_shadow_usingshadowmap2d)
4755                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4756
4757                         if (r_shadow_shadowmapsampler)
4758                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4759                         if (r_shadow_shadowmappcf > 1)
4760                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4761                         else if (r_shadow_shadowmappcf)
4762                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4763                 }
4764                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4765                         permutation |= SHADERPERMUTATION_REFLECTION;
4766                 if (rsurface.texture->reflectmasktexture)
4767                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4768                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4769                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4770                 {
4771                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4772                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4773                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4774                 }
4775                 else
4776                 {
4777                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4778                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4779                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4780                 }
4781                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4782                 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4783                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4784                 else
4785                         R_Mesh_ColorPointer(NULL, 0, 0);
4786                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4787                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4788         }
4789         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
4790         {
4791                 if (r_glsl_offsetmapping.integer)
4792                 {
4793                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4794                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4795                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4796                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4797                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4798                         {
4799                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4800                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4801                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4802                         }
4803                 }
4804                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4805                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4806                 // directional model lighting
4807                 mode = SHADERMODE_LIGHTDIRECTION;
4808                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4809                         permutation |= SHADERPERMUTATION_GLOW;
4810                 permutation |= SHADERPERMUTATION_DIFFUSE;
4811                 if (specularscale > 0)
4812                 {
4813                         permutation |= SHADERPERMUTATION_SPECULAR;
4814                         if (r_shadow_glossexact.integer)
4815                                 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4816                 }
4817                 if (r_refdef.fogenabled)
4818                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4819                 if (rsurface.texture->colormapping)
4820                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4821                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4822                 {
4823                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4824                         if (r_shadow_usingshadowmaprect)
4825                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4826                         if (r_shadow_usingshadowmap2d)
4827                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4828
4829                         if (r_shadow_shadowmapsampler)
4830                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4831                         if (r_shadow_shadowmappcf > 1)
4832                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4833                         else if (r_shadow_shadowmappcf)
4834                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4835                 }
4836                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4837                         permutation |= SHADERPERMUTATION_REFLECTION;
4838                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4839                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4840                 if (rsurface.texture->reflectmasktexture)
4841                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4842                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4843                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4844                 {
4845                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4846                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4847                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4848                 }
4849                 else
4850                 {
4851                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4852                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4853                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4854                 }
4855                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4856                 R_Mesh_ColorPointer(NULL, 0, 0);
4857                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4858                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4859         }
4860         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
4861         {
4862                 if (r_glsl_offsetmapping.integer)
4863                 {
4864                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4865                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4866                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4867                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4868                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4869                         {
4870                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4871                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4872                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4873                         }
4874                 }
4875                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4876                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4877                 // ambient model lighting
4878                 mode = SHADERMODE_LIGHTDIRECTION;
4879                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4880                         permutation |= SHADERPERMUTATION_GLOW;
4881                 if (r_refdef.fogenabled)
4882                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4883                 if (rsurface.texture->colormapping)
4884                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4885                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4886                 {
4887                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4888                         if (r_shadow_usingshadowmaprect)
4889                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4890                         if (r_shadow_usingshadowmap2d)
4891                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4892
4893                         if (r_shadow_shadowmapsampler)
4894                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4895                         if (r_shadow_shadowmappcf > 1)
4896                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4897                         else if (r_shadow_shadowmappcf)
4898                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4899                 }
4900                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4901                         permutation |= SHADERPERMUTATION_REFLECTION;
4902                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4903                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4904                 if (rsurface.texture->reflectmasktexture)
4905                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4906                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4907                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
4908                 {
4909                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4910                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4911                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4912                 }
4913                 else
4914                 {
4915                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
4916                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
4917                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
4918                 }
4919                 R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
4920                 R_Mesh_ColorPointer(NULL, 0, 0);
4921                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4922                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4923         }
4924         else
4925         {
4926                 if (r_glsl_offsetmapping.integer)
4927                 {
4928                         if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
4929                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4930                         else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
4931                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4932                         else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
4933                         {
4934                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
4935                                 if (r_glsl_offsetmapping_reliefmapping.integer)
4936                                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
4937                         }
4938                 }
4939                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
4940                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
4941                 // lightmapped wall
4942                 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
4943                         permutation |= SHADERPERMUTATION_GLOW;
4944                 if (r_refdef.fogenabled)
4945                         permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
4946                 if (rsurface.texture->colormapping)
4947                         permutation |= SHADERPERMUTATION_COLORMAPPING;
4948                 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
4949                 {
4950                         permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
4951                         if (r_shadow_usingshadowmaprect)
4952                                 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
4953                         if (r_shadow_usingshadowmap2d)
4954                                 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
4955
4956                         if (r_shadow_shadowmapsampler)
4957                                 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
4958                         if (r_shadow_shadowmappcf > 1)
4959                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
4960                         else if (r_shadow_shadowmappcf)
4961                                 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
4962                 }
4963                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
4964                         permutation |= SHADERPERMUTATION_REFLECTION;
4965                 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
4966                         permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
4967                 if (rsurface.texture->reflectmasktexture)
4968                         permutation |= SHADERPERMUTATION_REFLECTCUBE;
4969                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
4970                 {
4971                         // deluxemapping (light direction texture)
4972                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
4973                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
4974                         else
4975                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4976                         permutation |= SHADERPERMUTATION_DIFFUSE;
4977                         if (specularscale > 0)
4978                         {
4979                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4980                                 if (r_shadow_glossexact.integer)
4981                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4982                         }
4983                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4984                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
4985                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4986                         else
4987                                 R_Mesh_ColorPointer(NULL, 0, 0);
4988                 }
4989                 else if (r_glsl_deluxemapping.integer >= 2)
4990                 {
4991                         // fake deluxemapping (uniform light direction in tangentspace)
4992                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
4993                         permutation |= SHADERPERMUTATION_DIFFUSE;
4994                         if (specularscale > 0)
4995                         {
4996                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
4997                                 if (r_shadow_glossexact.integer)
4998                                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
4999                         }
5000                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5001                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5002                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5003                         else
5004                                 R_Mesh_ColorPointer(NULL, 0, 0);
5005                 }
5006                 else if (rsurface.uselightmaptexture)
5007                 {
5008                         // ordinary lightmapping (q1bsp, q3bsp)
5009                         mode = SHADERMODE_LIGHTMAP;
5010                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5011                         if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND)
5012                                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5013                         else
5014                                 R_Mesh_ColorPointer(NULL, 0, 0);
5015                 }
5016                 else
5017                 {
5018                         // ordinary vertex coloring (q3bsp)
5019                         mode = SHADERMODE_VERTEXCOLOR;
5020                         R_Mesh_TexCoordPointer(4, 0, NULL, 0, 0);
5021                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5022                 }
5023                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5024                 if (true || permutation & (SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_OFFSETMAPPING))
5025                 {
5026                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5027                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5028                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5029                 }
5030                 else
5031                 {
5032                         R_Mesh_TexCoordPointer(1, 0, NULL, 0, 0);
5033                         R_Mesh_TexCoordPointer(2, 0, NULL, 0, 0);
5034                         R_Mesh_TexCoordPointer(3, 0, NULL, 0, 0);
5035                 }
5036                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5037                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5038         }
5039         switch(vid.renderpath)
5040         {
5041         case RENDERPATH_GL20:
5042                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5043                 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5044                 if (mode == SHADERMODE_LIGHTSOURCE)
5045                 {
5046                         if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5047                         if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5048                         if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5049                         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);
5050                         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);
5051                         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);
5052         
5053                         // additive passes are only darkened by fog, not tinted
5054                         if (r_glsl_permutation->loc_FogColor >= 0)
5055                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5056                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5057                 }
5058                 else
5059                 {
5060                         if (mode == SHADERMODE_FLATCOLOR)
5061                         {
5062                                 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);
5063                         }
5064                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5065                         {
5066                                 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]);
5067                                 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]);
5068                                 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);
5069                                 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);
5070                                 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);
5071                                 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]);
5072                                 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]);
5073                         }
5074                         else
5075                         {
5076                                 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]);
5077                                 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]);
5078                                 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);
5079                                 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);
5080                                 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);
5081                         }
5082                         // additive passes are only darkened by fog, not tinted
5083                         if (r_glsl_permutation->loc_FogColor >= 0)
5084                         {
5085                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5086                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5087                                 else
5088                                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5089                         }
5090                         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);
5091                         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]);
5092                         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]);
5093                         if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
5094                         if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
5095                         if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5096                         if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5097                         if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5098                 }
5099                 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5100                 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5101                 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5102                 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]);
5103                 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]);
5104
5105                 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5106                 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3]);
5107                 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5108                 if (r_glsl_permutation->loc_Color_Pants >= 0)
5109                 {
5110                         if (rsurface.texture->pantstexture)
5111                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5112                         else
5113                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5114                 }
5115                 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5116                 {
5117                         if (rsurface.texture->shirttexture)
5118                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5119                         else
5120                                 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5121                 }
5122                 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]);
5123                 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5124                 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5125                 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5126                 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5127                 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]);
5128                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5129
5130         //      if (r_glsl_permutation->loc_Texture_First           >= 0) R_Mesh_TexBind(GL20TU_FIRST             , r_texture_white                                     );
5131         //      if (r_glsl_permutation->loc_Texture_Second          >= 0) R_Mesh_TexBind(GL20TU_SECOND            , r_texture_white                                     );
5132         //      if (r_glsl_permutation->loc_Texture_GammaRamps      >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS        , r_texture_gammaramps                                );
5133                 if (r_glsl_permutation->loc_Texture_Normal          >= 0) R_Mesh_TexBind(GL20TU_NORMAL            , rsurface.texture->nmaptexture                       );
5134                 if (r_glsl_permutation->loc_Texture_Color           >= 0) R_Mesh_TexBind(GL20TU_COLOR             , rsurface.texture->basetexture                       );
5135                 if (r_glsl_permutation->loc_Texture_Gloss           >= 0) R_Mesh_TexBind(GL20TU_GLOSS             , rsurface.texture->glosstexture                      );
5136                 if (r_glsl_permutation->loc_Texture_Glow            >= 0) R_Mesh_TexBind(GL20TU_GLOW              , rsurface.texture->glowtexture                       );
5137                 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL  , rsurface.texture->backgroundnmaptexture             );
5138                 if (r_glsl_permutation->loc_Texture_SecondaryColor  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR   , rsurface.texture->backgroundbasetexture             );
5139                 if (r_glsl_permutation->loc_Texture_SecondaryGloss  >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS   , rsurface.texture->backgroundglosstexture            );
5140                 if (r_glsl_permutation->loc_Texture_SecondaryGlow   >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW    , rsurface.texture->backgroundglowtexture             );
5141                 if (r_glsl_permutation->loc_Texture_Pants           >= 0) R_Mesh_TexBind(GL20TU_PANTS             , rsurface.texture->pantstexture                      );
5142                 if (r_glsl_permutation->loc_Texture_Shirt           >= 0) R_Mesh_TexBind(GL20TU_SHIRT             , rsurface.texture->shirttexture                      );
5143                 if (r_glsl_permutation->loc_Texture_ReflectMask     >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK       , rsurface.texture->reflectmasktexture                );
5144                 if (r_glsl_permutation->loc_Texture_ReflectCube     >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE       , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5145                 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE  , r_texture_fogheighttexture                          );
5146                 if (r_glsl_permutation->loc_Texture_FogMask         >= 0) R_Mesh_TexBind(GL20TU_FOGMASK           , r_texture_fogattenuation                            );
5147                 if (r_glsl_permutation->loc_Texture_Lightmap        >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP          , r_texture_white                                     );
5148                 if (r_glsl_permutation->loc_Texture_Deluxemap       >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP         , r_texture_blanknormalmap                            );
5149                 if (r_glsl_permutation->loc_Texture_Attenuation     >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION       , r_shadow_attenuationgradienttexture                 );
5150                 if (r_glsl_permutation->loc_Texture_Refraction      >= 0) R_Mesh_TexBind(GL20TU_REFRACTION        , r_texture_white                                     );
5151                 if (r_glsl_permutation->loc_Texture_Reflection      >= 0) R_Mesh_TexBind(GL20TU_REFLECTION        , r_texture_white                                     );
5152                 if (r_glsl_permutation->loc_Texture_ScreenDepth     >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH       , r_shadow_prepassgeometrydepthtexture                );
5153                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP   , r_shadow_prepassgeometrynormalmaptexture            );
5154                 if (r_glsl_permutation->loc_Texture_ScreenDiffuse   >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE     , r_shadow_prepasslightingdiffusetexture              );
5155                 if (r_glsl_permutation->loc_Texture_ScreenSpecular  >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR    , r_shadow_prepasslightingspeculartexture             );
5156                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5157                 {
5158                         if (r_glsl_permutation->loc_Texture_ShadowMap2D     >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHO2D : GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture                         );
5159                         if (r_glsl_permutation->loc_Texture_ShadowMapRect   >= 0) R_Mesh_TexBind(r_shadow_usingshadowmaportho ? GL20TU_SHADOWMAPORTHORECT : GL20TU_SHADOWMAPRECT, r_shadow_shadowmaprectangletexture                  );
5160                         if (rsurface.rtlight)
5161                         {
5162                                 if (r_glsl_permutation->loc_Texture_Cube            >= 0) R_Mesh_TexBind(GL20TU_CUBE              , rsurface.rtlight->currentcubemap                    );
5163                                 if (r_shadow_usingshadowmapcube)
5164                                         if (r_glsl_permutation->loc_Texture_ShadowMapCube   >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE     , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5165                                 if (r_glsl_permutation->loc_Texture_CubeProjection  >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION    , r_shadow_shadowmapvsdcttexture                      );
5166                         }
5167                 }
5168                 CHECKGLERROR
5169                 break;
5170         case RENDERPATH_CGGL:
5171 #ifdef SUPPORTCG
5172                 R_SetupShader_SetPermutationCG(mode, permutation);
5173                 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5174                 if (mode == SHADERMODE_LIGHTSOURCE)
5175                 {
5176                         if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5177                         if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5178                 }
5179                 else
5180                 {
5181                         if (mode == SHADERMODE_LIGHTDIRECTION)
5182                         {
5183                                 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
5184                         }
5185                 }
5186                 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5187                 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5188                 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5189                 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5190                 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
5191                 CHECKGLERROR
5192
5193                 if (mode == SHADERMODE_LIGHTSOURCE)
5194                 {
5195                         if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5196                         if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5197                         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
5198                         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
5199                         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
5200
5201                         // additive passes are only darkened by fog, not tinted
5202                         if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5203                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5204                 }
5205                 else
5206                 {
5207                         if (mode == SHADERMODE_FLATCOLOR)
5208                         {
5209                                 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2]);CHECKCGERROR
5210                         }
5211                         else if (mode == SHADERMODE_LIGHTDIRECTION)
5212                         {
5213                                 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
5214                                 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
5215                                 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
5216                                 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
5217                                 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
5218                                 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
5219                                 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
5220                         }
5221                         else
5222                         {
5223                                 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
5224                                 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
5225                                 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
5226                                 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
5227                                 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
5228                         }
5229                         // additive passes are only darkened by fog, not tinted
5230                         if (r_cg_permutation->fp_FogColor)
5231                         {
5232                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5233                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5234                                 else
5235                                         cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5236                                 CHECKCGERROR
5237                         }
5238                         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
5239                         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
5240                         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
5241                         if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f);CHECKCGERROR
5242                         if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f);CHECKCGERROR
5243                         if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5244                         if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5245                         if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5246                 }
5247                 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
5248                 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
5249                 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5250                 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5251                 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5252                 if (r_cg_permutation->fp_Color_Pants)
5253                 {
5254                         if (rsurface.texture->pantstexture)
5255                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5256                         else
5257                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5258                         CHECKCGERROR
5259                 }
5260                 if (r_cg_permutation->fp_Color_Shirt)
5261                 {
5262                         if (rsurface.texture->shirttexture)
5263                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5264                         else
5265                                 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5266                         CHECKCGERROR
5267                 }
5268                 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
5269                 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
5270                 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
5271                 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
5272                 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
5273                 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
5274                 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5275
5276         //      if (r_cg_permutation->fp_Texture_First          ) CG_BindTexture(r_cg_permutation->fp_Texture_First          , r_texture_white                                     );CHECKCGERROR
5277         //      if (r_cg_permutation->fp_Texture_Second         ) CG_BindTexture(r_cg_permutation->fp_Texture_Second         , r_texture_white                                     );CHECKCGERROR
5278         //      if (r_cg_permutation->fp_Texture_GammaRamps     ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps     , r_texture_gammaramps                                );CHECKCGERROR
5279                 if (r_cg_permutation->fp_Texture_Normal         ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal         , rsurface.texture->nmaptexture                       );CHECKCGERROR
5280                 if (r_cg_permutation->fp_Texture_Color          ) CG_BindTexture(r_cg_permutation->fp_Texture_Color          , rsurface.texture->basetexture                       );CHECKCGERROR
5281                 if (r_cg_permutation->fp_Texture_Gloss          ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss          , rsurface.texture->glosstexture                      );CHECKCGERROR
5282                 if (r_cg_permutation->fp_Texture_Glow           ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow           , rsurface.texture->glowtexture                       );CHECKCGERROR
5283                 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture             );CHECKCGERROR
5284                 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture             );CHECKCGERROR
5285                 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture            );CHECKCGERROR
5286                 if (r_cg_permutation->fp_Texture_SecondaryGlow  ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow  , rsurface.texture->backgroundglowtexture             );CHECKCGERROR
5287                 if (r_cg_permutation->fp_Texture_Pants          ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants          , rsurface.texture->pantstexture                      );CHECKCGERROR
5288                 if (r_cg_permutation->fp_Texture_Shirt          ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt          , rsurface.texture->shirttexture                      );CHECKCGERROR
5289                 if (r_cg_permutation->fp_Texture_ReflectMask    ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask    , rsurface.texture->reflectmasktexture                );CHECKCGERROR
5290                 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
5291                 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture                         );CHECKCGERROR
5292                 if (r_cg_permutation->fp_Texture_FogMask        ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask        , r_texture_fogattenuation                            );CHECKCGERROR
5293                 if (r_cg_permutation->fp_Texture_Lightmap       ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap       , r_texture_white                                     );CHECKCGERROR
5294                 if (r_cg_permutation->fp_Texture_Deluxemap      ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap      , r_texture_blanknormalmap                            );CHECKCGERROR
5295                 if (r_cg_permutation->fp_Texture_Attenuation    ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5296                 if (r_cg_permutation->fp_Texture_Refraction     ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction     , r_texture_white                                     );CHECKCGERROR
5297                 if (r_cg_permutation->fp_Texture_Reflection     ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection     , r_texture_white                                     );CHECKCGERROR
5298                 if (r_cg_permutation->fp_Texture_ScreenDepth    ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5299                 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5300                 if (r_cg_permutation->fp_Texture_ScreenDiffuse  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse  , r_shadow_prepasslightingdiffusetexture              );CHECKCGERROR
5301                 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture             );CHECKCGERROR
5302                 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5303                 {
5304                         if (r_cg_permutation->fp_Texture_ShadowMap2D    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5305                         if (r_cg_permutation->fp_Texture_ShadowMapRect  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5306                         if (rsurface.rtlight)
5307                         {
5308                                 if (r_cg_permutation->fp_Texture_Cube           ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5309                                 if (r_shadow_usingshadowmapcube)
5310                                         if (r_cg_permutation->fp_Texture_ShadowMapCube  ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5311                                 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5312                         }
5313                 }
5314
5315                 CHECKGLERROR
5316 #endif
5317                 break;
5318         case RENDERPATH_GL13:
5319         case RENDERPATH_GL11:
5320                 break;
5321         }
5322 }
5323
5324 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
5325 {
5326         // select a permutation of the lighting shader appropriate to this
5327         // combination of texture, entity, light source, and fogging, only use the
5328         // minimum features necessary to avoid wasting rendering time in the
5329         // fragment shader on features that are not being used
5330         unsigned int permutation = 0;
5331         unsigned int mode = 0;
5332         const float *lightcolorbase = rtlight->currentcolor;
5333         float ambientscale = rtlight->ambientscale;
5334         float diffusescale = rtlight->diffusescale;
5335         float specularscale = rtlight->specularscale;
5336         // this is the location of the light in view space
5337         vec3_t viewlightorigin;
5338         // this transforms from view space (camera) to light space (cubemap)
5339         matrix4x4_t viewtolight;
5340         matrix4x4_t lighttoview;
5341         float viewtolight16f[16];
5342         float range = 1.0f / r_shadow_deferred_8bitrange.value;
5343         // light source
5344         mode = SHADERMODE_DEFERREDLIGHTSOURCE;
5345         if (rtlight->currentcubemap != r_texture_whitecube)
5346                 permutation |= SHADERPERMUTATION_CUBEFILTER;
5347         if (diffusescale > 0)
5348                 permutation |= SHADERPERMUTATION_DIFFUSE;
5349         if (specularscale > 0)
5350         {
5351                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5352                 if (r_shadow_glossexact.integer)
5353                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5354         }
5355         if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
5356         {
5357                 if (r_shadow_usingshadowmaprect)
5358                         permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
5359                 if (r_shadow_usingshadowmap2d)
5360                         permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5361                 if (r_shadow_usingshadowmapcube)
5362                         permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
5363                 else if(r_shadow_shadowmapvsdct)
5364                         permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5365
5366                 if (r_shadow_shadowmapsampler)
5367                         permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5368                 if (r_shadow_shadowmappcf > 1)
5369                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5370                 else if (r_shadow_shadowmappcf)
5371                         permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5372         }
5373         Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
5374         Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
5375         Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
5376         Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
5377         switch(vid.renderpath)
5378         {
5379         case RENDERPATH_GL20:
5380                 R_SetupShader_SetPermutationGLSL(mode, permutation);
5381                 if (r_glsl_permutation->loc_LightPosition             >= 0) qglUniform3fARB(       r_glsl_permutation->loc_LightPosition            , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
5382                 if (r_glsl_permutation->loc_ViewToLight               >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight              , 1, false, viewtolight16f);
5383                 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);
5384                 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);
5385                 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);
5386                 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]);
5387                 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]);
5388                 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));
5389                 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]);
5390                 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5391
5392                 if (r_glsl_permutation->loc_Texture_Attenuation       >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION        , r_shadow_attenuationgradienttexture                 );
5393                 if (r_glsl_permutation->loc_Texture_ScreenDepth       >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH        , r_shadow_prepassgeometrydepthtexture                );
5394                 if (r_glsl_permutation->loc_Texture_ScreenNormalMap   >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP    , r_shadow_prepassgeometrynormalmaptexture            );
5395                 if (r_glsl_permutation->loc_Texture_Cube              >= 0) R_Mesh_TexBind(GL20TU_CUBE               , rsurface.rtlight->currentcubemap                    );
5396                 if (r_glsl_permutation->loc_Texture_ShadowMapRect     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPRECT      , r_shadow_shadowmaprectangletexture                  );
5397                 if (r_shadow_usingshadowmapcube)
5398                         if (r_glsl_permutation->loc_Texture_ShadowMapCube     >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAPCUBE      , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);
5399                 if (r_glsl_permutation->loc_Texture_ShadowMap2D       >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D        , r_shadow_shadowmap2dtexture                         );
5400                 if (r_glsl_permutation->loc_Texture_CubeProjection    >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION     , r_shadow_shadowmapvsdcttexture                      );
5401                 break;
5402         case RENDERPATH_CGGL:
5403 #ifdef SUPPORTCG
5404                 R_SetupShader_SetPermutationCG(mode, permutation);
5405                 if (r_cg_permutation->fp_LightPosition            ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
5406                 if (r_cg_permutation->fp_ViewToLight              ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
5407                 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
5408                 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
5409                 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
5410                 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
5411                 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
5412                 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
5413                 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
5414                 if (r_cg_permutation->fp_PixelToScreenTexCoord    ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
5415
5416                 if (r_cg_permutation->fp_Texture_Attenuation      ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation    , r_shadow_attenuationgradienttexture                 );CHECKCGERROR
5417                 if (r_cg_permutation->fp_Texture_ScreenDepth      ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth    , r_shadow_prepassgeometrydepthtexture                );CHECKCGERROR
5418                 if (r_cg_permutation->fp_Texture_ScreenNormalMap  ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture            );CHECKCGERROR
5419                 if (r_cg_permutation->fp_Texture_Cube             ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube           , rsurface.rtlight->currentcubemap                    );CHECKCGERROR
5420                 if (r_cg_permutation->fp_Texture_ShadowMapRect    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapRect  , r_shadow_shadowmaprectangletexture                  );CHECKCGERROR
5421                 if (r_shadow_usingshadowmapcube)
5422                         if (r_cg_permutation->fp_Texture_ShadowMapCube    ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMapCube  , r_shadow_shadowmapcubetexture[r_shadow_shadowmaplod]);CHECKCGERROR
5423                 if (r_cg_permutation->fp_Texture_ShadowMap2D      ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D    , r_shadow_shadowmap2dtexture                         );CHECKCGERROR
5424                 if (r_cg_permutation->fp_Texture_CubeProjection   ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture                      );CHECKCGERROR
5425 #endif
5426                 break;
5427         case RENDERPATH_GL13:
5428         case RENDERPATH_GL11:
5429                 break;
5430         }
5431 }
5432
5433 #define SKINFRAME_HASH 1024
5434
5435 typedef struct
5436 {
5437         int loadsequence; // incremented each level change
5438         memexpandablearray_t array;
5439         skinframe_t *hash[SKINFRAME_HASH];
5440 }
5441 r_skinframe_t;
5442 r_skinframe_t r_skinframe;
5443
5444 void R_SkinFrame_PrepareForPurge(void)
5445 {
5446         r_skinframe.loadsequence++;
5447         // wrap it without hitting zero
5448         if (r_skinframe.loadsequence >= 200)
5449                 r_skinframe.loadsequence = 1;
5450 }
5451
5452 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
5453 {
5454         if (!skinframe)
5455                 return;
5456         // mark the skinframe as used for the purging code
5457         skinframe->loadsequence = r_skinframe.loadsequence;
5458 }
5459
5460 void R_SkinFrame_Purge(void)
5461 {
5462         int i;
5463         skinframe_t *s;
5464         for (i = 0;i < SKINFRAME_HASH;i++)
5465         {
5466                 for (s = r_skinframe.hash[i];s;s = s->next)
5467                 {
5468                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
5469                         {
5470                                 if (s->merged == s->base)
5471                                         s->merged = NULL;
5472                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
5473                                 R_PurgeTexture(s->stain );s->stain  = NULL;
5474                                 R_PurgeTexture(s->merged);s->merged = NULL;
5475                                 R_PurgeTexture(s->base  );s->base   = NULL;
5476                                 R_PurgeTexture(s->pants );s->pants  = NULL;
5477                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
5478                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
5479                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
5480                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
5481                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
5482                                 R_PurgeTexture(s->reflect);s->reflect = NULL;
5483                                 s->loadsequence = 0;
5484                         }
5485                 }
5486         }
5487 }
5488
5489 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
5490         skinframe_t *item;
5491         char basename[MAX_QPATH];
5492
5493         Image_StripImageExtension(name, basename, sizeof(basename));
5494
5495         if( last == NULL ) {
5496                 int hashindex;
5497                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5498                 item = r_skinframe.hash[hashindex];
5499         } else {
5500                 item = last->next;
5501         }
5502
5503         // linearly search through the hash bucket
5504         for( ; item ; item = item->next ) {
5505                 if( !strcmp( item->basename, basename ) ) {
5506                         return item;
5507                 }
5508         }
5509         return NULL;
5510 }
5511
5512 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
5513 {
5514         skinframe_t *item;
5515         int hashindex;
5516         char basename[MAX_QPATH];
5517
5518         Image_StripImageExtension(name, basename, sizeof(basename));
5519
5520         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
5521         for (item = r_skinframe.hash[hashindex];item;item = item->next)
5522                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
5523                         break;
5524
5525         if (!item) {
5526                 rtexture_t *dyntexture;
5527                 // check whether its a dynamic texture
5528                 dyntexture = CL_GetDynTexture( basename );
5529                 if (!add && !dyntexture)
5530                         return NULL;
5531                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
5532                 memset(item, 0, sizeof(*item));
5533                 strlcpy(item->basename, basename, sizeof(item->basename));
5534                 item->base = dyntexture; // either NULL or dyntexture handle
5535                 item->textureflags = textureflags;
5536                 item->comparewidth = comparewidth;
5537                 item->compareheight = compareheight;
5538                 item->comparecrc = comparecrc;
5539                 item->next = r_skinframe.hash[hashindex];
5540                 r_skinframe.hash[hashindex] = item;
5541         }
5542         else if( item->base == NULL )
5543         {
5544                 rtexture_t *dyntexture;
5545                 // check whether its a dynamic texture
5546                 // 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]
5547                 dyntexture = CL_GetDynTexture( basename );
5548                 item->base = dyntexture; // either NULL or dyntexture handle
5549         }
5550
5551         R_SkinFrame_MarkUsed(item);
5552         return item;
5553 }
5554
5555 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
5556         { \
5557                 unsigned long long avgcolor[5], wsum; \
5558                 int pix, comp, w; \
5559                 avgcolor[0] = 0; \
5560                 avgcolor[1] = 0; \
5561                 avgcolor[2] = 0; \
5562                 avgcolor[3] = 0; \
5563                 avgcolor[4] = 0; \
5564                 wsum = 0; \
5565                 for(pix = 0; pix < cnt; ++pix) \
5566                 { \
5567                         w = 0; \
5568                         for(comp = 0; comp < 3; ++comp) \
5569                                 w += getpixel; \
5570                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
5571                         { \
5572                                 ++wsum; \
5573                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5574                                 w = getpixel; \
5575                                 for(comp = 0; comp < 3; ++comp) \
5576                                         avgcolor[comp] += getpixel * w; \
5577                                 avgcolor[3] += w; \
5578                         } \
5579                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
5580                         avgcolor[4] += getpixel; \
5581                 } \
5582                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
5583                         avgcolor[3] = 1; \
5584                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
5585                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
5586                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
5587                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
5588         }
5589
5590 extern cvar_t gl_picmip;
5591 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
5592 {
5593         int j;
5594         unsigned char *pixels;
5595         unsigned char *bumppixels;
5596         unsigned char *basepixels = NULL;
5597         int basepixels_width = 0;
5598         int basepixels_height = 0;
5599         skinframe_t *skinframe;
5600         rtexture_t *ddsbase = NULL;
5601         qboolean ddshasalpha = false;
5602         float ddsavgcolor[4];
5603         char basename[MAX_QPATH];
5604         int miplevel = R_PicmipForFlags(textureflags);
5605         int savemiplevel = miplevel;
5606         int mymiplevel;
5607
5608         if (cls.state == ca_dedicated)
5609                 return NULL;
5610
5611         // return an existing skinframe if already loaded
5612         // if loading of the first image fails, don't make a new skinframe as it
5613         // would cause all future lookups of this to be missing
5614         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5615         if (skinframe && skinframe->base)
5616                 return skinframe;
5617
5618         Image_StripImageExtension(name, basename, sizeof(basename));
5619
5620         // check for DDS texture file first
5621         if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
5622         {
5623                 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer, &miplevel);
5624                 if (basepixels == NULL)
5625                         return NULL;
5626         }
5627
5628         // FIXME handle miplevel
5629
5630         if (developer_loading.integer)
5631                 Con_Printf("loading skin \"%s\"\n", name);
5632
5633         // we've got some pixels to store, so really allocate this new texture now
5634         if (!skinframe)
5635                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
5636         skinframe->stain = NULL;
5637         skinframe->merged = NULL;
5638         skinframe->base = NULL;
5639         skinframe->pants = NULL;
5640         skinframe->shirt = NULL;
5641         skinframe->nmap = NULL;
5642         skinframe->gloss = NULL;
5643         skinframe->glow = NULL;
5644         skinframe->fog = NULL;
5645         skinframe->reflect = NULL;
5646         skinframe->hasalpha = false;
5647
5648         if (ddsbase)
5649         {
5650                 skinframe->base = ddsbase;
5651                 skinframe->hasalpha = ddshasalpha;
5652                 VectorCopy(ddsavgcolor, skinframe->avgcolor);
5653                 if (r_loadfog && skinframe->hasalpha)
5654                         skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
5655                 //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]);
5656         }
5657         else
5658         {
5659                 basepixels_width = image_width;
5660                 basepixels_height = image_height;
5661                 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
5662                 if (textureflags & TEXF_ALPHA)
5663                 {
5664                         for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
5665                         {
5666                                 if (basepixels[j] < 255)
5667                                 {
5668                                         skinframe->hasalpha = true;
5669                                         break;
5670                                 }
5671                         }
5672                         if (r_loadfog && skinframe->hasalpha)
5673                         {
5674                                 // has transparent pixels
5675                                 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5676                                 for (j = 0;j < image_width * image_height * 4;j += 4)
5677                                 {
5678                                         pixels[j+0] = 255;
5679                                         pixels[j+1] = 255;
5680                                         pixels[j+2] = 255;
5681                                         pixels[j+3] = basepixels[j+3];
5682                                 }
5683                                 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
5684                                 Mem_Free(pixels);
5685                         }
5686                 }
5687                 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
5688                 //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]);
5689                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
5690                         R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true);
5691                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
5692                         R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true);
5693         }
5694
5695         if (r_loaddds)
5696         {
5697                 mymiplevel = savemiplevel;
5698                 if (r_loadnormalmap)
5699                         skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
5700                 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5701                 if (r_loadgloss)
5702                         skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5703                 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5704                 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5705                 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
5706         }
5707
5708         // _norm is the name used by tenebrae and has been adopted as standard
5709         if (r_loadnormalmap && skinframe->nmap == NULL)
5710         {
5711                 mymiplevel = savemiplevel;
5712                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5713                 {
5714                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5715                         Mem_Free(pixels);
5716                         pixels = NULL;
5717                 }
5718                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
5719                 {
5720                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
5721                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
5722                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5723                         Mem_Free(pixels);
5724                         Mem_Free(bumppixels);
5725                 }
5726                 else if (r_shadow_bumpscale_basetexture.value > 0)
5727                 {
5728                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
5729                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
5730                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5731                         Mem_Free(pixels);
5732                 }
5733                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
5734                         R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true);
5735         }
5736
5737         // _luma is supported only for tenebrae compatibility
5738         // _glow is the preferred name
5739         mymiplevel = savemiplevel;
5740         if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow",  skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel))))
5741         {
5742                 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5743                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
5744                         R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true);
5745                 Mem_Free(pixels);pixels = NULL;
5746         }
5747
5748         mymiplevel = savemiplevel;
5749         if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5750         {
5751                 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5752                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
5753                         R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true);
5754                 Mem_Free(pixels);
5755                 pixels = NULL;
5756         }
5757
5758         mymiplevel = savemiplevel;
5759         if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5760         {
5761                 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5762                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
5763                         R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true);
5764                 Mem_Free(pixels);
5765                 pixels = NULL;
5766         }
5767
5768         mymiplevel = savemiplevel;
5769         if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5770         {
5771                 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5772                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
5773                         R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true);
5774                 Mem_Free(pixels);
5775                 pixels = NULL;
5776         }
5777
5778         mymiplevel = savemiplevel;
5779         if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer, &mymiplevel)))
5780         {
5781                 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
5782                 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
5783                         R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true);
5784                 Mem_Free(pixels);
5785                 pixels = NULL;
5786         }
5787
5788         if (basepixels)
5789                 Mem_Free(basepixels);
5790
5791         return skinframe;
5792 }
5793
5794 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
5795 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
5796 {
5797         int i;
5798         unsigned char *temp1, *temp2;
5799         skinframe_t *skinframe;
5800
5801         if (cls.state == ca_dedicated)
5802                 return NULL;
5803
5804         // if already loaded just return it, otherwise make a new skinframe
5805         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
5806         if (skinframe && skinframe->base)
5807                 return skinframe;
5808
5809         skinframe->stain = NULL;
5810         skinframe->merged = NULL;
5811         skinframe->base = NULL;
5812         skinframe->pants = NULL;
5813         skinframe->shirt = NULL;
5814         skinframe->nmap = NULL;
5815         skinframe->gloss = NULL;
5816         skinframe->glow = NULL;
5817         skinframe->fog = NULL;
5818         skinframe->reflect = NULL;
5819         skinframe->hasalpha = false;
5820
5821         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5822         if (!skindata)
5823                 return NULL;
5824
5825         if (developer_loading.integer)
5826                 Con_Printf("loading 32bit skin \"%s\"\n", name);
5827
5828         if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
5829         {
5830                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5831                 temp2 = temp1 + width * height * 4;
5832                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5833                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
5834                 Mem_Free(temp1);
5835         }
5836         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
5837         if (textureflags & TEXF_ALPHA)
5838         {
5839                 for (i = 3;i < width * height * 4;i += 4)
5840                 {
5841                         if (skindata[i] < 255)
5842                         {
5843                                 skinframe->hasalpha = true;
5844                                 break;
5845                         }
5846                 }
5847                 if (r_loadfog && skinframe->hasalpha)
5848                 {
5849                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
5850                         memcpy(fogpixels, skindata, width * height * 4);
5851                         for (i = 0;i < width * height * 4;i += 4)
5852                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
5853                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
5854                         Mem_Free(fogpixels);
5855                 }
5856         }
5857
5858         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
5859         //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]);
5860
5861         return skinframe;
5862 }
5863
5864 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
5865 {
5866         int i;
5867         int featuresmask;
5868         skinframe_t *skinframe;
5869
5870         if (cls.state == ca_dedicated)
5871                 return NULL;
5872
5873         // if already loaded just return it, otherwise make a new skinframe
5874         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5875         if (skinframe && skinframe->base)
5876                 return skinframe;
5877
5878         skinframe->stain = NULL;
5879         skinframe->merged = NULL;
5880         skinframe->base = NULL;
5881         skinframe->pants = NULL;
5882         skinframe->shirt = NULL;
5883         skinframe->nmap = NULL;
5884         skinframe->gloss = NULL;
5885         skinframe->glow = NULL;
5886         skinframe->fog = NULL;
5887         skinframe->reflect = NULL;
5888         skinframe->hasalpha = false;
5889
5890         // if no data was provided, then clearly the caller wanted to get a blank skinframe
5891         if (!skindata)
5892                 return NULL;
5893
5894         if (developer_loading.integer)
5895                 Con_Printf("loading quake skin \"%s\"\n", name);
5896
5897         // 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)
5898         skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
5899         memcpy(skinframe->qpixels, skindata, width*height);
5900         skinframe->qwidth = width;
5901         skinframe->qheight = height;
5902
5903         featuresmask = 0;
5904         for (i = 0;i < width * height;i++)
5905                 featuresmask |= palette_featureflags[skindata[i]];
5906
5907         skinframe->hasalpha = false;
5908         skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
5909         skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
5910         skinframe->qgeneratemerged = true;
5911         skinframe->qgeneratebase = skinframe->qhascolormapping;
5912         skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
5913
5914         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
5915         //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]);
5916
5917         return skinframe;
5918 }
5919
5920 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
5921 {
5922         int width;
5923         int height;
5924         unsigned char *skindata;
5925
5926         if (!skinframe->qpixels)
5927                 return;
5928
5929         if (!skinframe->qhascolormapping)
5930                 colormapped = false;
5931
5932         if (colormapped)
5933         {
5934                 if (!skinframe->qgeneratebase)
5935                         return;
5936         }
5937         else
5938         {
5939                 if (!skinframe->qgeneratemerged)
5940                         return;
5941         }
5942
5943         width = skinframe->qwidth;
5944         height = skinframe->qheight;
5945         skindata = skinframe->qpixels;
5946
5947         if (skinframe->qgeneratenmap)
5948         {
5949                 unsigned char *temp1, *temp2;
5950                 skinframe->qgeneratenmap = false;
5951                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
5952                 temp2 = temp1 + width * height * 4;
5953                 // use either a custom palette or the quake palette
5954                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
5955                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
5956                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
5957                 Mem_Free(temp1);
5958         }
5959
5960         if (skinframe->qgenerateglow)
5961         {
5962                 skinframe->qgenerateglow = false;
5963                 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
5964         }
5965
5966         if (colormapped)
5967         {
5968                 skinframe->qgeneratebase = false;
5969                 skinframe->base  = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
5970                 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
5971                 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
5972         }
5973         else
5974         {
5975                 skinframe->qgeneratemerged = false;
5976                 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
5977         }
5978
5979         if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
5980         {
5981                 Mem_Free(skinframe->qpixels);
5982                 skinframe->qpixels = NULL;
5983         }
5984 }
5985
5986 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)
5987 {
5988         int i;
5989         skinframe_t *skinframe;
5990
5991         if (cls.state == ca_dedicated)
5992                 return NULL;
5993
5994         // if already loaded just return it, otherwise make a new skinframe
5995         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
5996         if (skinframe && skinframe->base)
5997                 return skinframe;
5998
5999         skinframe->stain = NULL;
6000         skinframe->merged = NULL;
6001         skinframe->base = NULL;
6002         skinframe->pants = NULL;
6003         skinframe->shirt = NULL;
6004         skinframe->nmap = NULL;
6005         skinframe->gloss = NULL;
6006         skinframe->glow = NULL;
6007         skinframe->fog = NULL;
6008         skinframe->reflect = NULL;
6009         skinframe->hasalpha = false;
6010
6011         // if no data was provided, then clearly the caller wanted to get a blank skinframe
6012         if (!skindata)
6013                 return NULL;
6014
6015         if (developer_loading.integer)
6016                 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6017
6018         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6019         if (textureflags & TEXF_ALPHA)
6020         {
6021                 for (i = 0;i < width * height;i++)
6022                 {
6023                         if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6024                         {
6025                                 skinframe->hasalpha = true;
6026                                 break;
6027                         }
6028                 }
6029                 if (r_loadfog && skinframe->hasalpha)
6030                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6031         }
6032
6033         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6034         //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]);
6035
6036         return skinframe;
6037 }
6038
6039 skinframe_t *R_SkinFrame_LoadMissing(void)
6040 {
6041         skinframe_t *skinframe;
6042
6043         if (cls.state == ca_dedicated)
6044                 return NULL;
6045
6046         skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6047         skinframe->stain = NULL;
6048         skinframe->merged = NULL;
6049         skinframe->base = NULL;
6050         skinframe->pants = NULL;
6051         skinframe->shirt = NULL;
6052         skinframe->nmap = NULL;
6053         skinframe->gloss = NULL;
6054         skinframe->glow = NULL;
6055         skinframe->fog = NULL;
6056         skinframe->reflect = NULL;
6057         skinframe->hasalpha = false;
6058
6059         skinframe->avgcolor[0] = rand() / RAND_MAX;
6060         skinframe->avgcolor[1] = rand() / RAND_MAX;
6061         skinframe->avgcolor[2] = rand() / RAND_MAX;
6062         skinframe->avgcolor[3] = 1;
6063
6064         return skinframe;
6065 }
6066
6067 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6068 typedef struct suffixinfo_s
6069 {
6070         char *suffix;
6071         qboolean flipx, flipy, flipdiagonal;
6072 }
6073 suffixinfo_t;
6074 static suffixinfo_t suffix[3][6] =
6075 {
6076         {
6077                 {"px",   false, false, false},
6078                 {"nx",   false, false, false},
6079                 {"py",   false, false, false},
6080                 {"ny",   false, false, false},
6081                 {"pz",   false, false, false},
6082                 {"nz",   false, false, false}
6083         },
6084         {
6085                 {"posx", false, false, false},
6086                 {"negx", false, false, false},
6087                 {"posy", false, false, false},
6088                 {"negy", false, false, false},
6089                 {"posz", false, false, false},
6090                 {"negz", false, false, false}
6091         },
6092         {
6093                 {"rt",    true, false,  true},
6094                 {"lf",   false,  true,  true},
6095                 {"ft",    true,  true, false},
6096                 {"bk",   false, false, false},
6097                 {"up",    true, false,  true},
6098                 {"dn",    true, false,  true}
6099         }
6100 };
6101
6102 static int componentorder[4] = {0, 1, 2, 3};
6103
6104 rtexture_t *R_LoadCubemap(const char *basename)
6105 {
6106         int i, j, cubemapsize;
6107         unsigned char *cubemappixels, *image_buffer;
6108         rtexture_t *cubemaptexture;
6109         char name[256];
6110         // must start 0 so the first loadimagepixels has no requested width/height
6111         cubemapsize = 0;
6112         cubemappixels = NULL;
6113         cubemaptexture = NULL;
6114         // keep trying different suffix groups (posx, px, rt) until one loads
6115         for (j = 0;j < 3 && !cubemappixels;j++)
6116         {
6117                 // load the 6 images in the suffix group
6118                 for (i = 0;i < 6;i++)
6119                 {
6120                         // generate an image name based on the base and and suffix
6121                         dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6122                         // load it
6123                         if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer, NULL)))
6124                         {
6125                                 // an image loaded, make sure width and height are equal
6126                                 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6127                                 {
6128                                         // if this is the first image to load successfully, allocate the cubemap memory
6129                                         if (!cubemappixels && image_width >= 1)
6130                                         {
6131                                                 cubemapsize = image_width;
6132                                                 // note this clears to black, so unavailable sides are black
6133                                                 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6134                                         }
6135                                         // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6136                                         if (cubemappixels)
6137                                                 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);
6138                                 }
6139                                 else
6140                                         Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6141                                 // free the image
6142                                 Mem_Free(image_buffer);
6143                         }
6144                 }
6145         }
6146         // if a cubemap loaded, upload it
6147         if (cubemappixels)
6148         {
6149                 if (developer_loading.integer)
6150                         Con_Printf("loading cubemap \"%s\"\n", basename);
6151
6152                 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6153                 Mem_Free(cubemappixels);
6154         }
6155         else
6156         {
6157                 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6158                 if (developer_loading.integer)
6159                 {
6160                         Con_Printf("(tried tried images ");
6161                         for (j = 0;j < 3;j++)
6162                                 for (i = 0;i < 6;i++)
6163                                         Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6164                         Con_Print(" and was unable to find any of them).\n");
6165                 }
6166         }
6167         return cubemaptexture;
6168 }
6169
6170 rtexture_t *R_GetCubemap(const char *basename)
6171 {
6172         int i;
6173         for (i = 0;i < r_texture_numcubemaps;i++)
6174                 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6175                         return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6176         if (i >= MAX_CUBEMAPS)
6177                 return r_texture_whitecube;
6178         r_texture_numcubemaps++;
6179         strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6180         r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6181         return r_texture_cubemaps[i].texture;
6182 }
6183
6184 void R_FreeCubemaps(void)
6185 {
6186         int i;
6187         for (i = 0;i < r_texture_numcubemaps;i++)
6188         {
6189                 if (developer_loading.integer)
6190                         Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6191                 if (r_texture_cubemaps[i].texture)
6192                         R_FreeTexture(r_texture_cubemaps[i].texture);
6193         }
6194         r_texture_numcubemaps = 0;
6195 }
6196
6197 void R_Main_FreeViewCache(void)
6198 {
6199         if (r_refdef.viewcache.entityvisible)
6200                 Mem_Free(r_refdef.viewcache.entityvisible);
6201         if (r_refdef.viewcache.world_pvsbits)
6202                 Mem_Free(r_refdef.viewcache.world_pvsbits);
6203         if (r_refdef.viewcache.world_leafvisible)
6204                 Mem_Free(r_refdef.viewcache.world_leafvisible);
6205         if (r_refdef.viewcache.world_surfacevisible)
6206                 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6207         memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6208 }
6209
6210 void R_Main_ResizeViewCache(void)
6211 {
6212         int numentities = r_refdef.scene.numentities;
6213         int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6214         int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6215         int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6216         int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6217         if (r_refdef.viewcache.maxentities < numentities)
6218         {
6219                 r_refdef.viewcache.maxentities = numentities;
6220                 if (r_refdef.viewcache.entityvisible)
6221                         Mem_Free(r_refdef.viewcache.entityvisible);
6222                 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6223         }
6224         if (r_refdef.viewcache.world_numclusters != numclusters)
6225         {
6226                 r_refdef.viewcache.world_numclusters = numclusters;
6227                 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6228                 if (r_refdef.viewcache.world_pvsbits)
6229                         Mem_Free(r_refdef.viewcache.world_pvsbits);
6230                 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6231         }
6232         if (r_refdef.viewcache.world_numleafs != numleafs)
6233         {
6234                 r_refdef.viewcache.world_numleafs = numleafs;
6235                 if (r_refdef.viewcache.world_leafvisible)
6236                         Mem_Free(r_refdef.viewcache.world_leafvisible);
6237                 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6238         }
6239         if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6240         {
6241                 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6242                 if (r_refdef.viewcache.world_surfacevisible)
6243                         Mem_Free(r_refdef.viewcache.world_surfacevisible);
6244                 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
6245         }
6246 }
6247
6248 extern rtexture_t *loadingscreentexture;
6249 void gl_main_start(void)
6250 {
6251         loadingscreentexture = NULL;
6252         r_texture_blanknormalmap = NULL;
6253         r_texture_white = NULL;
6254         r_texture_grey128 = NULL;
6255         r_texture_black = NULL;
6256         r_texture_whitecube = NULL;
6257         r_texture_normalizationcube = NULL;
6258         r_texture_fogattenuation = NULL;
6259         r_texture_fogheighttexture = NULL;
6260         r_texture_gammaramps = NULL;
6261         r_texture_numcubemaps = 0;
6262
6263         r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
6264         r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
6265
6266         switch(vid.renderpath)
6267         {
6268         case RENDERPATH_GL20:
6269         case RENDERPATH_CGGL:
6270                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6271                 Cvar_SetValueQuick(&gl_combine, 1);
6272                 Cvar_SetValueQuick(&r_glsl, 1);
6273                 r_loadnormalmap = true;
6274                 r_loadgloss = true;
6275                 r_loadfog = false;
6276                 break;
6277         case RENDERPATH_GL13:
6278                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6279                 Cvar_SetValueQuick(&gl_combine, 1);
6280                 Cvar_SetValueQuick(&r_glsl, 0);
6281                 r_loadnormalmap = false;
6282                 r_loadgloss = false;
6283                 r_loadfog = true;
6284                 break;
6285         case RENDERPATH_GL11:
6286                 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
6287                 Cvar_SetValueQuick(&gl_combine, 0);
6288                 Cvar_SetValueQuick(&r_glsl, 0);
6289                 r_loadnormalmap = false;
6290                 r_loadgloss = false;
6291                 r_loadfog = true;
6292                 break;
6293         }
6294
6295         R_AnimCache_Free();
6296         R_FrameData_Reset();
6297
6298         r_numqueries = 0;
6299         r_maxqueries = 0;
6300         memset(r_queries, 0, sizeof(r_queries));
6301
6302         r_qwskincache = NULL;
6303         r_qwskincache_size = 0;
6304
6305         // set up r_skinframe loading system for textures
6306         memset(&r_skinframe, 0, sizeof(r_skinframe));
6307         r_skinframe.loadsequence = 1;
6308         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
6309
6310         r_main_texturepool = R_AllocTexturePool();
6311         R_BuildBlankTextures();
6312         R_BuildNoTexture();
6313         if (vid.support.arb_texture_cube_map)
6314         {
6315                 R_BuildWhiteCube();
6316                 R_BuildNormalizationCube();
6317         }
6318         r_texture_fogattenuation = NULL;
6319         r_texture_fogheighttexture = NULL;
6320         r_texture_gammaramps = NULL;
6321         //r_texture_fogintensity = NULL;
6322         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6323         memset(&r_waterstate, 0, sizeof(r_waterstate));
6324         r_glsl_permutation = NULL;
6325         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6326         Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
6327         glslshaderstring = NULL;
6328 #ifdef SUPPORTCG
6329         r_cg_permutation = NULL;
6330         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6331         Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
6332         cgshaderstring = NULL;
6333 #endif
6334         memset(&r_svbsp, 0, sizeof (r_svbsp));
6335
6336         r_refdef.fogmasktable_density = 0;
6337 }
6338
6339 void gl_main_shutdown(void)
6340 {
6341         R_AnimCache_Free();
6342         R_FrameData_Reset();
6343
6344         R_Main_FreeViewCache();
6345
6346         if (r_maxqueries)
6347                 qglDeleteQueriesARB(r_maxqueries, r_queries);
6348
6349         r_numqueries = 0;
6350         r_maxqueries = 0;
6351         memset(r_queries, 0, sizeof(r_queries));
6352
6353         r_qwskincache = NULL;
6354         r_qwskincache_size = 0;
6355
6356         // clear out the r_skinframe state
6357         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
6358         memset(&r_skinframe, 0, sizeof(r_skinframe));
6359
6360         if (r_svbsp.nodes)
6361                 Mem_Free(r_svbsp.nodes);
6362         memset(&r_svbsp, 0, sizeof (r_svbsp));
6363         R_FreeTexturePool(&r_main_texturepool);
6364         loadingscreentexture = NULL;
6365         r_texture_blanknormalmap = NULL;
6366         r_texture_white = NULL;
6367         r_texture_grey128 = NULL;
6368         r_texture_black = NULL;
6369         r_texture_whitecube = NULL;
6370         r_texture_normalizationcube = NULL;
6371         r_texture_fogattenuation = NULL;
6372         r_texture_fogheighttexture = NULL;
6373         r_texture_gammaramps = NULL;
6374         r_texture_numcubemaps = 0;
6375         //r_texture_fogintensity = NULL;
6376         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
6377         memset(&r_waterstate, 0, sizeof(r_waterstate));
6378         r_glsl_permutation = NULL;
6379         memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
6380         glslshaderstring = NULL;
6381 #ifdef SUPPORTCG
6382         r_cg_permutation = NULL;
6383         memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
6384         cgshaderstring = NULL;
6385 #endif
6386         R_GLSL_Restart_f();
6387 }
6388
6389 extern void CL_ParseEntityLump(char *entitystring);
6390 void gl_main_newmap(void)
6391 {
6392         // FIXME: move this code to client
6393         char *entities, entname[MAX_QPATH];
6394         if (r_qwskincache)
6395                 Mem_Free(r_qwskincache);
6396         r_qwskincache = NULL;
6397         r_qwskincache_size = 0;
6398         if (cl.worldmodel)
6399         {
6400                 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
6401                 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
6402                 {
6403                         CL_ParseEntityLump(entities);
6404                         Mem_Free(entities);
6405                         return;
6406                 }
6407                 if (cl.worldmodel->brush.entities)
6408                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
6409         }
6410         R_Main_FreeViewCache();
6411
6412         R_FrameData_Reset();
6413 }
6414
6415 void GL_Main_Init(void)
6416 {
6417         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
6418
6419         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
6420         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
6421         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
6422         if (gamemode == GAME_NEHAHRA)
6423         {
6424                 Cvar_RegisterVariable (&gl_fogenable);
6425                 Cvar_RegisterVariable (&gl_fogdensity);
6426                 Cvar_RegisterVariable (&gl_fogred);
6427                 Cvar_RegisterVariable (&gl_foggreen);
6428                 Cvar_RegisterVariable (&gl_fogblue);
6429                 Cvar_RegisterVariable (&gl_fogstart);
6430                 Cvar_RegisterVariable (&gl_fogend);
6431                 Cvar_RegisterVariable (&gl_skyclip);
6432         }
6433         Cvar_RegisterVariable(&r_motionblur);
6434         Cvar_RegisterVariable(&r_motionblur_maxblur);
6435         Cvar_RegisterVariable(&r_motionblur_bmin);
6436         Cvar_RegisterVariable(&r_motionblur_vmin);
6437         Cvar_RegisterVariable(&r_motionblur_vmax);
6438         Cvar_RegisterVariable(&r_motionblur_vcoeff);
6439         Cvar_RegisterVariable(&r_motionblur_randomize);
6440         Cvar_RegisterVariable(&r_damageblur);
6441         Cvar_RegisterVariable(&r_equalize_entities_fullbright);
6442         Cvar_RegisterVariable(&r_equalize_entities_minambient);
6443         Cvar_RegisterVariable(&r_equalize_entities_by);
6444         Cvar_RegisterVariable(&r_equalize_entities_to);
6445         Cvar_RegisterVariable(&r_depthfirst);
6446         Cvar_RegisterVariable(&r_useinfinitefarclip);
6447         Cvar_RegisterVariable(&r_farclip_base);
6448         Cvar_RegisterVariable(&r_farclip_world);
6449         Cvar_RegisterVariable(&r_nearclip);
6450         Cvar_RegisterVariable(&r_showbboxes);
6451         Cvar_RegisterVariable(&r_showsurfaces);
6452         Cvar_RegisterVariable(&r_showtris);
6453         Cvar_RegisterVariable(&r_shownormals);
6454         Cvar_RegisterVariable(&r_showlighting);
6455         Cvar_RegisterVariable(&r_showshadowvolumes);
6456         Cvar_RegisterVariable(&r_showcollisionbrushes);
6457         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
6458         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
6459         Cvar_RegisterVariable(&r_showdisabledepthtest);
6460         Cvar_RegisterVariable(&r_drawportals);
6461         Cvar_RegisterVariable(&r_drawentities);
6462         Cvar_RegisterVariable(&r_draw2d);
6463         Cvar_RegisterVariable(&r_drawworld);
6464         Cvar_RegisterVariable(&r_cullentities_trace);
6465         Cvar_RegisterVariable(&r_cullentities_trace_samples);
6466         Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
6467         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
6468         Cvar_RegisterVariable(&r_cullentities_trace_delay);
6469         Cvar_RegisterVariable(&r_drawviewmodel);
6470         Cvar_RegisterVariable(&r_drawexteriormodel);
6471         Cvar_RegisterVariable(&r_speeds);
6472         Cvar_RegisterVariable(&r_fullbrights);
6473         Cvar_RegisterVariable(&r_wateralpha);
6474         Cvar_RegisterVariable(&r_dynamic);
6475         Cvar_RegisterVariable(&r_fullbright);
6476         Cvar_RegisterVariable(&r_shadows);
6477         Cvar_RegisterVariable(&r_shadows_darken);
6478         Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
6479         Cvar_RegisterVariable(&r_shadows_castfrombmodels);
6480         Cvar_RegisterVariable(&r_shadows_throwdistance);
6481         Cvar_RegisterVariable(&r_shadows_throwdirection);
6482         Cvar_RegisterVariable(&r_shadows_focus);
6483         Cvar_RegisterVariable(&r_shadows_shadowmapscale);
6484         Cvar_RegisterVariable(&r_q1bsp_skymasking);
6485         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
6486         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
6487         Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
6488         Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
6489         Cvar_RegisterVariable(&r_fog_exp2);
6490         Cvar_RegisterVariable(&r_drawfog);
6491         Cvar_RegisterVariable(&r_transparentdepthmasking);
6492         Cvar_RegisterVariable(&r_texture_dds_load);
6493         Cvar_RegisterVariable(&r_texture_dds_save);
6494         Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
6495         Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
6496         Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
6497         Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
6498         Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
6499         Cvar_RegisterVariable(&r_textureunits);
6500         Cvar_RegisterVariable(&gl_combine);
6501         Cvar_RegisterVariable(&r_glsl);
6502         Cvar_RegisterVariable(&r_glsl_deluxemapping);
6503         Cvar_RegisterVariable(&r_glsl_offsetmapping);
6504         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
6505         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
6506         Cvar_RegisterVariable(&r_glsl_postprocess);
6507         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
6508         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
6509         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
6510         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
6511         Cvar_RegisterVariable(&r_water);
6512         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
6513         Cvar_RegisterVariable(&r_water_clippingplanebias);
6514         Cvar_RegisterVariable(&r_water_refractdistort);
6515         Cvar_RegisterVariable(&r_water_reflectdistort);
6516         Cvar_RegisterVariable(&r_lerpsprites);
6517         Cvar_RegisterVariable(&r_lerpmodels);
6518         Cvar_RegisterVariable(&r_lerplightstyles);
6519         Cvar_RegisterVariable(&r_waterscroll);
6520         Cvar_RegisterVariable(&r_bloom);
6521         Cvar_RegisterVariable(&r_bloom_colorscale);
6522         Cvar_RegisterVariable(&r_bloom_brighten);
6523         Cvar_RegisterVariable(&r_bloom_blur);
6524         Cvar_RegisterVariable(&r_bloom_resolution);
6525         Cvar_RegisterVariable(&r_bloom_colorexponent);
6526         Cvar_RegisterVariable(&r_bloom_colorsubtract);
6527         Cvar_RegisterVariable(&r_hdr);
6528         Cvar_RegisterVariable(&r_hdr_scenebrightness);
6529         Cvar_RegisterVariable(&r_hdr_glowintensity);
6530         Cvar_RegisterVariable(&r_hdr_range);
6531         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
6532         Cvar_RegisterVariable(&developer_texturelogging);
6533         Cvar_RegisterVariable(&gl_lightmaps);
6534         Cvar_RegisterVariable(&r_test);
6535         Cvar_RegisterVariable(&r_batchmode);
6536         Cvar_RegisterVariable(&r_glsl_saturation);
6537         Cvar_RegisterVariable(&r_framedatasize);
6538         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
6539                 Cvar_SetValue("r_fullbrights", 0);
6540         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
6541
6542         Cvar_RegisterVariable(&r_track_sprites);
6543         Cvar_RegisterVariable(&r_track_sprites_flags);
6544         Cvar_RegisterVariable(&r_track_sprites_scalew);
6545         Cvar_RegisterVariable(&r_track_sprites_scaleh);
6546         Cvar_RegisterVariable(&r_overheadsprites_perspective);
6547         Cvar_RegisterVariable(&r_overheadsprites_pushback);
6548 }
6549
6550 extern void R_Textures_Init(void);
6551 extern void GL_Draw_Init(void);
6552 extern void GL_Main_Init(void);
6553 extern void R_Shadow_Init(void);
6554 extern void R_Sky_Init(void);
6555 extern void GL_Surf_Init(void);
6556 extern void R_Particles_Init(void);
6557 extern void R_Explosion_Init(void);
6558 extern void gl_backend_init(void);
6559 extern void Sbar_Init(void);
6560 extern void R_LightningBeams_Init(void);
6561 extern void Mod_RenderInit(void);
6562 extern void Font_Init(void);
6563
6564 void Render_Init(void)
6565 {
6566         gl_backend_init();
6567         R_Textures_Init();
6568         GL_Main_Init();
6569         Font_Init();
6570         GL_Draw_Init();
6571         R_Shadow_Init();
6572         R_Sky_Init();
6573         GL_Surf_Init();
6574         Sbar_Init();
6575         R_Particles_Init();
6576         R_Explosion_Init();
6577         R_LightningBeams_Init();
6578         Mod_RenderInit();
6579 }
6580
6581 /*
6582 ===============
6583 GL_Init
6584 ===============
6585 */
6586 extern char *ENGINE_EXTENSIONS;
6587 void GL_Init (void)
6588 {
6589         gl_renderer = (const char *)qglGetString(GL_RENDERER);
6590         gl_vendor = (const char *)qglGetString(GL_VENDOR);
6591         gl_version = (const char *)qglGetString(GL_VERSION);
6592         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
6593
6594         if (!gl_extensions)
6595                 gl_extensions = "";
6596         if (!gl_platformextensions)
6597                 gl_platformextensions = "";
6598
6599         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
6600         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
6601         Con_Printf("GL_VERSION: %s\n", gl_version);
6602         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
6603         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
6604
6605         VID_CheckExtensions();
6606
6607         // LordHavoc: report supported extensions
6608         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
6609
6610         // clear to black (loading plaque will be seen over this)
6611         CHECKGLERROR
6612         qglClearColor(0,0,0,1);CHECKGLERROR
6613         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
6614 }
6615
6616 int R_CullBox(const vec3_t mins, const vec3_t maxs)
6617 {
6618         int i;
6619         mplane_t *p;
6620         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
6621         {
6622                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
6623                 if (i == 4)
6624                         continue;
6625                 p = r_refdef.view.frustum + i;
6626                 switch(p->signbits)
6627                 {
6628                 default:
6629                 case 0:
6630                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6631                                 return true;
6632                         break;
6633                 case 1:
6634                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6635                                 return true;
6636                         break;
6637                 case 2:
6638                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6639                                 return true;
6640                         break;
6641                 case 3:
6642                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6643                                 return true;
6644                         break;
6645                 case 4:
6646                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6647                                 return true;
6648                         break;
6649                 case 5:
6650                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6651                                 return true;
6652                         break;
6653                 case 6:
6654                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6655                                 return true;
6656                         break;
6657                 case 7:
6658                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6659                                 return true;
6660                         break;
6661                 }
6662         }
6663         return false;
6664 }
6665
6666 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
6667 {
6668         int i;
6669         const mplane_t *p;
6670         for (i = 0;i < numplanes;i++)
6671         {
6672                 p = planes + i;
6673                 switch(p->signbits)
6674                 {
6675                 default:
6676                 case 0:
6677                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6678                                 return true;
6679                         break;
6680                 case 1:
6681                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
6682                                 return true;
6683                         break;
6684                 case 2:
6685                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6686                                 return true;
6687                         break;
6688                 case 3:
6689                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
6690                                 return true;
6691                         break;
6692                 case 4:
6693                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6694                                 return true;
6695                         break;
6696                 case 5:
6697                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
6698                                 return true;
6699                         break;
6700                 case 6:
6701                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6702                                 return true;
6703                         break;
6704                 case 7:
6705                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
6706                                 return true;
6707                         break;
6708                 }
6709         }
6710         return false;
6711 }
6712
6713 //==================================================================================
6714
6715 // LordHavoc: this stores temporary data used within the same frame
6716
6717 qboolean r_framedata_failed;
6718 static size_t r_framedata_size;
6719 static size_t r_framedata_current;
6720 static void *r_framedata_base;
6721
6722 void R_FrameData_Reset(void)
6723 {
6724         if (r_framedata_base)
6725                 Mem_Free(r_framedata_base);
6726         r_framedata_base = NULL;
6727         r_framedata_size = 0;
6728         r_framedata_current = 0;
6729         r_framedata_failed = false;
6730 }
6731
6732 void R_FrameData_NewFrame(void)
6733 {
6734         size_t wantedsize;
6735         if (r_framedata_failed)
6736                 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
6737         wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
6738         wantedsize = bound(65536, wantedsize, 128*1024*1024);
6739         if (r_framedata_size != wantedsize)
6740         {
6741                 r_framedata_size = wantedsize;
6742                 if (r_framedata_base)
6743                         Mem_Free(r_framedata_base);
6744                 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
6745         }
6746         r_framedata_current = 0;
6747         r_framedata_failed = false;
6748 }
6749
6750 void *R_FrameData_Alloc(size_t size)
6751 {
6752         void *data;
6753
6754         // align to 16 byte boundary
6755         size = (size + 15) & ~15;
6756         data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
6757         r_framedata_current += size;
6758
6759         // check overflow
6760         if (r_framedata_current > r_framedata_size)
6761                 r_framedata_failed = true;
6762
6763         // return NULL on everything after a failure
6764         if (r_framedata_failed)
6765                 return NULL;
6766
6767         return data;
6768 }
6769
6770 void *R_FrameData_Store(size_t size, void *data)
6771 {
6772         void *d = R_FrameData_Alloc(size);
6773         if (d)
6774                 memcpy(d, data, size);
6775         return d;
6776 }
6777
6778 //==================================================================================
6779
6780 // LordHavoc: animcache originally written by Echon, rewritten since then
6781
6782 /**
6783  * Animation cache prevents re-generating mesh data for an animated model
6784  * multiple times in one frame for lighting, shadowing, reflections, etc.
6785  */
6786
6787 void R_AnimCache_Free(void)
6788 {
6789 }
6790
6791 void R_AnimCache_ClearCache(void)
6792 {
6793         int i;
6794         entity_render_t *ent;
6795
6796         for (i = 0;i < r_refdef.scene.numentities;i++)
6797         {
6798                 ent = r_refdef.scene.entities[i];
6799                 ent->animcache_vertex3f = NULL;
6800                 ent->animcache_normal3f = NULL;
6801                 ent->animcache_svector3f = NULL;
6802                 ent->animcache_tvector3f = NULL;
6803         }
6804 }
6805
6806 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6807 {
6808         dp_model_t *model = ent->model;
6809         int numvertices;
6810         // see if it's already cached this frame
6811         if (ent->animcache_vertex3f)
6812         {
6813                 // add normals/tangents if needed
6814                 if (wantnormals || wanttangents)
6815                 {
6816                         if (ent->animcache_normal3f)
6817                                 wantnormals = false;
6818                         if (ent->animcache_svector3f)
6819                                 wanttangents = false;
6820                         if (wantnormals || wanttangents)
6821                         {
6822                                 numvertices = model->surfmesh.num_vertices;
6823                                 if (wantnormals)
6824                                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6825                                 if (wanttangents)
6826                                 {
6827                                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6828                                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6829                                 }
6830                                 if (!r_framedata_failed)
6831                                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
6832                         }
6833                 }
6834         }
6835         else
6836         {
6837                 // see if this ent is worth caching
6838                 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
6839                         return false;
6840                 // get some memory for this entity and generate mesh data
6841                 numvertices = model->surfmesh.num_vertices;
6842                 ent->animcache_vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6843                 if (wantnormals)
6844                         ent->animcache_normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6845                 if (wanttangents)
6846                 {
6847                         ent->animcache_svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6848                         ent->animcache_tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
6849                 }
6850                 if (!r_framedata_failed)
6851                         model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
6852         }
6853         return !r_framedata_failed;
6854 }
6855
6856 void R_AnimCache_CacheVisibleEntities(void)
6857 {
6858         int i;
6859         qboolean wantnormals = !r_showsurfaces.integer;
6860         qboolean wanttangents = !r_showsurfaces.integer;
6861
6862         switch(vid.renderpath)
6863         {
6864         case RENDERPATH_GL20:
6865         case RENDERPATH_CGGL:
6866                 break;
6867         case RENDERPATH_GL13:
6868         case RENDERPATH_GL11:
6869                 wanttangents = false;
6870                 break;
6871         }
6872
6873         // TODO: thread this
6874         // NOTE: R_PrepareRTLights() also caches entities
6875
6876         for (i = 0;i < r_refdef.scene.numentities;i++)
6877                 if (r_refdef.viewcache.entityvisible[i])
6878                         R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
6879 }
6880
6881 //==================================================================================
6882
6883 static void R_View_UpdateEntityLighting (void)
6884 {
6885         int i;
6886         entity_render_t *ent;
6887         vec3_t tempdiffusenormal, avg;
6888         vec_t f, fa, fd, fdd;
6889         qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
6890
6891         for (i = 0;i < r_refdef.scene.numentities;i++)
6892         {
6893                 ent = r_refdef.scene.entities[i];
6894
6895                 // skip unseen models
6896                 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
6897                         continue;
6898
6899                 // skip bsp models
6900                 if (ent->model && ent->model->brush.num_leafs)
6901                 {
6902                         // TODO: use modellight for r_ambient settings on world?
6903                         VectorSet(ent->modellight_ambient, 0, 0, 0);
6904                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
6905                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
6906                         continue;
6907                 }
6908
6909                 // fetch the lighting from the worldmodel data
6910                 VectorClear(ent->modellight_ambient);
6911                 VectorClear(ent->modellight_diffuse);
6912                 VectorClear(tempdiffusenormal);
6913                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
6914                 {
6915                         vec3_t org;
6916                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6917                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
6918                         if(ent->flags & RENDER_EQUALIZE)
6919                         {
6920                                 // first fix up ambient lighting...
6921                                 if(r_equalize_entities_minambient.value > 0)
6922                                 {
6923                                         fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
6924                                         if(fd > 0)
6925                                         {
6926                                                 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
6927                                                 if(fa < r_equalize_entities_minambient.value * fd)
6928                                                 {
6929                                                         // solve:
6930                                                         //   fa'/fd' = minambient
6931                                                         //   fa'+0.25*fd' = fa+0.25*fd
6932                                                         //   ...
6933                                                         //   fa' = fd' * minambient
6934                                                         //   fd'*(0.25+minambient) = fa+0.25*fd
6935                                                         //   ...
6936                                                         //   fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
6937                                                         //   fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
6938                                                         //   ...
6939                                                         fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
6940                                                         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
6941                                                         VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
6942                                                         VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6943                                                 }
6944                                         }
6945                                 }
6946
6947                                 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
6948                                 {
6949                                         VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
6950                                         f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
6951                                         if(f > 0)
6952                                         {
6953                                                 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
6954                                                 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
6955                                                 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
6956                                         }
6957                                 }
6958                         }
6959                 }
6960                 else // highly rare
6961                         VectorSet(ent->modellight_ambient, 1, 1, 1);
6962
6963                 // move the light direction into modelspace coordinates for lighting code
6964                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
6965                 if(VectorLength2(ent->modellight_lightdir) == 0)
6966                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
6967                 VectorNormalize(ent->modellight_lightdir);
6968         }
6969 }
6970
6971 #define MAX_LINEOFSIGHTTRACES 64
6972
6973 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
6974 {
6975         int i;
6976         vec3_t boxmins, boxmaxs;
6977         vec3_t start;
6978         vec3_t end;
6979         dp_model_t *model = r_refdef.scene.worldmodel;
6980
6981         if (!model || !model->brush.TraceLineOfSight)
6982                 return true;
6983
6984         // expand the box a little
6985         boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
6986         boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
6987         boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
6988         boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
6989         boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
6990         boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
6991
6992         // return true if eye is inside enlarged box
6993         if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
6994                 return true;
6995
6996         // try center
6997         VectorCopy(eye, start);
6998         VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
6999         if (model->brush.TraceLineOfSight(model, start, end))
7000                 return true;
7001
7002         // try various random positions
7003         for (i = 0;i < numsamples;i++)
7004         {
7005                 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7006                 if (model->brush.TraceLineOfSight(model, start, end))
7007                         return true;
7008         }
7009
7010         return false;
7011 }
7012
7013
7014 static void R_View_UpdateEntityVisible (void)
7015 {
7016         int i;
7017         int renderimask;
7018         int samples;
7019         entity_render_t *ent;
7020
7021         renderimask = r_refdef.envmap                                    ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7022                 : r_waterstate.renderingrefraction                       ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7023                 : (chase_active.integer || r_waterstate.renderingscene)  ? RENDER_VIEWMODEL
7024                 :                                                          RENDER_EXTERIORMODEL;
7025         if (!r_drawviewmodel.integer)
7026                 renderimask |= RENDER_VIEWMODEL;
7027         if (!r_drawexteriormodel.integer)
7028                 renderimask |= RENDER_EXTERIORMODEL;
7029         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7030         {
7031                 // worldmodel can check visibility
7032                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7033                 for (i = 0;i < r_refdef.scene.numentities;i++)
7034                 {
7035                         ent = r_refdef.scene.entities[i];
7036                         if (!(ent->flags & renderimask))
7037                         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)))
7038                         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))
7039                                 r_refdef.viewcache.entityvisible[i] = true;
7040                 }
7041                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7042                         // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7043                 {
7044                         for (i = 0;i < r_refdef.scene.numentities;i++)
7045                         {
7046                                 ent = r_refdef.scene.entities[i];
7047                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7048                                 {
7049                                         samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7050                                         if (samples < 0)
7051                                                 continue; // temp entities do pvs only
7052                                         if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7053                                                 ent->last_trace_visibility = realtime;
7054                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7055                                                 r_refdef.viewcache.entityvisible[i] = 0;
7056                                 }
7057                         }
7058                 }
7059         }
7060         else
7061         {
7062                 // no worldmodel or it can't check visibility
7063                 for (i = 0;i < r_refdef.scene.numentities;i++)
7064                 {
7065                         ent = r_refdef.scene.entities[i];
7066                         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));
7067                 }
7068         }
7069 }
7070
7071 /// only used if skyrendermasked, and normally returns false
7072 int R_DrawBrushModelsSky (void)
7073 {
7074         int i, sky;
7075         entity_render_t *ent;
7076
7077         sky = false;
7078         for (i = 0;i < r_refdef.scene.numentities;i++)
7079         {
7080                 if (!r_refdef.viewcache.entityvisible[i])
7081                         continue;
7082                 ent = r_refdef.scene.entities[i];
7083                 if (!ent->model || !ent->model->DrawSky)
7084                         continue;
7085                 ent->model->DrawSky(ent);
7086                 sky = true;
7087         }
7088         return sky;
7089 }
7090
7091 static void R_DrawNoModel(entity_render_t *ent);
7092 static void R_DrawModels(void)
7093 {
7094         int i;
7095         entity_render_t *ent;
7096
7097         for (i = 0;i < r_refdef.scene.numentities;i++)
7098         {
7099                 if (!r_refdef.viewcache.entityvisible[i])
7100                         continue;
7101                 ent = r_refdef.scene.entities[i];
7102                 r_refdef.stats.entities++;
7103                 if (ent->model && ent->model->Draw != NULL)
7104                         ent->model->Draw(ent);
7105                 else
7106                         R_DrawNoModel(ent);
7107         }
7108 }
7109
7110 static void R_DrawModelsDepth(void)
7111 {
7112         int i;
7113         entity_render_t *ent;
7114
7115         for (i = 0;i < r_refdef.scene.numentities;i++)
7116         {
7117                 if (!r_refdef.viewcache.entityvisible[i])
7118                         continue;
7119                 ent = r_refdef.scene.entities[i];
7120                 if (ent->model && ent->model->DrawDepth != NULL)
7121                         ent->model->DrawDepth(ent);
7122         }
7123 }
7124
7125 static void R_DrawModelsDebug(void)
7126 {
7127         int i;
7128         entity_render_t *ent;
7129
7130         for (i = 0;i < r_refdef.scene.numentities;i++)
7131         {
7132                 if (!r_refdef.viewcache.entityvisible[i])
7133                         continue;
7134                 ent = r_refdef.scene.entities[i];
7135                 if (ent->model && ent->model->DrawDebug != NULL)
7136                         ent->model->DrawDebug(ent);
7137         }
7138 }
7139
7140 static void R_DrawModelsAddWaterPlanes(void)
7141 {
7142         int i;
7143         entity_render_t *ent;
7144
7145         for (i = 0;i < r_refdef.scene.numentities;i++)
7146         {
7147                 if (!r_refdef.viewcache.entityvisible[i])
7148                         continue;
7149                 ent = r_refdef.scene.entities[i];
7150                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
7151                         ent->model->DrawAddWaterPlanes(ent);
7152         }
7153 }
7154
7155 static void R_View_SetFrustum(void)
7156 {
7157         int i;
7158         double slopex, slopey;
7159         vec3_t forward, left, up, origin;
7160
7161         // we can't trust r_refdef.view.forward and friends in reflected scenes
7162         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
7163
7164 #if 0
7165         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
7166         r_refdef.view.frustum[0].normal[1] = 0 - 0;
7167         r_refdef.view.frustum[0].normal[2] = -1 - 0;
7168         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
7169         r_refdef.view.frustum[1].normal[1] = 0 + 0;
7170         r_refdef.view.frustum[1].normal[2] = -1 + 0;
7171         r_refdef.view.frustum[2].normal[0] = 0 - 0;
7172         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
7173         r_refdef.view.frustum[2].normal[2] = -1 - 0;
7174         r_refdef.view.frustum[3].normal[0] = 0 + 0;
7175         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
7176         r_refdef.view.frustum[3].normal[2] = -1 + 0;
7177 #endif
7178
7179 #if 0
7180         zNear = r_refdef.nearclip;
7181         nudge = 1.0 - 1.0 / (1<<23);
7182         r_refdef.view.frustum[4].normal[0] = 0 - 0;
7183         r_refdef.view.frustum[4].normal[1] = 0 - 0;
7184         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
7185         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
7186         r_refdef.view.frustum[5].normal[0] = 0 + 0;
7187         r_refdef.view.frustum[5].normal[1] = 0 + 0;
7188         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
7189         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
7190 #endif
7191
7192
7193
7194 #if 0
7195         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
7196         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
7197         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
7198         r_refdef.view.frustum[0].dist = m[15] - m[12];
7199
7200         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
7201         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
7202         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
7203         r_refdef.view.frustum[1].dist = m[15] + m[12];
7204
7205         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
7206         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
7207         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
7208         r_refdef.view.frustum[2].dist = m[15] - m[13];
7209
7210         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
7211         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
7212         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
7213         r_refdef.view.frustum[3].dist = m[15] + m[13];
7214
7215         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
7216         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
7217         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
7218         r_refdef.view.frustum[4].dist = m[15] - m[14];
7219
7220         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
7221         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
7222         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
7223         r_refdef.view.frustum[5].dist = m[15] + m[14];
7224 #endif
7225
7226         if (r_refdef.view.useperspective)
7227         {
7228                 slopex = 1.0 / r_refdef.view.frustum_x;
7229                 slopey = 1.0 / r_refdef.view.frustum_y;
7230                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
7231                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
7232                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
7233                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
7234                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7235
7236                 // Leaving those out was a mistake, those were in the old code, and they
7237                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
7238                 // I couldn't reproduce it after adding those normalizations. --blub
7239                 VectorNormalize(r_refdef.view.frustum[0].normal);
7240                 VectorNormalize(r_refdef.view.frustum[1].normal);
7241                 VectorNormalize(r_refdef.view.frustum[2].normal);
7242                 VectorNormalize(r_refdef.view.frustum[3].normal);
7243
7244                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
7245                 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]);
7246                 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]);
7247                 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]);
7248                 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]);
7249
7250                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
7251                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
7252                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
7253                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
7254                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7255         }
7256         else
7257         {
7258                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
7259                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
7260                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
7261                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
7262                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
7263                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
7264                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
7265                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
7266                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
7267                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
7268         }
7269         r_refdef.view.numfrustumplanes = 5;
7270
7271         if (r_refdef.view.useclipplane)
7272         {
7273                 r_refdef.view.numfrustumplanes = 6;
7274                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
7275         }
7276
7277         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7278                 PlaneClassify(r_refdef.view.frustum + i);
7279
7280         // LordHavoc: note to all quake engine coders, Quake had a special case
7281         // for 90 degrees which assumed a square view (wrong), so I removed it,
7282         // Quake2 has it disabled as well.
7283
7284         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
7285         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
7286         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
7287         //PlaneClassify(&frustum[0]);
7288
7289         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
7290         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
7291         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
7292         //PlaneClassify(&frustum[1]);
7293
7294         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
7295         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
7296         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
7297         //PlaneClassify(&frustum[2]);
7298
7299         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
7300         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
7301         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
7302         //PlaneClassify(&frustum[3]);
7303
7304         // nearclip plane
7305         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
7306         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
7307         //PlaneClassify(&frustum[4]);
7308 }
7309
7310 void R_View_Update(void)
7311 {
7312         R_Main_ResizeViewCache();
7313         R_View_SetFrustum();
7314         R_View_WorldVisibility(r_refdef.view.useclipplane);
7315         R_View_UpdateEntityVisible();
7316         R_View_UpdateEntityLighting();
7317 }
7318
7319 void R_SetupView(qboolean allowwaterclippingplane)
7320 {
7321         const float *customclipplane = NULL;
7322         float plane[4];
7323         if (r_refdef.view.useclipplane && allowwaterclippingplane)
7324         {
7325                 // LordHavoc: couldn't figure out how to make this approach the
7326                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
7327                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
7328                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
7329                         dist = r_refdef.view.clipplane.dist;
7330                 plane[0] = r_refdef.view.clipplane.normal[0];
7331                 plane[1] = r_refdef.view.clipplane.normal[1];
7332                 plane[2] = r_refdef.view.clipplane.normal[2];
7333                 plane[3] = dist;
7334                 customclipplane = plane;
7335         }
7336
7337         if (!r_refdef.view.useperspective)
7338                 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);
7339         else if (vid.stencil && r_useinfinitefarclip.integer)
7340                 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);
7341         else
7342                 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);
7343         R_SetViewport(&r_refdef.view.viewport);
7344 }
7345
7346 void R_EntityMatrix(const matrix4x4_t *matrix)
7347 {
7348         if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
7349         {
7350                 gl_modelmatrixchanged = false;
7351                 gl_modelmatrix = *matrix;
7352                 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
7353                 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
7354                 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
7355                 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
7356                 CHECKGLERROR
7357                 switch(vid.renderpath)
7358                 {
7359                 case RENDERPATH_GL20:
7360                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
7361                         if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
7362                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7363                         break;
7364                 case RENDERPATH_CGGL:
7365 #ifdef SUPPORTCG
7366                         CHECKCGERROR
7367                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
7368                         if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
7369                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7370 #endif
7371                         break;
7372                 case RENDERPATH_GL13:
7373                 case RENDERPATH_GL11:
7374                         qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
7375                         break;
7376                 }
7377         }
7378 }
7379
7380 void R_ResetViewRendering2D(void)
7381 {
7382         r_viewport_t viewport;
7383         DrawQ_Finish();
7384
7385         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
7386         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);
7387         R_SetViewport(&viewport);
7388         GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
7389         GL_Color(1, 1, 1, 1);
7390         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7391         GL_BlendFunc(GL_ONE, GL_ZERO);
7392         GL_AlphaTest(false);
7393         GL_ScissorTest(false);
7394         GL_DepthMask(false);
7395         GL_DepthRange(0, 1);
7396         GL_DepthTest(false);
7397         R_EntityMatrix(&identitymatrix);
7398         R_Mesh_ResetTextureState();
7399         GL_PolygonOffset(0, 0);
7400         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7401         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7402         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7403         qglStencilMask(~0);CHECKGLERROR
7404         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7405         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7406         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
7407 }
7408
7409 void R_ResetViewRendering3D(void)
7410 {
7411         DrawQ_Finish();
7412
7413         R_SetupView(true);
7414         GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
7415         GL_Color(1, 1, 1, 1);
7416         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7417         GL_BlendFunc(GL_ONE, GL_ZERO);
7418         GL_AlphaTest(false);
7419         GL_ScissorTest(true);
7420         GL_DepthMask(true);
7421         GL_DepthRange(0, 1);
7422         GL_DepthTest(true);
7423         R_EntityMatrix(&identitymatrix);
7424         R_Mesh_ResetTextureState();
7425         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7426         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
7427         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7428         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
7429         qglStencilMask(~0);CHECKGLERROR
7430         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
7431         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
7432         GL_CullFace(r_refdef.view.cullface_back);
7433 }
7434
7435 /*
7436 ================
7437 R_RenderView_UpdateViewVectors
7438 ================
7439 */
7440 static void R_RenderView_UpdateViewVectors(void)
7441 {
7442         // break apart the view matrix into vectors for various purposes
7443         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
7444         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
7445         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
7446         VectorNegate(r_refdef.view.left, r_refdef.view.right);
7447         // make an inverted copy of the view matrix for tracking sprites
7448         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
7449 }
7450
7451 void R_RenderScene(void);
7452 void R_RenderWaterPlanes(void);
7453
7454 static void R_Water_StartFrame(void)
7455 {
7456         int i;
7457         int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
7458         r_waterstate_waterplane_t *p;
7459
7460         if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
7461                 return;
7462
7463         switch(vid.renderpath)
7464         {
7465         case RENDERPATH_GL20:
7466         case RENDERPATH_CGGL:
7467                 break;
7468         case RENDERPATH_GL13:
7469         case RENDERPATH_GL11:
7470                 return;
7471         }
7472
7473         // set waterwidth and waterheight to the water resolution that will be
7474         // used (often less than the screen resolution for faster rendering)
7475         waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
7476         waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
7477
7478         // calculate desired texture sizes
7479         // can't use water if the card does not support the texture size
7480         if (!r_water.integer || r_showsurfaces.integer)
7481                 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
7482         else if (vid.support.arb_texture_non_power_of_two)
7483         {
7484                 texturewidth = waterwidth;
7485                 textureheight = waterheight;
7486                 camerawidth = waterwidth;
7487                 cameraheight = waterheight;
7488         }
7489         else
7490         {
7491                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
7492                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
7493                 for (camerawidth    = 1;camerawidth   <= waterwidth; camerawidth    *= 2); camerawidth  /= 2;
7494                 for (cameraheight   = 1;cameraheight  <= waterheight;cameraheight   *= 2); cameraheight /= 2;
7495         }
7496
7497         // allocate textures as needed
7498         if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
7499         {
7500                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7501                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
7502                 {
7503                         if (p->texture_refraction)
7504                                 R_FreeTexture(p->texture_refraction);
7505                         p->texture_refraction = NULL;
7506                         if (p->texture_reflection)
7507                                 R_FreeTexture(p->texture_reflection);
7508                         p->texture_reflection = NULL;
7509                         if (p->texture_camera)
7510                                 R_FreeTexture(p->texture_camera);
7511                         p->texture_camera = NULL;
7512                 }
7513                 memset(&r_waterstate, 0, sizeof(r_waterstate));
7514                 r_waterstate.texturewidth = texturewidth;
7515                 r_waterstate.textureheight = textureheight;
7516                 r_waterstate.camerawidth = camerawidth;
7517                 r_waterstate.cameraheight = cameraheight;
7518         }
7519
7520         if (r_waterstate.texturewidth)
7521         {
7522                 r_waterstate.enabled = true;
7523
7524                 // when doing a reduced render (HDR) we want to use a smaller area
7525                 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
7526                 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
7527
7528                 // set up variables that will be used in shader setup
7529                 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7530                 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7531                 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
7532                 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
7533         }
7534
7535         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
7536         r_waterstate.numwaterplanes = 0;
7537 }
7538
7539 void R_Water_AddWaterPlane(msurface_t *surface)
7540 {
7541         int triangleindex, planeindex;
7542         const int *e;
7543         vec3_t vert[3];
7544         vec3_t normal;
7545         vec3_t center;
7546         mplane_t plane;
7547         int cam_ent;
7548         r_waterstate_waterplane_t *p;
7549         texture_t *t = R_GetCurrentTexture(surface->texture);
7550         cam_ent = t->camera_entity;
7551         if(!(t->currentmaterialflags & MATERIALFLAG_CAMERA))
7552                 cam_ent = 0;
7553
7554         // just use the first triangle with a valid normal for any decisions
7555         VectorClear(normal);
7556         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
7557         {
7558                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
7559                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
7560                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
7561                 TriangleNormal(vert[0], vert[1], vert[2], normal);
7562                 if (VectorLength2(normal) >= 0.001)
7563                         break;
7564         }
7565
7566         VectorCopy(normal, plane.normal);
7567         VectorNormalize(plane.normal);
7568         plane.dist = DotProduct(vert[0], plane.normal);
7569         PlaneClassify(&plane);
7570         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
7571         {
7572                 // skip backfaces (except if nocullface is set)
7573                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
7574                         return;
7575                 VectorNegate(plane.normal, plane.normal);
7576                 plane.dist *= -1;
7577                 PlaneClassify(&plane);
7578         }
7579
7580
7581         // find a matching plane if there is one
7582         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7583                 if(p->camera_entity == t->camera_entity)
7584                         if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
7585                                 break;
7586         if (planeindex >= r_waterstate.maxwaterplanes)
7587                 return; // nothing we can do, out of planes
7588
7589         // if this triangle does not fit any known plane rendered this frame, add one
7590         if (planeindex >= r_waterstate.numwaterplanes)
7591         {
7592                 // store the new plane
7593                 r_waterstate.numwaterplanes++;
7594                 p->plane = plane;
7595                 // clear materialflags and pvs
7596                 p->materialflags = 0;
7597                 p->pvsvalid = false;
7598                 p->camera_entity = t->camera_entity;
7599         }
7600         // merge this surface's materialflags into the waterplane
7601         p->materialflags |= t->currentmaterialflags;
7602         if(!(p->materialflags & MATERIALFLAG_CAMERA))
7603         {
7604                 // merge this surface's PVS into the waterplane
7605                 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
7606                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
7607                  && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
7608                 {
7609                         r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
7610                         p->pvsvalid = true;
7611                 }
7612         }
7613 }
7614
7615 static void R_Water_ProcessPlanes(void)
7616 {
7617         r_refdef_view_t originalview;
7618         r_refdef_view_t myview;
7619         int planeindex;
7620         r_waterstate_waterplane_t *p;
7621         vec3_t visorigin;
7622
7623         originalview = r_refdef.view;
7624
7625         // make sure enough textures are allocated
7626         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7627         {
7628                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7629                 {
7630                         if (!p->texture_refraction)
7631                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7632                         if (!p->texture_refraction)
7633                                 goto error;
7634                 }
7635                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7636                 {
7637                         if (!p->texture_camera)
7638                                 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR, -1, NULL);
7639                         if (!p->texture_camera)
7640                                 goto error;
7641                 }
7642
7643                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7644                 {
7645                         if (!p->texture_reflection)
7646                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7647                         if (!p->texture_reflection)
7648                                 goto error;
7649                 }
7650         }
7651
7652         // render views
7653         r_refdef.view = originalview;
7654         r_refdef.view.showdebug = false;
7655         r_refdef.view.width = r_waterstate.waterwidth;
7656         r_refdef.view.height = r_waterstate.waterheight;
7657         r_refdef.view.useclipplane = true;
7658         myview = r_refdef.view;
7659         r_waterstate.renderingscene = true;
7660         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
7661         {
7662                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
7663                 {
7664                         r_refdef.view = myview;
7665                         // render reflected scene and copy into texture
7666                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
7667                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
7668                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
7669                         r_refdef.view.clipplane = p->plane;
7670                         // reverse the cullface settings for this render
7671                         r_refdef.view.cullface_front = GL_FRONT;
7672                         r_refdef.view.cullface_back = GL_BACK;
7673                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
7674                         {
7675                                 r_refdef.view.usecustompvs = true;
7676                                 if (p->pvsvalid)
7677                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7678                                 else
7679                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
7680                         }
7681
7682                         R_ResetViewRendering3D();
7683                         R_ClearScreen(r_refdef.fogenabled);
7684                         R_View_Update();
7685                         R_RenderScene();
7686
7687                         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);
7688                 }
7689
7690                 // render the normal view scene and copy into texture
7691                 // (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)
7692                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7693                 {
7694                         r_waterstate.renderingrefraction = true;
7695                         r_refdef.view = myview;
7696
7697                         r_refdef.view.clipplane = p->plane;
7698                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7699                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7700
7701                         if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
7702                         {
7703                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7704                                 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
7705                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7706                                 R_RenderView_UpdateViewVectors();
7707                                 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);
7708                         }
7709
7710                         PlaneClassify(&r_refdef.view.clipplane);
7711
7712                         R_ResetViewRendering3D();
7713                         R_ClearScreen(r_refdef.fogenabled);
7714                         R_View_Update();
7715                         R_RenderScene();
7716
7717                         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);
7718                         r_waterstate.renderingrefraction = false;
7719                 }
7720                 else if (p->materialflags & MATERIALFLAG_CAMERA)
7721                 {
7722                         r_refdef.view = myview;
7723
7724                         r_refdef.view.clipplane = p->plane;
7725                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
7726                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
7727
7728                         r_refdef.view.width = r_waterstate.camerawidth;
7729                         r_refdef.view.height = r_waterstate.cameraheight;
7730                         r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
7731                         r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
7732
7733                         if(p->camera_entity)
7734                         {
7735                                 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
7736                                 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
7737                         }
7738
7739                         // reverse the cullface settings for this render
7740                         r_refdef.view.cullface_front = GL_FRONT;
7741                         r_refdef.view.cullface_back = GL_BACK;
7742                         // also reverse the view matrix
7743                         Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
7744                         R_RenderView_UpdateViewVectors();
7745                         if(p->camera_entity)
7746                                 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);
7747                         
7748                         // camera needs no clipplane
7749                         r_refdef.view.useclipplane = false;
7750
7751                         PlaneClassify(&r_refdef.view.clipplane);
7752
7753                         R_ResetViewRendering3D();
7754                         R_ClearScreen(r_refdef.fogenabled);
7755                         R_View_Update();
7756                         R_RenderScene();
7757
7758                         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);
7759                         r_waterstate.renderingrefraction = false;
7760                 }
7761
7762         }
7763         r_waterstate.renderingscene = false;
7764         r_refdef.view = originalview;
7765         R_ResetViewRendering3D();
7766         R_ClearScreen(r_refdef.fogenabled);
7767         R_View_Update();
7768         return;
7769 error:
7770         r_refdef.view = originalview;
7771         r_waterstate.renderingscene = false;
7772         Cvar_SetValueQuick(&r_water, 0);
7773         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
7774         return;
7775 }
7776
7777 void R_Bloom_StartFrame(void)
7778 {
7779         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
7780
7781         switch(vid.renderpath)
7782         {
7783         case RENDERPATH_GL20:
7784         case RENDERPATH_CGGL:
7785                 break;
7786         case RENDERPATH_GL13:
7787         case RENDERPATH_GL11:
7788                 return;
7789         }
7790
7791         // set bloomwidth and bloomheight to the bloom resolution that will be
7792         // used (often less than the screen resolution for faster rendering)
7793         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
7794         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
7795         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
7796         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
7797         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
7798
7799         // calculate desired texture sizes
7800         if (vid.support.arb_texture_non_power_of_two)
7801         {
7802                 screentexturewidth = r_refdef.view.width;
7803                 screentextureheight = r_refdef.view.height;
7804                 bloomtexturewidth = r_bloomstate.bloomwidth;
7805                 bloomtextureheight = r_bloomstate.bloomheight;
7806         }
7807         else
7808         {
7809                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
7810                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
7811                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
7812                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
7813         }
7814
7815         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))
7816         {
7817                 Cvar_SetValueQuick(&r_hdr, 0);
7818                 Cvar_SetValueQuick(&r_bloom, 0);
7819                 Cvar_SetValueQuick(&r_motionblur, 0);
7820                 Cvar_SetValueQuick(&r_damageblur, 0);
7821         }
7822
7823         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)))
7824                 screentexturewidth = screentextureheight = 0;
7825         if (!r_hdr.integer && !r_bloom.integer)
7826                 bloomtexturewidth = bloomtextureheight = 0;
7827
7828         // allocate textures as needed
7829         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
7830         {
7831                 if (r_bloomstate.texture_screen)
7832                         R_FreeTexture(r_bloomstate.texture_screen);
7833                 r_bloomstate.texture_screen = NULL;
7834                 r_bloomstate.screentexturewidth = screentexturewidth;
7835                 r_bloomstate.screentextureheight = screentextureheight;
7836                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
7837                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
7838         }
7839         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
7840         {
7841                 if (r_bloomstate.texture_bloom)
7842                         R_FreeTexture(r_bloomstate.texture_bloom);
7843                 r_bloomstate.texture_bloom = NULL;
7844                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
7845                 r_bloomstate.bloomtextureheight = bloomtextureheight;
7846                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
7847                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
7848         }
7849
7850         // when doing a reduced render (HDR) we want to use a smaller area
7851         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
7852         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
7853         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
7854         r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
7855         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
7856
7857         // set up a texcoord array for the full resolution screen image
7858         // (we have to keep this around to copy back during final render)
7859         r_bloomstate.screentexcoord2f[0] = 0;
7860         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7861         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7862         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
7863         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
7864         r_bloomstate.screentexcoord2f[5] = 0;
7865         r_bloomstate.screentexcoord2f[6] = 0;
7866         r_bloomstate.screentexcoord2f[7] = 0;
7867
7868         // set up a texcoord array for the reduced resolution bloom image
7869         // (which will be additive blended over the screen image)
7870         r_bloomstate.bloomtexcoord2f[0] = 0;
7871         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7872         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7873         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7874         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
7875         r_bloomstate.bloomtexcoord2f[5] = 0;
7876         r_bloomstate.bloomtexcoord2f[6] = 0;
7877         r_bloomstate.bloomtexcoord2f[7] = 0;
7878
7879         if (r_hdr.integer || r_bloom.integer)
7880         {
7881                 r_bloomstate.enabled = true;
7882                 r_bloomstate.hdr = r_hdr.integer != 0;
7883         }
7884
7885         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);
7886 }
7887
7888 void R_Bloom_CopyBloomTexture(float colorscale)
7889 {
7890         r_refdef.stats.bloom++;
7891
7892         // scale down screen texture to the bloom texture size
7893         CHECKGLERROR
7894         R_SetViewport(&r_bloomstate.viewport);
7895         GL_BlendFunc(GL_ONE, GL_ZERO);
7896         GL_Color(colorscale, colorscale, colorscale, 1);
7897         // TODO: optimize with multitexture or GLSL
7898         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
7899         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
7900         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7901         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7902
7903         // we now have a bloom image in the framebuffer
7904         // copy it into the bloom image texture for later processing
7905         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);
7906         r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7907 }
7908
7909 void R_Bloom_CopyHDRTexture(void)
7910 {
7911         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);
7912         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
7913 }
7914
7915 void R_Bloom_MakeTexture(void)
7916 {
7917         int x, range, dir;
7918         float xoffset, yoffset, r, brighten;
7919
7920         r_refdef.stats.bloom++;
7921
7922         R_ResetViewRendering2D();
7923         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
7924         R_Mesh_ColorPointer(NULL, 0, 0);
7925
7926         // we have a bloom image in the framebuffer
7927         CHECKGLERROR
7928         R_SetViewport(&r_bloomstate.viewport);
7929
7930         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
7931         {
7932                 x *= 2;
7933                 r = bound(0, r_bloom_colorexponent.value / x, 1);
7934                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7935                 GL_Color(r, r, r, 1);
7936                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7937                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
7938                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7939                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7940
7941                 // copy the vertically blurred bloom view to a texture
7942                 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);
7943                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7944         }
7945
7946         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
7947         brighten = r_bloom_brighten.value;
7948         if (r_hdr.integer)
7949                 brighten *= r_hdr_range.value;
7950         brighten = sqrt(brighten);
7951         if(range >= 1)
7952                 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
7953         R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
7954         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
7955
7956         for (dir = 0;dir < 2;dir++)
7957         {
7958                 // blend on at multiple vertical offsets to achieve a vertical blur
7959                 // TODO: do offset blends using GLSL
7960                 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
7961                 GL_BlendFunc(GL_ONE, GL_ZERO);
7962                 for (x = -range;x <= range;x++)
7963                 {
7964                         if (!dir){xoffset = 0;yoffset = x;}
7965                         else {xoffset = x;yoffset = 0;}
7966                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
7967                         yoffset /= (float)r_bloomstate.bloomtextureheight;
7968                         // compute a texcoord array with the specified x and y offset
7969                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
7970                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7971                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7972                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
7973                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
7974                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
7975                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
7976                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
7977                         // this r value looks like a 'dot' particle, fading sharply to
7978                         // black at the edges
7979                         // (probably not realistic but looks good enough)
7980                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
7981                         //r = brighten/(range*2+1);
7982                         r = brighten / (range * 2 + 1);
7983                         if(range >= 1)
7984                                 r *= (1 - x*x/(float)(range*range));
7985                         GL_Color(r, r, r, 1);
7986                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
7987                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
7988                         GL_BlendFunc(GL_ONE, GL_ONE);
7989                 }
7990
7991                 // copy the vertically blurred bloom view to a texture
7992                 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);
7993                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
7994         }
7995
7996         // apply subtract last
7997         // (just like it would be in a GLSL shader)
7998         if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
7999         {
8000                 GL_BlendFunc(GL_ONE, GL_ZERO);
8001                 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8002                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8003                 GL_Color(1, 1, 1, 1);
8004                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8005                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8006
8007                 GL_BlendFunc(GL_ONE, GL_ONE);
8008                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
8009                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8010                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8011                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
8012                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8013                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8014                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
8015
8016                 // copy the darkened bloom view to a texture
8017                 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);
8018                 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8019         }
8020 }
8021
8022 void R_HDR_RenderBloomTexture(void)
8023 {
8024         int oldwidth, oldheight;
8025         float oldcolorscale;
8026
8027         oldcolorscale = r_refdef.view.colorscale;
8028         oldwidth = r_refdef.view.width;
8029         oldheight = r_refdef.view.height;
8030         r_refdef.view.width = r_bloomstate.bloomwidth;
8031         r_refdef.view.height = r_bloomstate.bloomheight;
8032
8033         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
8034         // TODO: add exposure compensation features
8035         // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8036
8037         r_refdef.view.showdebug = false;
8038         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8039
8040         R_ResetViewRendering3D();
8041
8042         R_ClearScreen(r_refdef.fogenabled);
8043         if (r_timereport_active)
8044                 R_TimeReport("HDRclear");
8045
8046         R_View_Update();
8047         if (r_timereport_active)
8048                 R_TimeReport("visibility");
8049
8050         // only do secondary renders with HDR if r_hdr is 2 or higher
8051         r_waterstate.numwaterplanes = 0;
8052         if (r_waterstate.enabled && r_hdr.integer >= 2)
8053                 R_RenderWaterPlanes();
8054
8055         r_refdef.view.showdebug = true;
8056         R_RenderScene();
8057         r_waterstate.numwaterplanes = 0;
8058
8059         R_ResetViewRendering2D();
8060
8061         R_Bloom_CopyHDRTexture();
8062         R_Bloom_MakeTexture();
8063
8064         // restore the view settings
8065         r_refdef.view.width = oldwidth;
8066         r_refdef.view.height = oldheight;
8067         r_refdef.view.colorscale = oldcolorscale;
8068
8069         R_ResetViewRendering3D();
8070
8071         R_ClearScreen(r_refdef.fogenabled);
8072         if (r_timereport_active)
8073                 R_TimeReport("viewclear");
8074 }
8075
8076 static void R_BlendView(void)
8077 {
8078         unsigned int permutation;
8079         float uservecs[4][4];
8080
8081         switch (vid.renderpath)
8082         {
8083         case RENDERPATH_GL20:
8084         case RENDERPATH_CGGL:
8085                 permutation =
8086                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8087                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8088                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8089                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8090                         | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8091
8092                 if (r_bloomstate.texture_screen)
8093                 {
8094                         // make sure the buffer is available
8095                         if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
8096
8097                         R_ResetViewRendering2D();
8098                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8099                         R_Mesh_ColorPointer(NULL, 0, 0);
8100
8101                         if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
8102                         {
8103                                 // declare variables
8104                                 float speed;
8105                                 static float avgspeed;
8106
8107                                 speed = VectorLength(cl.movement_velocity);
8108
8109                                 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
8110                                 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
8111
8112                                 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
8113                                 speed = bound(0, speed, 1);
8114                                 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
8115
8116                                 // calculate values into a standard alpha
8117                                 cl.motionbluralpha = 1 - exp(-
8118                                                 (
8119                                                  (r_motionblur.value * speed / 80)
8120                                                  +
8121                                                  (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
8122                                                 )
8123                                                 /
8124                                                 max(0.0001, cl.time - cl.oldtime) // fps independent
8125                                            );
8126
8127                                 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
8128                                 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
8129                                 // apply the blur
8130                                 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
8131                                 {
8132                                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8133                                         GL_Color(1, 1, 1, cl.motionbluralpha);
8134                                         R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8135                                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8136                                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8137                                         r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8138                                 }
8139                         }
8140
8141                         // copy view into the screen texture
8142                         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);
8143                         r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8144                 }
8145                 else if (!r_bloomstate.texture_bloom)
8146                 {
8147                         // we may still have to do view tint...
8148                         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8149                         {
8150                                 // apply a color tint to the whole view
8151                                 R_ResetViewRendering2D();
8152                                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8153                                 R_Mesh_ColorPointer(NULL, 0, 0);
8154                                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8155                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8156                                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8157                                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8158                         }
8159                         break; // no screen processing, no bloom, skip it
8160                 }
8161
8162                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
8163                 {
8164                         // render simple bloom effect
8165                         // copy the screen and shrink it and darken it for the bloom process
8166                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
8167                         // make the bloom texture
8168                         R_Bloom_MakeTexture();
8169                 }
8170
8171 #if _MSC_VER >= 1400
8172 #define sscanf sscanf_s
8173 #endif
8174                 memset(uservecs, 0, sizeof(uservecs));
8175                 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
8176                 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
8177                 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
8178                 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
8179
8180                 R_ResetViewRendering2D();
8181                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8182                 R_Mesh_ColorPointer(NULL, 0, 0);
8183                 GL_Color(1, 1, 1, 1);
8184                 GL_BlendFunc(GL_ONE, GL_ZERO);
8185                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
8186                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
8187
8188                 switch(vid.renderpath)
8189                 {
8190                 case RENDERPATH_GL20:
8191                         R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
8192                         if (r_glsl_permutation->loc_Texture_First      >= 0) R_Mesh_TexBind(GL20TU_FIRST     , r_bloomstate.texture_screen);
8193                         if (r_glsl_permutation->loc_Texture_Second     >= 0) R_Mesh_TexBind(GL20TU_SECOND    , r_bloomstate.texture_bloom );
8194                         if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps       );
8195                         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]);
8196                         if (r_glsl_permutation->loc_PixelSize          >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
8197                         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]);
8198                         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]);
8199                         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]);
8200                         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]);
8201                         if (r_glsl_permutation->loc_Saturation         >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation        , r_glsl_saturation.value);
8202                         if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
8203                         break;
8204                 case RENDERPATH_CGGL:
8205 #ifdef SUPPORTCG
8206                         R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
8207                         if (r_cg_permutation->fp_Texture_First     ) CG_BindTexture(r_cg_permutation->fp_Texture_First     , r_bloomstate.texture_screen);CHECKCGERROR
8208                         if (r_cg_permutation->fp_Texture_Second    ) CG_BindTexture(r_cg_permutation->fp_Texture_Second    , r_bloomstate.texture_bloom );CHECKCGERROR
8209                         if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps       );CHECKCGERROR
8210                         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
8211                         if (r_cg_permutation->fp_PixelSize         ) cgGLSetParameter2f(     r_cg_permutation->fp_PixelSize         , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
8212                         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
8213                         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
8214                         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
8215                         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
8216                         if (r_cg_permutation->fp_Saturation        ) cgGLSetParameter1f(     r_cg_permutation->fp_Saturation        , r_glsl_saturation.value);CHECKCGERROR
8217                         if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
8218 #endif
8219                         break;
8220                 default:
8221                         break;
8222                 }
8223                 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8224                 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8225                 break;
8226         case RENDERPATH_GL13:
8227         case RENDERPATH_GL11:
8228                 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
8229                 {
8230                         // apply a color tint to the whole view
8231                         R_ResetViewRendering2D();
8232                         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
8233                         R_Mesh_ColorPointer(NULL, 0, 0);
8234                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8235                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8236                         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
8237                         R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
8238                 }
8239                 break;
8240         }
8241 }
8242
8243 matrix4x4_t r_waterscrollmatrix;
8244
8245 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
8246 {
8247         if (r_refdef.fog_density)
8248         {
8249                 r_refdef.fogcolor[0] = r_refdef.fog_red;
8250                 r_refdef.fogcolor[1] = r_refdef.fog_green;
8251                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
8252
8253                 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
8254                 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
8255                 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
8256                 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
8257
8258                 {
8259                         vec3_t fogvec;
8260                         VectorCopy(r_refdef.fogcolor, fogvec);
8261                         //   color.rgb *= ContrastBoost * SceneBrightness;
8262                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
8263                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
8264                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
8265                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
8266                 }
8267         }
8268 }
8269
8270 void R_UpdateVariables(void)
8271 {
8272         R_Textures_Frame();
8273
8274         r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
8275
8276         r_refdef.farclip = r_farclip_base.value;
8277         if (r_refdef.scene.worldmodel)
8278                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
8279         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
8280
8281         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
8282                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
8283         r_refdef.polygonfactor = 0;
8284         r_refdef.polygonoffset = 0;
8285         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8286         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
8287
8288         r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
8289         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
8290         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
8291         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
8292         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
8293         if (r_showsurfaces.integer)
8294         {
8295                 r_refdef.scene.rtworld = false;
8296                 r_refdef.scene.rtworldshadows = false;
8297                 r_refdef.scene.rtdlight = false;
8298                 r_refdef.scene.rtdlightshadows = false;
8299                 r_refdef.lightmapintensity = 0;
8300         }
8301
8302         if (gamemode == GAME_NEHAHRA)
8303         {
8304                 if (gl_fogenable.integer)
8305                 {
8306                         r_refdef.oldgl_fogenable = true;
8307                         r_refdef.fog_density = gl_fogdensity.value;
8308                         r_refdef.fog_red = gl_fogred.value;
8309                         r_refdef.fog_green = gl_foggreen.value;
8310                         r_refdef.fog_blue = gl_fogblue.value;
8311                         r_refdef.fog_alpha = 1;
8312                         r_refdef.fog_start = 0;
8313                         r_refdef.fog_end = gl_skyclip.value;
8314                         r_refdef.fog_height = 1<<30;
8315                         r_refdef.fog_fadedepth = 128;
8316                 }
8317                 else if (r_refdef.oldgl_fogenable)
8318                 {
8319                         r_refdef.oldgl_fogenable = false;
8320                         r_refdef.fog_density = 0;
8321                         r_refdef.fog_red = 0;
8322                         r_refdef.fog_green = 0;
8323                         r_refdef.fog_blue = 0;
8324                         r_refdef.fog_alpha = 0;
8325                         r_refdef.fog_start = 0;
8326                         r_refdef.fog_end = 0;
8327                         r_refdef.fog_height = 1<<30;
8328                         r_refdef.fog_fadedepth = 128;
8329                 }
8330         }
8331
8332         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
8333         r_refdef.fog_start = max(0, r_refdef.fog_start);
8334         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
8335
8336         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
8337
8338         if (r_refdef.fog_density && r_drawfog.integer)
8339         {
8340                 r_refdef.fogenabled = true;
8341                 // this is the point where the fog reaches 0.9986 alpha, which we
8342                 // consider a good enough cutoff point for the texture
8343                 // (0.9986 * 256 == 255.6)
8344                 if (r_fog_exp2.integer)
8345                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
8346                 else
8347                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
8348                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
8349                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
8350                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
8351                 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
8352                         R_BuildFogHeightTexture();
8353                 // fog color was already set
8354                 // update the fog texture
8355                 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)
8356                         R_BuildFogTexture();
8357                 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
8358                 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
8359         }
8360         else
8361                 r_refdef.fogenabled = false;
8362
8363         switch(vid.renderpath)
8364         {
8365         case RENDERPATH_GL20:
8366         case RENDERPATH_CGGL:
8367                 if(v_glslgamma.integer && !vid_gammatables_trivial)
8368                 {
8369                         if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
8370                         {
8371                                 // build GLSL gamma texture
8372 #define RAMPWIDTH 256
8373                                 unsigned short ramp[RAMPWIDTH * 3];
8374                                 unsigned char rampbgr[RAMPWIDTH][4];
8375                                 int i;
8376
8377                                 r_texture_gammaramps_serial = vid_gammatables_serial;
8378
8379                                 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
8380                                 for(i = 0; i < RAMPWIDTH; ++i)
8381                                 {
8382                                         rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8383                                         rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
8384                                         rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
8385                                         rampbgr[i][3] = 0;
8386                                 }
8387                                 if (r_texture_gammaramps)
8388                                 {
8389                                         R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
8390                                 }
8391                                 else
8392                                 {
8393                                         r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT | TEXF_ALLOWUPDATES, -1, NULL);
8394                                 }
8395                         }
8396                 }
8397                 else
8398                 {
8399                         // remove GLSL gamma texture
8400                 }
8401                 break;
8402         case RENDERPATH_GL13:
8403         case RENDERPATH_GL11:
8404                 break;
8405         }
8406 }
8407
8408 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
8409 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
8410 /*
8411 ================
8412 R_SelectScene
8413 ================
8414 */
8415 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
8416         if( scenetype != r_currentscenetype ) {
8417                 // store the old scenetype
8418                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
8419                 r_currentscenetype = scenetype;
8420                 // move in the new scene
8421                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
8422         }
8423 }
8424
8425 /*
8426 ================
8427 R_GetScenePointer
8428 ================
8429 */
8430 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
8431 {
8432         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
8433         if( scenetype == r_currentscenetype ) {
8434                 return &r_refdef.scene;
8435         } else {
8436                 return &r_scenes_store[ scenetype ];
8437         }
8438 }
8439
8440 /*
8441 ================
8442 R_RenderView
8443 ================
8444 */
8445 void R_RenderView(void)
8446 {
8447         if (r_timereport_active)
8448                 R_TimeReport("start");
8449         r_textureframe++; // used only by R_GetCurrentTexture
8450         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8451
8452         if (!r_drawentities.integer)
8453                 r_refdef.scene.numentities = 0;
8454
8455         R_AnimCache_ClearCache();
8456         R_FrameData_NewFrame();
8457
8458         if (r_refdef.view.isoverlay)
8459         {
8460                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
8461                 GL_Clear( GL_DEPTH_BUFFER_BIT );
8462                 R_TimeReport("depthclear");
8463
8464                 r_refdef.view.showdebug = false;
8465
8466                 r_waterstate.enabled = false;
8467                 r_waterstate.numwaterplanes = 0;
8468
8469                 R_RenderScene();
8470
8471                 CHECKGLERROR
8472                 return;
8473         }
8474
8475         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
8476                 return; //Host_Error ("R_RenderView: NULL worldmodel");
8477
8478         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
8479
8480         R_RenderView_UpdateViewVectors();
8481
8482         R_Shadow_UpdateWorldLightSelection();
8483
8484         R_Bloom_StartFrame();
8485         R_Water_StartFrame();
8486
8487         CHECKGLERROR
8488         if (r_timereport_active)
8489                 R_TimeReport("viewsetup");
8490
8491         R_ResetViewRendering3D();
8492
8493         if (r_refdef.view.clear || r_refdef.fogenabled)
8494         {
8495                 R_ClearScreen(r_refdef.fogenabled);
8496                 if (r_timereport_active)
8497                         R_TimeReport("viewclear");
8498         }
8499         r_refdef.view.clear = true;
8500
8501         // this produces a bloom texture to be used in R_BlendView() later
8502         if (r_hdr.integer && r_bloomstate.bloomwidth)
8503         {
8504                 R_HDR_RenderBloomTexture();
8505                 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
8506                 r_textureframe++; // used only by R_GetCurrentTexture
8507         }
8508
8509         r_refdef.view.showdebug = true;
8510
8511         R_View_Update();
8512         if (r_timereport_active)
8513                 R_TimeReport("visibility");
8514
8515         r_waterstate.numwaterplanes = 0;
8516         if (r_waterstate.enabled)
8517                 R_RenderWaterPlanes();
8518
8519         R_RenderScene();
8520         r_waterstate.numwaterplanes = 0;
8521
8522         R_BlendView();
8523         if (r_timereport_active)
8524                 R_TimeReport("blendview");
8525
8526         GL_Scissor(0, 0, vid.width, vid.height);
8527         GL_ScissorTest(false);
8528         CHECKGLERROR
8529 }
8530
8531 void R_RenderWaterPlanes(void)
8532 {
8533         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
8534         {
8535                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
8536                 if (r_timereport_active)
8537                         R_TimeReport("waterworld");
8538         }
8539
8540         // don't let sound skip if going slow
8541         if (r_refdef.scene.extraupdate)
8542                 S_ExtraUpdate ();
8543
8544         R_DrawModelsAddWaterPlanes();
8545         if (r_timereport_active)
8546                 R_TimeReport("watermodels");
8547
8548         if (r_waterstate.numwaterplanes)
8549         {
8550                 R_Water_ProcessPlanes();
8551                 if (r_timereport_active)
8552                         R_TimeReport("waterscenes");
8553         }
8554 }
8555
8556 extern void R_DrawLightningBeams (void);
8557 extern void VM_CL_AddPolygonsToMeshQueue (void);
8558 extern void R_DrawPortals (void);
8559 extern cvar_t cl_locs_show;
8560 static void R_DrawLocs(void);
8561 static void R_DrawEntityBBoxes(void);
8562 static void R_DrawModelDecals(void);
8563 extern void R_DrawModelShadows(void);
8564 extern void R_DrawModelShadowMaps(void);
8565 extern cvar_t cl_decals_newsystem;
8566 extern qboolean r_shadow_usingdeferredprepass;
8567 void R_RenderScene(void)
8568 {
8569         qboolean shadowmapping = false;
8570
8571         if (r_timereport_active)
8572                 R_TimeReport("beginscene");
8573
8574         r_refdef.stats.renders++;
8575
8576         R_UpdateFogColor();
8577
8578         // don't let sound skip if going slow
8579         if (r_refdef.scene.extraupdate)
8580                 S_ExtraUpdate ();
8581
8582         R_MeshQueue_BeginScene();
8583
8584         R_SkyStartFrame();
8585
8586         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);
8587
8588         if (r_timereport_active)
8589                 R_TimeReport("skystartframe");
8590
8591         if (cl.csqc_vidvars.drawworld)
8592         {
8593                 // don't let sound skip if going slow
8594                 if (r_refdef.scene.extraupdate)
8595                         S_ExtraUpdate ();
8596
8597                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
8598                 {
8599                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
8600                         if (r_timereport_active)
8601                                 R_TimeReport("worldsky");
8602                 }
8603
8604                 if (R_DrawBrushModelsSky() && r_timereport_active)
8605                         R_TimeReport("bmodelsky");
8606
8607                 if (skyrendermasked && skyrenderlater)
8608                 {
8609                         // we have to force off the water clipping plane while rendering sky
8610                         R_SetupView(false);
8611                         R_Sky();
8612                         R_SetupView(true);
8613                         if (r_timereport_active)
8614                                 R_TimeReport("sky");
8615                 }
8616         }
8617
8618         R_AnimCache_CacheVisibleEntities();
8619         if (r_timereport_active)
8620                 R_TimeReport("animation");
8621
8622         R_Shadow_PrepareLights();
8623         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
8624                 R_Shadow_PrepareModelShadows();
8625         if (r_timereport_active)
8626                 R_TimeReport("preparelights");
8627
8628         if (R_Shadow_ShadowMappingEnabled())
8629                 shadowmapping = true;
8630
8631         if (r_shadow_usingdeferredprepass)
8632                 R_Shadow_DrawPrepass();
8633
8634         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
8635         {
8636                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
8637                 if (r_timereport_active)
8638                         R_TimeReport("worlddepth");
8639         }
8640         if (r_depthfirst.integer >= 2)
8641         {
8642                 R_DrawModelsDepth();
8643                 if (r_timereport_active)
8644                         R_TimeReport("modeldepth");
8645         }
8646
8647         if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
8648         {
8649                 R_DrawModelShadowMaps();
8650                 R_ResetViewRendering3D();
8651                 // don't let sound skip if going slow
8652                 if (r_refdef.scene.extraupdate)
8653                         S_ExtraUpdate ();
8654         }
8655
8656         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
8657         {
8658                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
8659                 if (r_timereport_active)
8660                         R_TimeReport("world");
8661         }
8662
8663         // don't let sound skip if going slow
8664         if (r_refdef.scene.extraupdate)
8665                 S_ExtraUpdate ();
8666
8667         R_DrawModels();
8668         if (r_timereport_active)
8669                 R_TimeReport("models");
8670
8671         // don't let sound skip if going slow
8672         if (r_refdef.scene.extraupdate)
8673                 S_ExtraUpdate ();
8674
8675         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8676         {
8677                 R_DrawModelShadows();
8678                 R_ResetViewRendering3D();
8679                 // don't let sound skip if going slow
8680                 if (r_refdef.scene.extraupdate)
8681                         S_ExtraUpdate ();
8682         }
8683
8684         if (!r_shadow_usingdeferredprepass)
8685         {
8686                 R_Shadow_DrawLights();
8687                 if (r_timereport_active)
8688                         R_TimeReport("rtlights");
8689         }
8690
8691         // don't let sound skip if going slow
8692         if (r_refdef.scene.extraupdate)
8693                 S_ExtraUpdate ();
8694
8695         if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
8696         {
8697                 R_DrawModelShadows();
8698                 R_ResetViewRendering3D();
8699                 // don't let sound skip if going slow
8700                 if (r_refdef.scene.extraupdate)
8701                         S_ExtraUpdate ();
8702         }
8703
8704         if (cl.csqc_vidvars.drawworld)
8705         {
8706                 if (cl_decals_newsystem.integer)
8707                 {
8708                         R_DrawModelDecals();
8709                         if (r_timereport_active)
8710                                 R_TimeReport("modeldecals");
8711                 }
8712                 else
8713                 {
8714                         R_DrawDecals();
8715                         if (r_timereport_active)
8716                                 R_TimeReport("decals");
8717                 }
8718
8719                 R_DrawParticles();
8720                 if (r_timereport_active)
8721                         R_TimeReport("particles");
8722
8723                 R_DrawExplosions();
8724                 if (r_timereport_active)
8725                         R_TimeReport("explosions");
8726
8727                 R_DrawLightningBeams();
8728                 if (r_timereport_active)
8729                         R_TimeReport("lightning");
8730         }
8731
8732         VM_CL_AddPolygonsToMeshQueue();
8733
8734         if (r_refdef.view.showdebug)
8735         {
8736                 if (cl_locs_show.integer)
8737                 {
8738                         R_DrawLocs();
8739                         if (r_timereport_active)
8740                                 R_TimeReport("showlocs");
8741                 }
8742
8743                 if (r_drawportals.integer)
8744                 {
8745                         R_DrawPortals();
8746                         if (r_timereport_active)
8747                                 R_TimeReport("portals");
8748                 }
8749
8750                 if (r_showbboxes.value > 0)
8751                 {
8752                         R_DrawEntityBBoxes();
8753                         if (r_timereport_active)
8754                                 R_TimeReport("bboxes");
8755                 }
8756         }
8757
8758         R_MeshQueue_RenderTransparent();
8759         if (r_timereport_active)
8760                 R_TimeReport("drawtrans");
8761
8762         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))
8763         {
8764                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
8765                 if (r_timereport_active)
8766                         R_TimeReport("worlddebug");
8767                 R_DrawModelsDebug();
8768                 if (r_timereport_active)
8769                         R_TimeReport("modeldebug");
8770         }
8771
8772         if (cl.csqc_vidvars.drawworld)
8773         {
8774                 R_Shadow_DrawCoronas();
8775                 if (r_timereport_active)
8776                         R_TimeReport("coronas");
8777         }
8778
8779         // don't let sound skip if going slow
8780         if (r_refdef.scene.extraupdate)
8781                 S_ExtraUpdate ();
8782
8783         R_ResetViewRendering2D();
8784 }
8785
8786 static const unsigned short bboxelements[36] =
8787 {
8788         5, 1, 3, 5, 3, 7,
8789         6, 2, 0, 6, 0, 4,
8790         7, 3, 2, 7, 2, 6,
8791         4, 0, 1, 4, 1, 5,
8792         4, 5, 7, 4, 7, 6,
8793         1, 0, 2, 1, 2, 3,
8794 };
8795
8796 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
8797 {
8798         int i;
8799         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
8800
8801         RSurf_ActiveWorldEntity();
8802
8803         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8804         GL_DepthMask(false);
8805         GL_DepthRange(0, 1);
8806         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8807         R_Mesh_ResetTextureState();
8808
8809         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
8810         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
8811         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
8812         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
8813         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
8814         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
8815         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
8816         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
8817         R_FillColors(color4f, 8, cr, cg, cb, ca);
8818         if (r_refdef.fogenabled)
8819         {
8820                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
8821                 {
8822                         f1 = RSurf_FogVertex(v);
8823                         f2 = 1 - f1;
8824                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
8825                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
8826                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
8827                 }
8828         }
8829         R_Mesh_VertexPointer(vertex3f, 0, 0);
8830         R_Mesh_ColorPointer(color4f, 0, 0);
8831         R_Mesh_ResetTextureState();
8832         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8833         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
8834 }
8835
8836 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8837 {
8838         int i;
8839         float color[4];
8840         prvm_edict_t *edict;
8841         prvm_prog_t *prog_save = prog;
8842
8843         // this function draws bounding boxes of server entities
8844         if (!sv.active)
8845                 return;
8846
8847         GL_CullFace(GL_NONE);
8848         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8849
8850         prog = 0;
8851         SV_VM_Begin();
8852         for (i = 0;i < numsurfaces;i++)
8853         {
8854                 edict = PRVM_EDICT_NUM(surfacelist[i]);
8855                 switch ((int)edict->fields.server->solid)
8856                 {
8857                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
8858                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
8859                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
8860                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
8861                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
8862                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
8863                 }
8864                 color[3] *= r_showbboxes.value;
8865                 color[3] = bound(0, color[3], 1);
8866                 GL_DepthTest(!r_showdisabledepthtest.integer);
8867                 GL_CullFace(r_refdef.view.cullface_front);
8868                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
8869         }
8870         SV_VM_End();
8871         prog = prog_save;
8872 }
8873
8874 static void R_DrawEntityBBoxes(void)
8875 {
8876         int i;
8877         prvm_edict_t *edict;
8878         vec3_t center;
8879         prvm_prog_t *prog_save = prog;
8880
8881         // this function draws bounding boxes of server entities
8882         if (!sv.active)
8883                 return;
8884
8885         prog = 0;
8886         SV_VM_Begin();
8887         for (i = 0;i < prog->num_edicts;i++)
8888         {
8889                 edict = PRVM_EDICT_NUM(i);
8890                 if (edict->priv.server->free)
8891                         continue;
8892                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
8893                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
8894                         continue;
8895                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
8896                         continue;
8897                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
8898                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
8899         }
8900         SV_VM_End();
8901         prog = prog_save;
8902 }
8903
8904 static const int nomodelelement3i[24] =
8905 {
8906         5, 2, 0,
8907         5, 1, 2,
8908         5, 0, 3,
8909         5, 3, 1,
8910         0, 2, 4,
8911         2, 1, 4,
8912         3, 0, 4,
8913         1, 3, 4
8914 };
8915
8916 static const unsigned short nomodelelement3s[24] =
8917 {
8918         5, 2, 0,
8919         5, 1, 2,
8920         5, 0, 3,
8921         5, 3, 1,
8922         0, 2, 4,
8923         2, 1, 4,
8924         3, 0, 4,
8925         1, 3, 4
8926 };
8927
8928 static const float nomodelvertex3f[6*3] =
8929 {
8930         -16,   0,   0,
8931          16,   0,   0,
8932           0, -16,   0,
8933           0,  16,   0,
8934           0,   0, -16,
8935           0,   0,  16
8936 };
8937
8938 static const float nomodelcolor4f[6*4] =
8939 {
8940         0.0f, 0.0f, 0.5f, 1.0f,
8941         0.0f, 0.0f, 0.5f, 1.0f,
8942         0.0f, 0.5f, 0.0f, 1.0f,
8943         0.0f, 0.5f, 0.0f, 1.0f,
8944         0.5f, 0.0f, 0.0f, 1.0f,
8945         0.5f, 0.0f, 0.0f, 1.0f
8946 };
8947
8948 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8949 {
8950         int i;
8951         float f1, f2, *c;
8952         float color4f[6*4];
8953
8954         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);
8955
8956         // this is only called once per entity so numsurfaces is always 1, and
8957         // surfacelist is always {0}, so this code does not handle batches
8958
8959         if (rsurface.ent_flags & RENDER_ADDITIVE)
8960         {
8961                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
8962                 GL_DepthMask(false);
8963         }
8964         else if (rsurface.colormod[3] < 1)
8965         {
8966                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8967                 GL_DepthMask(false);
8968         }
8969         else
8970         {
8971                 GL_BlendFunc(GL_ONE, GL_ZERO);
8972                 GL_DepthMask(true);
8973         }
8974         GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
8975         GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
8976         GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
8977         GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
8978         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
8979         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
8980         memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
8981         R_Mesh_ColorPointer(color4f, 0, 0);
8982         for (i = 0, c = color4f;i < 6;i++, c += 4)
8983         {
8984                 c[0] *= rsurface.colormod[0];
8985                 c[1] *= rsurface.colormod[1];
8986                 c[2] *= rsurface.colormod[2];
8987                 c[3] *= rsurface.colormod[3];
8988         }
8989         if (r_refdef.fogenabled)
8990         {
8991                 for (i = 0, c = color4f;i < 6;i++, c += 4)
8992                 {
8993                         f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
8994                         f2 = 1 - f1;
8995                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
8996                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
8997                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
8998                 }
8999         }
9000         R_Mesh_ResetTextureState();
9001         R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
9002 }
9003
9004 void R_DrawNoModel(entity_render_t *ent)
9005 {
9006         vec3_t org;
9007         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9008         if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9009                 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9010         else
9011                 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9012 }
9013
9014 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9015 {
9016         vec3_t right1, right2, diff, normal;
9017
9018         VectorSubtract (org2, org1, normal);
9019
9020         // calculate 'right' vector for start
9021         VectorSubtract (r_refdef.view.origin, org1, diff);
9022         CrossProduct (normal, diff, right1);
9023         VectorNormalize (right1);
9024
9025         // calculate 'right' vector for end
9026         VectorSubtract (r_refdef.view.origin, org2, diff);
9027         CrossProduct (normal, diff, right2);
9028         VectorNormalize (right2);
9029
9030         vert[ 0] = org1[0] + width * right1[0];
9031         vert[ 1] = org1[1] + width * right1[1];
9032         vert[ 2] = org1[2] + width * right1[2];
9033         vert[ 3] = org1[0] - width * right1[0];
9034         vert[ 4] = org1[1] - width * right1[1];
9035         vert[ 5] = org1[2] - width * right1[2];
9036         vert[ 6] = org2[0] - width * right2[0];
9037         vert[ 7] = org2[1] - width * right2[1];
9038         vert[ 8] = org2[2] - width * right2[2];
9039         vert[ 9] = org2[0] + width * right2[0];
9040         vert[10] = org2[1] + width * right2[1];
9041         vert[11] = org2[2] + width * right2[2];
9042 }
9043
9044 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)
9045 {
9046         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9047         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9048         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9049         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9050         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9051         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9052         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9053         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9054         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
9055         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
9056         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
9057         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
9058 }
9059
9060 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
9061 {
9062         int i;
9063         float *vertex3f;
9064         float v[3];
9065         VectorSet(v, x, y, z);
9066         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
9067                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
9068                         break;
9069         if (i == mesh->numvertices)
9070         {
9071                 if (mesh->numvertices < mesh->maxvertices)
9072                 {
9073                         VectorCopy(v, vertex3f);
9074                         mesh->numvertices++;
9075                 }
9076                 return mesh->numvertices;
9077         }
9078         else
9079                 return i;
9080 }
9081
9082 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
9083 {
9084         int i;
9085         int *e, element[3];
9086         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9087         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
9088         e = mesh->element3i + mesh->numtriangles * 3;
9089         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
9090         {
9091                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
9092                 if (mesh->numtriangles < mesh->maxtriangles)
9093                 {
9094                         *e++ = element[0];
9095                         *e++ = element[1];
9096                         *e++ = element[2];
9097                         mesh->numtriangles++;
9098                 }
9099                 element[1] = element[2];
9100         }
9101 }
9102
9103 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
9104 {
9105         int i;
9106         int *e, element[3];
9107         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9108         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
9109         e = mesh->element3i + mesh->numtriangles * 3;
9110         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
9111         {
9112                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
9113                 if (mesh->numtriangles < mesh->maxtriangles)
9114                 {
9115                         *e++ = element[0];
9116                         *e++ = element[1];
9117                         *e++ = element[2];
9118                         mesh->numtriangles++;
9119                 }
9120                 element[1] = element[2];
9121         }
9122 }
9123
9124 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
9125 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
9126 {
9127         int planenum, planenum2;
9128         int w;
9129         int tempnumpoints;
9130         mplane_t *plane, *plane2;
9131         double maxdist;
9132         double temppoints[2][256*3];
9133         // figure out how large a bounding box we need to properly compute this brush
9134         maxdist = 0;
9135         for (w = 0;w < numplanes;w++)
9136                 maxdist = max(maxdist, fabs(planes[w].dist));
9137         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
9138         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
9139         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
9140         {
9141                 w = 0;
9142                 tempnumpoints = 4;
9143                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
9144                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
9145                 {
9146                         if (planenum2 == planenum)
9147                                 continue;
9148                         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);
9149                         w = !w;
9150                 }
9151                 if (tempnumpoints < 3)
9152                         continue;
9153                 // generate elements forming a triangle fan for this polygon
9154                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
9155         }
9156 }
9157
9158 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)
9159 {
9160         texturelayer_t *layer;
9161         layer = t->currentlayers + t->currentnumlayers++;
9162         layer->type = type;
9163         layer->depthmask = depthmask;
9164         layer->blendfunc1 = blendfunc1;
9165         layer->blendfunc2 = blendfunc2;
9166         layer->texture = texture;
9167         layer->texmatrix = *matrix;
9168         layer->color[0] = r;
9169         layer->color[1] = g;
9170         layer->color[2] = b;
9171         layer->color[3] = a;
9172 }
9173
9174 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
9175 {
9176         if(parms[0] == 0 && parms[1] == 0)
9177                 return false;
9178         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9179                 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
9180                         return false;
9181         return true;
9182 }
9183
9184 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
9185 {
9186         double index, f;
9187         index = parms[2] + r_refdef.scene.time * parms[3];
9188         index -= floor(index);
9189         switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
9190         {
9191         default:
9192         case Q3WAVEFUNC_NONE:
9193         case Q3WAVEFUNC_NOISE:
9194         case Q3WAVEFUNC_COUNT:
9195                 f = 0;
9196                 break;
9197         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
9198         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
9199         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
9200         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
9201         case Q3WAVEFUNC_TRIANGLE:
9202                 index *= 4;
9203                 f = index - floor(index);
9204                 if (index < 1)
9205                         f = f;
9206                 else if (index < 2)
9207                         f = 1 - f;
9208                 else if (index < 3)
9209                         f = -f;
9210                 else
9211                         f = -(1 - f);
9212                 break;
9213         }
9214         f = parms[0] + parms[1] * f;
9215         if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
9216                 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
9217         return (float) f;
9218 }
9219
9220 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
9221 {
9222         int w, h, idx;
9223         float f;
9224         float tcmat[12];
9225         matrix4x4_t matrix, temp;
9226         switch(tcmod->tcmod)
9227         {
9228                 case Q3TCMOD_COUNT:
9229                 case Q3TCMOD_NONE:
9230                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9231                                 matrix = r_waterscrollmatrix;
9232                         else
9233                                 matrix = identitymatrix;
9234                         break;
9235                 case Q3TCMOD_ENTITYTRANSLATE:
9236                         // this is used in Q3 to allow the gamecode to control texcoord
9237                         // scrolling on the entity, which is not supported in darkplaces yet.
9238                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
9239                         break;
9240                 case Q3TCMOD_ROTATE:
9241                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
9242                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
9243                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
9244                         break;
9245                 case Q3TCMOD_SCALE:
9246                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
9247                         break;
9248                 case Q3TCMOD_SCROLL:
9249                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
9250                         break;
9251                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
9252                         w = (int) tcmod->parms[0];
9253                         h = (int) tcmod->parms[1];
9254                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
9255                         f = f - floor(f);
9256                         idx = (int) floor(f * w * h);
9257                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
9258                         break;
9259                 case Q3TCMOD_STRETCH:
9260                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
9261                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
9262                         break;
9263                 case Q3TCMOD_TRANSFORM:
9264                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
9265                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
9266                         VectorSet(tcmat +  6, 0                   , 0                , 1);
9267                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
9268                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
9269                         break;
9270                 case Q3TCMOD_TURBULENT:
9271                         // this is handled in the RSurf_PrepareVertices function
9272                         matrix = identitymatrix;
9273                         break;
9274         }
9275         temp = *texmatrix;
9276         Matrix4x4_Concat(texmatrix, &matrix, &temp);
9277 }
9278
9279 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
9280 {
9281         int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
9282         char name[MAX_QPATH];
9283         skinframe_t *skinframe;
9284         unsigned char pixels[296*194];
9285         strlcpy(cache->name, skinname, sizeof(cache->name));
9286         dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
9287         if (developer_loading.integer)
9288                 Con_Printf("loading %s\n", name);
9289         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
9290         if (!skinframe || !skinframe->base)
9291         {
9292                 unsigned char *f;
9293                 fs_offset_t filesize;
9294                 skinframe = NULL;
9295                 f = FS_LoadFile(name, tempmempool, true, &filesize);
9296                 if (f)
9297                 {
9298                         if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
9299                                 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
9300                         Mem_Free(f);
9301                 }
9302         }
9303         cache->skinframe = skinframe;
9304 }
9305
9306 texture_t *R_GetCurrentTexture(texture_t *t)
9307 {
9308         int i;
9309         const entity_render_t *ent = rsurface.entity;
9310         dp_model_t *model = ent->model;
9311         q3shaderinfo_layer_tcmod_t *tcmod;
9312
9313         if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
9314                 return t->currentframe;
9315         t->update_lastrenderframe = r_textureframe;
9316         t->update_lastrenderentity = (void *)ent;
9317
9318         if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
9319                 t->camera_entity = ent->entitynumber;
9320         else
9321                 t->camera_entity = 0;
9322
9323         // switch to an alternate material if this is a q1bsp animated material
9324         {
9325                 texture_t *texture = t;
9326                 int s = rsurface.ent_skinnum;
9327                 if ((unsigned int)s >= (unsigned int)model->numskins)
9328                         s = 0;
9329                 if (model->skinscenes)
9330                 {
9331                         if (model->skinscenes[s].framecount > 1)
9332                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
9333                         else
9334                                 s = model->skinscenes[s].firstframe;
9335                 }
9336                 if (s > 0)
9337                         t = t + s * model->num_surfaces;
9338                 if (t->animated)
9339                 {
9340                         // use an alternate animation if the entity's frame is not 0,
9341                         // and only if the texture has an alternate animation
9342                         if (rsurface.ent_alttextures && t->anim_total[1])
9343                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
9344                         else
9345                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
9346                 }
9347                 texture->currentframe = t;
9348         }
9349
9350         // update currentskinframe to be a qw skin or animation frame
9351         if (rsurface.ent_qwskin >= 0)
9352         {
9353                 i = rsurface.ent_qwskin;
9354                 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
9355                 {
9356                         r_qwskincache_size = cl.maxclients;
9357                         if (r_qwskincache)
9358                                 Mem_Free(r_qwskincache);
9359                         r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
9360                 }
9361                 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
9362                         R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
9363                 t->currentskinframe = r_qwskincache[i].skinframe;
9364                 if (t->currentskinframe == NULL)
9365                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9366         }
9367         else if (t->numskinframes >= 2)
9368                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
9369         if (t->backgroundnumskinframes >= 2)
9370                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
9371
9372         t->currentmaterialflags = t->basematerialflags;
9373         t->currentalpha = rsurface.colormod[3];
9374         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
9375                 t->currentalpha *= r_wateralpha.value;
9376         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
9377                 t->currentalpha *= t->r_water_wateralpha;
9378         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
9379                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
9380         if (!(rsurface.ent_flags & RENDER_LIGHT))
9381                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
9382         else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
9383         {
9384                 // pick a model lighting mode
9385                 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
9386                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
9387                 else
9388                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
9389         }
9390         if (rsurface.ent_flags & RENDER_ADDITIVE)
9391                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9392         else if (t->currentalpha < 1)
9393                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
9394         if (rsurface.ent_flags & RENDER_DOUBLESIDED)
9395                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
9396         if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
9397                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
9398         if (t->backgroundnumskinframes)
9399                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
9400         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
9401         {
9402                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
9403                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
9404         }
9405         else
9406                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
9407         if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
9408                 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
9409
9410         // there is no tcmod
9411         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
9412         {
9413                 t->currenttexmatrix = r_waterscrollmatrix;
9414                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
9415         }
9416         else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
9417         {
9418                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
9419                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
9420         }
9421
9422         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9423                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
9424         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
9425                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
9426
9427         t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
9428         if (t->currentskinframe->qpixels)
9429                 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
9430         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
9431         if (!t->basetexture)
9432                 t->basetexture = r_texture_notexture;
9433         t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
9434         t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
9435         t->nmaptexture = t->currentskinframe->nmap;
9436         if (!t->nmaptexture)
9437                 t->nmaptexture = r_texture_blanknormalmap;
9438         t->glosstexture = r_texture_black;
9439         t->glowtexture = t->currentskinframe->glow;
9440         t->fogtexture = t->currentskinframe->fog;
9441         t->reflectmasktexture = t->currentskinframe->reflect;
9442         if (t->backgroundnumskinframes)
9443         {
9444                 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
9445                 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
9446                 t->backgroundglosstexture = r_texture_black;
9447                 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
9448                 if (!t->backgroundnmaptexture)
9449                         t->backgroundnmaptexture = r_texture_blanknormalmap;
9450         }
9451         else
9452         {
9453                 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
9454                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9455                 t->backgroundglosstexture = r_texture_black;
9456                 t->backgroundglowtexture = NULL;
9457         }
9458         t->specularpower = r_shadow_glossexponent.value;
9459         // TODO: store reference values for these in the texture?
9460         t->specularscale = 0;
9461         if (r_shadow_gloss.integer > 0)
9462         {
9463                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
9464                 {
9465                         if (r_shadow_glossintensity.value > 0)
9466                         {
9467                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
9468                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
9469                                 t->specularscale = r_shadow_glossintensity.value;
9470                         }
9471                 }
9472                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
9473                 {
9474                         t->glosstexture = r_texture_white;
9475                         t->backgroundglosstexture = r_texture_white;
9476                         t->specularscale = r_shadow_gloss2intensity.value;
9477                         t->specularpower = r_shadow_gloss2exponent.value;
9478                 }
9479         }
9480         t->specularscale *= t->specularscalemod;
9481         t->specularpower *= t->specularpowermod;
9482
9483         // lightmaps mode looks bad with dlights using actual texturing, so turn
9484         // off the colormap and glossmap, but leave the normalmap on as it still
9485         // accurately represents the shading involved
9486         if (gl_lightmaps.integer)
9487         {
9488                 t->basetexture = r_texture_grey128;
9489                 t->pantstexture = r_texture_black;
9490                 t->shirttexture = r_texture_black;
9491                 t->nmaptexture = r_texture_blanknormalmap;
9492                 t->glosstexture = r_texture_black;
9493                 t->glowtexture = NULL;
9494                 t->fogtexture = NULL;
9495                 t->reflectmasktexture = NULL;
9496                 t->backgroundbasetexture = NULL;
9497                 t->backgroundnmaptexture = r_texture_blanknormalmap;
9498                 t->backgroundglosstexture = r_texture_black;
9499                 t->backgroundglowtexture = NULL;
9500                 t->specularscale = 0;
9501                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
9502         }
9503
9504         Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
9505         VectorClear(t->dlightcolor);
9506         t->currentnumlayers = 0;
9507         if (t->currentmaterialflags & MATERIALFLAG_WALL)
9508         {
9509                 int blendfunc1, blendfunc2;
9510                 qboolean depthmask;
9511                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
9512                 {
9513                         blendfunc1 = GL_SRC_ALPHA;
9514                         blendfunc2 = GL_ONE;
9515                 }
9516                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
9517                 {
9518                         blendfunc1 = GL_SRC_ALPHA;
9519                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
9520                 }
9521                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9522                 {
9523                         blendfunc1 = t->customblendfunc[0];
9524                         blendfunc2 = t->customblendfunc[1];
9525                 }
9526                 else
9527                 {
9528                         blendfunc1 = GL_ONE;
9529                         blendfunc2 = GL_ZERO;
9530                 }
9531                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
9532                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
9533                 {
9534                         // fullbright is not affected by r_refdef.lightmapintensity
9535                         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]);
9536                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9537                                 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]);
9538                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9539                                 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]);
9540                 }
9541                 else
9542                 {
9543                         vec3_t ambientcolor;
9544                         float colorscale;
9545                         // set the color tint used for lights affecting this surface
9546                         VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
9547                         colorscale = 2;
9548                         // q3bsp has no lightmap updates, so the lightstylevalue that
9549                         // would normally be baked into the lightmap must be
9550                         // applied to the color
9551                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
9552                         if (model->type == mod_brushq3)
9553                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
9554                         colorscale *= r_refdef.lightmapintensity;
9555                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
9556                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
9557                         // basic lit geometry
9558                         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]);
9559                         // add pants/shirt if needed
9560                         if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9561                                 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]);
9562                         if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9563                                 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]);
9564                         // now add ambient passes if needed
9565                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
9566                         {
9567                                 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]);
9568                                 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
9569                                         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]);
9570                                 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
9571                                         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]);
9572                         }
9573                 }
9574                 if (t->glowtexture != NULL && !gl_lightmaps.integer)
9575                         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]);
9576                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
9577                 {
9578                         // if this is opaque use alpha blend which will darken the earlier
9579                         // passes cheaply.
9580                         //
9581                         // if this is an alpha blended material, all the earlier passes
9582                         // were darkened by fog already, so we only need to add the fog
9583                         // color ontop through the fog mask texture
9584                         //
9585                         // if this is an additive blended material, all the earlier passes
9586                         // were darkened by fog already, and we should not add fog color
9587                         // (because the background was not darkened, there is no fog color
9588                         // that was lost behind it).
9589                         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]);
9590                 }
9591         }
9592
9593         return t->currentframe;
9594 }
9595
9596 rsurfacestate_t rsurface;
9597
9598 void R_Mesh_ResizeArrays(int newvertices)
9599 {
9600         float *base;
9601         if (rsurface.array_size >= newvertices)
9602                 return;
9603         if (rsurface.array_modelvertex3f)
9604                 Mem_Free(rsurface.array_modelvertex3f);
9605         rsurface.array_size = (newvertices + 1023) & ~1023;
9606         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
9607         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
9608         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
9609         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
9610         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
9611         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
9612         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
9613         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
9614         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
9615         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
9616         rsurface.array_color4f           = base + rsurface.array_size * 27;
9617         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
9618 }
9619
9620 void RSurf_ActiveWorldEntity(void)
9621 {
9622         dp_model_t *model = r_refdef.scene.worldmodel;
9623         //if (rsurface.entity == r_refdef.scene.worldentity)
9624         //      return;
9625         rsurface.entity = r_refdef.scene.worldentity;
9626         rsurface.skeleton = NULL;
9627         memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
9628         rsurface.ent_skinnum = 0;
9629         rsurface.ent_qwskin = -1;
9630         rsurface.ent_shadertime = 0;
9631         rsurface.ent_flags = r_refdef.scene.worldentity->flags;
9632         if (rsurface.array_size < model->surfmesh.num_vertices)
9633                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9634         rsurface.matrix = identitymatrix;
9635         rsurface.inversematrix = identitymatrix;
9636         rsurface.matrixscale = 1;
9637         rsurface.inversematrixscale = 1;
9638         R_EntityMatrix(&identitymatrix);
9639         VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
9640         Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
9641         rsurface.fograngerecip = r_refdef.fograngerecip;
9642         rsurface.fogheightfade = r_refdef.fogheightfade;
9643         rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
9644         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9645         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9646         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9647         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9648         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9649         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9650         VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
9651         rsurface.colormod[3] = 1;
9652         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);
9653         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9654         rsurface.frameblend[0].lerp = 1;
9655         rsurface.ent_alttextures = false;
9656         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9657         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9658         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9659         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9660         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9661         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9662         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9663         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9664         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9665         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9666         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9667         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9668         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9669         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9670         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9671         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9672         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9673         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9674         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9675         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9676         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9677         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9678         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9679         rsurface.modelelement3i = model->surfmesh.data_element3i;
9680         rsurface.modelelement3s = model->surfmesh.data_element3s;
9681         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9682         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9683         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9684         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9685         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9686         rsurface.modelsurfaces = model->data_surfaces;
9687         rsurface.generatedvertex = false;
9688         rsurface.vertex3f  = rsurface.modelvertex3f;
9689         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9690         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9691         rsurface.svector3f = rsurface.modelsvector3f;
9692         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9693         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9694         rsurface.tvector3f = rsurface.modeltvector3f;
9695         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9696         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9697         rsurface.normal3f  = rsurface.modelnormal3f;
9698         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9699         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9700         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9701 }
9702
9703 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
9704 {
9705         dp_model_t *model = ent->model;
9706         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
9707         //      return;
9708         rsurface.entity = (entity_render_t *)ent;
9709         rsurface.skeleton = ent->skeleton;
9710         memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
9711         rsurface.ent_skinnum = ent->skinnum;
9712         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;
9713         rsurface.ent_shadertime = ent->shadertime;
9714         rsurface.ent_flags = ent->flags;
9715         if (rsurface.array_size < model->surfmesh.num_vertices)
9716                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
9717         rsurface.matrix = ent->matrix;
9718         rsurface.inversematrix = ent->inversematrix;
9719         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9720         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9721         R_EntityMatrix(&rsurface.matrix);
9722         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9723         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9724         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9725         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9726         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9727         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9728         VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
9729         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
9730         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
9731         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
9732         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
9733         VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
9734         rsurface.colormod[3] = ent->alpha;
9735         VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
9736         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
9737         rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
9738         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9739         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9740         if (ent->model->brush.submodel && !prepass)
9741         {
9742                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
9743                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
9744         }
9745         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
9746         {
9747                 if (ent->animcache_vertex3f && !r_framedata_failed)
9748                 {
9749                         rsurface.modelvertex3f = ent->animcache_vertex3f;
9750                         rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
9751                         rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
9752                         rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
9753                 }
9754                 else if (wanttangents)
9755                 {
9756                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9757                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
9758                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
9759                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9760                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
9761                 }
9762                 else if (wantnormals)
9763                 {
9764                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9765                         rsurface.modelsvector3f = NULL;
9766                         rsurface.modeltvector3f = NULL;
9767                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
9768                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
9769                 }
9770                 else
9771                 {
9772                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
9773                         rsurface.modelsvector3f = NULL;
9774                         rsurface.modeltvector3f = NULL;
9775                         rsurface.modelnormal3f = NULL;
9776                         model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
9777                 }
9778                 rsurface.modelvertex3f_bufferobject = 0;
9779                 rsurface.modelvertex3f_bufferoffset = 0;
9780                 rsurface.modelsvector3f_bufferobject = 0;
9781                 rsurface.modelsvector3f_bufferoffset = 0;
9782                 rsurface.modeltvector3f_bufferobject = 0;
9783                 rsurface.modeltvector3f_bufferoffset = 0;
9784                 rsurface.modelnormal3f_bufferobject = 0;
9785                 rsurface.modelnormal3f_bufferoffset = 0;
9786                 rsurface.generatedvertex = true;
9787         }
9788         else
9789         {
9790                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
9791                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
9792                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
9793                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
9794                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
9795                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
9796                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
9797                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
9798                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
9799                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
9800                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
9801                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
9802                 rsurface.generatedvertex = false;
9803         }
9804         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
9805         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
9806         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
9807         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
9808         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
9809         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
9810         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
9811         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
9812         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
9813         rsurface.modelelement3i = model->surfmesh.data_element3i;
9814         rsurface.modelelement3s = model->surfmesh.data_element3s;
9815         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
9816         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
9817         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
9818         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
9819         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
9820         rsurface.modelsurfaces = model->data_surfaces;
9821         rsurface.vertex3f  = rsurface.modelvertex3f;
9822         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9823         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9824         rsurface.svector3f = rsurface.modelsvector3f;
9825         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9826         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9827         rsurface.tvector3f = rsurface.modeltvector3f;
9828         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9829         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9830         rsurface.normal3f  = rsurface.modelnormal3f;
9831         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9832         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9833         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9834 }
9835
9836 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)
9837 {
9838         rsurface.entity = r_refdef.scene.worldentity;
9839         rsurface.skeleton = NULL;
9840         rsurface.ent_skinnum = 0;
9841         rsurface.ent_qwskin = -1;
9842         rsurface.ent_shadertime = shadertime;
9843         rsurface.ent_flags = entflags;
9844         rsurface.modelnum_vertices = numvertices;
9845         rsurface.modelnum_triangles = numtriangles;
9846         if (rsurface.array_size < rsurface.modelnum_vertices)
9847                 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
9848         rsurface.matrix = *matrix;
9849         rsurface.inversematrix = *inversematrix;
9850         rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
9851         rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
9852         R_EntityMatrix(&rsurface.matrix);
9853         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
9854         Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
9855         rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
9856         rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
9857         rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
9858         rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
9859         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
9860         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
9861         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
9862         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
9863         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
9864         Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
9865         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);
9866         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
9867         rsurface.frameblend[0].lerp = 1;
9868         rsurface.ent_alttextures = false;
9869         rsurface.basepolygonfactor = r_refdef.polygonfactor;
9870         rsurface.basepolygonoffset = r_refdef.polygonoffset;
9871         if (wanttangents)
9872         {
9873                 rsurface.modelvertex3f = vertex3f;
9874                 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
9875                 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
9876                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9877         }
9878         else if (wantnormals)
9879         {
9880                 rsurface.modelvertex3f = vertex3f;
9881                 rsurface.modelsvector3f = NULL;
9882                 rsurface.modeltvector3f = NULL;
9883                 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
9884         }
9885         else
9886         {
9887                 rsurface.modelvertex3f = vertex3f;
9888                 rsurface.modelsvector3f = NULL;
9889                 rsurface.modeltvector3f = NULL;
9890                 rsurface.modelnormal3f = NULL;
9891         }
9892         rsurface.modelvertex3f_bufferobject = 0;
9893         rsurface.modelvertex3f_bufferoffset = 0;
9894         rsurface.modelsvector3f_bufferobject = 0;
9895         rsurface.modelsvector3f_bufferoffset = 0;
9896         rsurface.modeltvector3f_bufferobject = 0;
9897         rsurface.modeltvector3f_bufferoffset = 0;
9898         rsurface.modelnormal3f_bufferobject = 0;
9899         rsurface.modelnormal3f_bufferoffset = 0;
9900         rsurface.generatedvertex = true;
9901         rsurface.modellightmapcolor4f  = color4f;
9902         rsurface.modellightmapcolor4f_bufferobject = 0;
9903         rsurface.modellightmapcolor4f_bufferoffset = 0;
9904         rsurface.modeltexcoordtexture2f  = texcoord2f;
9905         rsurface.modeltexcoordtexture2f_bufferobject = 0;
9906         rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9907         rsurface.modeltexcoordlightmap2f  = NULL;
9908         rsurface.modeltexcoordlightmap2f_bufferobject = 0;
9909         rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9910         rsurface.modelelement3i = element3i;
9911         rsurface.modelelement3s = element3s;
9912         rsurface.modelelement3i_bufferobject = 0;
9913         rsurface.modelelement3s_bufferobject = 0;
9914         rsurface.modellightmapoffsets = NULL;
9915         rsurface.modelsurfaces = NULL;
9916         rsurface.vertex3f  = rsurface.modelvertex3f;
9917         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
9918         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9919         rsurface.svector3f = rsurface.modelsvector3f;
9920         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
9921         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9922         rsurface.tvector3f = rsurface.modeltvector3f;
9923         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
9924         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9925         rsurface.normal3f  = rsurface.modelnormal3f;
9926         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
9927         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9928         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
9929
9930         if (rsurface.modelnum_vertices && rsurface.modelelement3i)
9931         {
9932                 if ((wantnormals || wanttangents) && !normal3f)
9933                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9934                 if (wanttangents && !svector3f)
9935                         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);
9936         }
9937 }
9938
9939 float RSurf_FogPoint(const float *v)
9940 {
9941         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9942         float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9943         float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9944         float FogHeightFade = r_refdef.fogheightfade;
9945         float fogfrac;
9946         unsigned int fogmasktableindex;
9947         if (r_refdef.fogplaneviewabove)
9948                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9949         else
9950                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9951         fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9952         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9953 }
9954
9955 float RSurf_FogVertex(const float *v)
9956 {
9957         // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9958         float FogPlaneViewDist = rsurface.fogplaneviewdist;
9959         float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9960         float FogHeightFade = rsurface.fogheightfade;
9961         float fogfrac;
9962         unsigned int fogmasktableindex;
9963         if (r_refdef.fogplaneviewabove)
9964                 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9965         else
9966                 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9967         fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9968         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9969 }
9970
9971 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9972 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9973 {
9974         int deformindex;
9975         int texturesurfaceindex;
9976         int i, j;
9977         float amplitude;
9978         float animpos;
9979         float scale;
9980         const float *v1, *in_tc;
9981         float *out_tc;
9982         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9983         float waveparms[4];
9984         q3shaderinfo_deform_t *deform;
9985         // 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
9986         if (rsurface.generatedvertex)
9987         {
9988                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
9989                         generatenormals = true;
9990                 for (i = 0;i < Q3MAXDEFORMS;i++)
9991                 {
9992                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
9993                         {
9994                                 generatetangents = true;
9995                                 generatenormals = true;
9996                         }
9997                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
9998                                 generatenormals = true;
9999                 }
10000                 if (generatenormals && !rsurface.modelnormal3f)
10001                 {
10002                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10003                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
10004                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
10005                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
10006                 }
10007                 if (generatetangents && !rsurface.modelsvector3f)
10008                 {
10009                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10010                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
10011                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
10012                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10013                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
10014                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
10015                         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);
10016                 }
10017         }
10018         rsurface.vertex3f  = rsurface.modelvertex3f;
10019         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
10020         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
10021         rsurface.svector3f = rsurface.modelsvector3f;
10022         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
10023         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
10024         rsurface.tvector3f = rsurface.modeltvector3f;
10025         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
10026         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
10027         rsurface.normal3f  = rsurface.modelnormal3f;
10028         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
10029         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
10030         // if vertices are deformed (sprite flares and things in maps, possibly
10031         // water waves, bulges and other deformations), generate them into
10032         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
10033         // (may be static model data or generated data for an animated model, or
10034         //  the previous deform pass)
10035         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
10036         {
10037                 switch (deform->deform)
10038                 {
10039                 default:
10040                 case Q3DEFORM_PROJECTIONSHADOW:
10041                 case Q3DEFORM_TEXT0:
10042                 case Q3DEFORM_TEXT1:
10043                 case Q3DEFORM_TEXT2:
10044                 case Q3DEFORM_TEXT3:
10045                 case Q3DEFORM_TEXT4:
10046                 case Q3DEFORM_TEXT5:
10047                 case Q3DEFORM_TEXT6:
10048                 case Q3DEFORM_TEXT7:
10049                 case Q3DEFORM_NONE:
10050                         break;
10051                 case Q3DEFORM_AUTOSPRITE:
10052                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10053                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10054                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10055                         VectorNormalize(newforward);
10056                         VectorNormalize(newright);
10057                         VectorNormalize(newup);
10058                         // make deformed versions of only the model vertices used by the specified surfaces
10059                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10060                         {
10061                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10062                                 // a single autosprite surface can contain multiple sprites...
10063                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
10064                                 {
10065                                         VectorClear(center);
10066                                         for (i = 0;i < 4;i++)
10067                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10068                                         VectorScale(center, 0.25f, center);
10069                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
10070                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
10071                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
10072                                         for (i = 0;i < 4;i++)
10073                                         {
10074                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
10075                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10076                                         }
10077                                 }
10078                                 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);
10079                                 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);
10080                         }
10081                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10082                         rsurface.vertex3f_bufferobject = 0;
10083                         rsurface.vertex3f_bufferoffset = 0;
10084                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10085                         rsurface.svector3f_bufferobject = 0;
10086                         rsurface.svector3f_bufferoffset = 0;
10087                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10088                         rsurface.tvector3f_bufferobject = 0;
10089                         rsurface.tvector3f_bufferoffset = 0;
10090                         rsurface.normal3f = rsurface.array_deformednormal3f;
10091                         rsurface.normal3f_bufferobject = 0;
10092                         rsurface.normal3f_bufferoffset = 0;
10093                         break;
10094                 case Q3DEFORM_AUTOSPRITE2:
10095                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10096                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10097                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10098                         VectorNormalize(newforward);
10099                         VectorNormalize(newright);
10100                         VectorNormalize(newup);
10101                         // make deformed versions of only the model vertices used by the specified surfaces
10102                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10103                         {
10104                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10105                                 const float *v1, *v2;
10106                                 vec3_t start, end;
10107                                 float f, l;
10108                                 struct
10109                                 {
10110                                         float length2;
10111                                         const float *v1;
10112                                         const float *v2;
10113                                 }
10114                                 shortest[2];
10115                                 memset(shortest, 0, sizeof(shortest));
10116                                 // a single autosprite surface can contain multiple sprites...
10117                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
10118                                 {
10119                                         VectorClear(center);
10120                                         for (i = 0;i < 4;i++)
10121                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
10122                                         VectorScale(center, 0.25f, center);
10123                                         // find the two shortest edges, then use them to define the
10124                                         // axis vectors for rotating around the central axis
10125                                         for (i = 0;i < 6;i++)
10126                                         {
10127                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
10128                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
10129 #if 0
10130                                                 Debug_PolygonBegin(NULL, 0);
10131                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
10132                                                 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);
10133                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
10134                                                 Debug_PolygonEnd();
10135 #endif
10136                                                 l = VectorDistance2(v1, v2);
10137                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10138                                                 if (v1[2] != v2[2])
10139                                                         l += (1.0f / 1024.0f);
10140                                                 if (shortest[0].length2 > l || i == 0)
10141                                                 {
10142                                                         shortest[1] = shortest[0];
10143                                                         shortest[0].length2 = l;
10144                                                         shortest[0].v1 = v1;
10145                                                         shortest[0].v2 = v2;
10146                                                 }
10147                                                 else if (shortest[1].length2 > l || i == 1)
10148                                                 {
10149                                                         shortest[1].length2 = l;
10150                                                         shortest[1].v1 = v1;
10151                                                         shortest[1].v2 = v2;
10152                                                 }
10153                                         }
10154                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10155                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10156 #if 0
10157                                         Debug_PolygonBegin(NULL, 0);
10158                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
10159                                         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);
10160                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
10161                                         Debug_PolygonEnd();
10162 #endif
10163                                         // this calculates the right vector from the shortest edge
10164                                         // and the up vector from the edge midpoints
10165                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10166                                         VectorNormalize(right);
10167                                         VectorSubtract(end, start, up);
10168                                         VectorNormalize(up);
10169                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10170                                         VectorSubtract(rsurface.localvieworigin, center, forward);
10171                                         //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10172                                         VectorNegate(forward, forward);
10173                                         VectorReflect(forward, 0, up, forward);
10174                                         VectorNormalize(forward);
10175                                         CrossProduct(up, forward, newright);
10176                                         VectorNormalize(newright);
10177 #if 0
10178                                         Debug_PolygonBegin(NULL, 0);
10179                                         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);
10180                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
10181                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
10182                                         Debug_PolygonEnd();
10183 #endif
10184 #if 0
10185                                         Debug_PolygonBegin(NULL, 0);
10186                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
10187                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
10188                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
10189                                         Debug_PolygonEnd();
10190 #endif
10191                                         // rotate the quad around the up axis vector, this is made
10192                                         // especially easy by the fact we know the quad is flat,
10193                                         // so we only have to subtract the center position and
10194                                         // measure distance along the right vector, and then
10195                                         // multiply that by the newright vector and add back the
10196                                         // center position
10197                                         // we also need to subtract the old position to undo the
10198                                         // displacement from the center, which we do with a
10199                                         // DotProduct, the subtraction/addition of center is also
10200                                         // optimized into DotProducts here
10201                                         l = DotProduct(right, center);
10202                                         for (i = 0;i < 4;i++)
10203                                         {
10204                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
10205                                                 f = DotProduct(right, v1) - l;
10206                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
10207                                         }
10208                                 }
10209                                 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);
10210                                 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);
10211                         }
10212                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10213                         rsurface.vertex3f_bufferobject = 0;
10214                         rsurface.vertex3f_bufferoffset = 0;
10215                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10216                         rsurface.svector3f_bufferobject = 0;
10217                         rsurface.svector3f_bufferoffset = 0;
10218                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10219                         rsurface.tvector3f_bufferobject = 0;
10220                         rsurface.tvector3f_bufferoffset = 0;
10221                         rsurface.normal3f = rsurface.array_deformednormal3f;
10222                         rsurface.normal3f_bufferobject = 0;
10223                         rsurface.normal3f_bufferoffset = 0;
10224                         break;
10225                 case Q3DEFORM_NORMAL:
10226                         // deform the normals to make reflections wavey
10227                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10228                         {
10229                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10230                                 for (j = 0;j < surface->num_vertices;j++)
10231                                 {
10232                                         float vertex[3];
10233                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
10234                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
10235                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
10236                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10237                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10238                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
10239                                         VectorNormalize(normal);
10240                                 }
10241                                 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);
10242                         }
10243                         rsurface.svector3f = rsurface.array_deformedsvector3f;
10244                         rsurface.svector3f_bufferobject = 0;
10245                         rsurface.svector3f_bufferoffset = 0;
10246                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
10247                         rsurface.tvector3f_bufferobject = 0;
10248                         rsurface.tvector3f_bufferoffset = 0;
10249                         rsurface.normal3f = rsurface.array_deformednormal3f;
10250                         rsurface.normal3f_bufferobject = 0;
10251                         rsurface.normal3f_bufferoffset = 0;
10252                         break;
10253                 case Q3DEFORM_WAVE:
10254                         // deform vertex array to make wavey water and flags and such
10255                         waveparms[0] = deform->waveparms[0];
10256                         waveparms[1] = deform->waveparms[1];
10257                         waveparms[2] = deform->waveparms[2];
10258                         waveparms[3] = deform->waveparms[3];
10259                         if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10260                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10261                         // this is how a divisor of vertex influence on deformation
10262                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10263                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10264                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10265                         {
10266                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10267                                 for (j = 0;j < surface->num_vertices;j++)
10268                                 {
10269                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
10270                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
10271                                         // if the wavefunc depends on time, evaluate it per-vertex
10272                                         if (waveparms[3])
10273                                         {
10274                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
10275                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10276                                         }
10277                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
10278                                 }
10279                         }
10280                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10281                         rsurface.vertex3f_bufferobject = 0;
10282                         rsurface.vertex3f_bufferoffset = 0;
10283                         break;
10284                 case Q3DEFORM_BULGE:
10285                         // deform vertex array to make the surface have moving bulges
10286                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10287                         {
10288                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10289                                 for (j = 0;j < surface->num_vertices;j++)
10290                                 {
10291                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
10292                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10293                                 }
10294                         }
10295                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10296                         rsurface.vertex3f_bufferobject = 0;
10297                         rsurface.vertex3f_bufferoffset = 0;
10298                         break;
10299                 case Q3DEFORM_MOVE:
10300                         // deform vertex array
10301                         if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10302                                 break; // if wavefunc is a nop, don't make a dynamic vertex array
10303                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10304                         VectorScale(deform->parms, scale, waveparms);
10305                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10306                         {
10307                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10308                                 for (j = 0;j < surface->num_vertices;j++)
10309                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
10310                         }
10311                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
10312                         rsurface.vertex3f_bufferobject = 0;
10313                         rsurface.vertex3f_bufferoffset = 0;
10314                         break;
10315                 }
10316         }
10317         // generate texcoords based on the chosen texcoord source
10318         switch(rsurface.texture->tcgen.tcgen)
10319         {
10320         default:
10321         case Q3TCGEN_TEXTURE:
10322                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
10323                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
10324                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
10325                 break;
10326         case Q3TCGEN_LIGHTMAP:
10327                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
10328                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
10329                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
10330                 break;
10331         case Q3TCGEN_VECTOR:
10332                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10333                 {
10334                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10335                         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)
10336                         {
10337                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
10338                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
10339                         }
10340                 }
10341                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10342                 rsurface.texcoordtexture2f_bufferobject  = 0;
10343                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10344                 break;
10345         case Q3TCGEN_ENVIRONMENT:
10346                 // make environment reflections using a spheremap
10347                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10348                 {
10349                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10350                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
10351                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
10352                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
10353                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
10354                         {
10355                                 // identical to Q3A's method, but executed in worldspace so
10356                                 // carried models can be shiny too
10357
10358                                 float viewer[3], d, reflected[3], worldreflected[3];
10359
10360                                 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
10361                                 // VectorNormalize(viewer);
10362
10363                                 d = DotProduct(normal, viewer);
10364
10365                                 reflected[0] = normal[0]*2*d - viewer[0];
10366                                 reflected[1] = normal[1]*2*d - viewer[1];
10367                                 reflected[2] = normal[2]*2*d - viewer[2];
10368                                 // note: this is proportinal to viewer, so we can normalize later
10369
10370                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10371                                 VectorNormalize(worldreflected);
10372
10373                                 // note: this sphere map only uses world x and z!
10374                                 // so positive and negative y will LOOK THE SAME.
10375                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
10376                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
10377                         }
10378                 }
10379                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10380                 rsurface.texcoordtexture2f_bufferobject  = 0;
10381                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10382                 break;
10383         }
10384         // the only tcmod that needs software vertex processing is turbulent, so
10385         // check for it here and apply the changes if needed
10386         // and we only support that as the first one
10387         // (handling a mixture of turbulent and other tcmods would be problematic
10388         //  without punting it entirely to a software path)
10389         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10390         {
10391                 amplitude = rsurface.texture->tcmods[0].parms[1];
10392                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
10393                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10394                 {
10395                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10396                         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)
10397                         {
10398                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10399                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10400                         }
10401                 }
10402                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
10403                 rsurface.texcoordtexture2f_bufferobject  = 0;
10404                 rsurface.texcoordtexture2f_bufferoffset  = 0;
10405         }
10406         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
10407         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
10408         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
10409         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
10410 }
10411
10412 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10413 {
10414         int i, j;
10415         const msurface_t *surface = texturesurfacelist[0];
10416         const msurface_t *surface2;
10417         int firstvertex;
10418         int endvertex;
10419         int numvertices;
10420         int numtriangles;
10421         // TODO: lock all array ranges before render, rather than on each surface
10422         if (texturenumsurfaces == 1)
10423                 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);
10424         else if (r_batchmode.integer == 2)
10425         {
10426                 #define MAXBATCHTRIANGLES 65536
10427                 int batchtriangles = 0;
10428                 static int batchelements[MAXBATCHTRIANGLES*3];
10429                 for (i = 0;i < texturenumsurfaces;i = j)
10430                 {
10431                         surface = texturesurfacelist[i];
10432                         j = i + 1;
10433                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10434                         {
10435                                 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);
10436                                 continue;
10437                         }
10438                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10439                         batchtriangles = surface->num_triangles;
10440                         firstvertex = surface->num_firstvertex;
10441                         endvertex = surface->num_firstvertex + surface->num_vertices;
10442                         for (;j < texturenumsurfaces;j++)
10443                         {
10444                                 surface2 = texturesurfacelist[j];
10445                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10446                                         break;
10447                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10448                                 batchtriangles += surface2->num_triangles;
10449                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10450                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10451                         }
10452                         surface2 = texturesurfacelist[j-1];
10453                         numvertices = endvertex - firstvertex;
10454                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10455                 }
10456         }
10457         else if (r_batchmode.integer == 1)
10458         {
10459                 for (i = 0;i < texturenumsurfaces;i = j)
10460                 {
10461                         surface = texturesurfacelist[i];
10462                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10463                                 if (texturesurfacelist[j] != surface2)
10464                                         break;
10465                         surface2 = texturesurfacelist[j-1];
10466                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10467                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10468                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10469                 }
10470         }
10471         else
10472         {
10473                 for (i = 0;i < texturenumsurfaces;i++)
10474                 {
10475                         surface = texturesurfacelist[i];
10476                         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);
10477                 }
10478         }
10479 }
10480
10481 static void RSurf_BindLightmapForSurface(const msurface_t *surface)
10482 {
10483         switch(vid.renderpath)
10484         {
10485         case RENDERPATH_CGGL:
10486 #ifdef SUPPORTCG
10487                 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , surface->lightmaptexture );CHECKCGERROR
10488                 if (r_cg_permutation->fp_Texture_Deluxemap) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap, surface->deluxemaptexture);CHECKCGERROR
10489 #endif
10490                 break;
10491         case RENDERPATH_GL20:
10492                 if (r_glsl_permutation->loc_Texture_Lightmap  >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , surface->lightmaptexture );
10493                 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP, surface->deluxemaptexture);
10494                 break;
10495         case RENDERPATH_GL13:
10496         case RENDERPATH_GL11:
10497                 R_Mesh_TexBind(0, surface->lightmaptexture);
10498                 break;
10499         }
10500 }
10501
10502 static void RSurf_BindReflectionForSurface(const msurface_t *surface)
10503 {
10504         // pick the closest matching water plane and bind textures
10505         int planeindex, vertexindex;
10506         float d, bestd;
10507         vec3_t vert;
10508         const float *v;
10509         r_waterstate_waterplane_t *p, *bestp;
10510         bestd = 0;
10511         bestp = NULL;
10512         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
10513         {
10514                 if(p->camera_entity != rsurface.texture->camera_entity)
10515                         continue;
10516                 d = 0;
10517                 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
10518                 {
10519                         Matrix4x4_Transform(&rsurface.matrix, v, vert);
10520                         d += fabs(PlaneDiff(vert, &p->plane));
10521                 }
10522                 if (bestd > d || !bestp)
10523                 {
10524                         bestd = d;
10525                         bestp = p;
10526                 }
10527         }
10528         switch(vid.renderpath)
10529         {
10530         case RENDERPATH_CGGL:
10531 #ifdef SUPPORTCG
10532                 if (r_cg_permutation->fp_Texture_Refraction) {CG_BindTexture(r_cg_permutation->fp_Texture_Refraction, bestp ? bestp->texture_refraction : r_texture_black);CHECKCGERROR}
10533                 else if (r_cg_permutation->fp_Texture_First) {CG_BindTexture(r_cg_permutation->fp_Texture_First, bestp ? bestp->texture_camera : r_texture_black);CHECKCGERROR}
10534                 if (r_cg_permutation->fp_Texture_Reflection) {CG_BindTexture(r_cg_permutation->fp_Texture_Reflection, bestp ? bestp->texture_reflection : r_texture_black);CHECKCGERROR}
10535 #endif
10536                 break;
10537         case RENDERPATH_GL20:
10538                 if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION, bestp ? bestp->texture_refraction : r_texture_black);
10539                 else if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST, bestp ? bestp->texture_camera : r_texture_black);
10540                 if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION, bestp ? bestp->texture_reflection : r_texture_black);
10541                 break;
10542         case RENDERPATH_GL13:
10543         case RENDERPATH_GL11:
10544                 break;
10545         }
10546 }
10547
10548 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10549 {
10550         int i;
10551         const msurface_t *surface;
10552         if (r_waterstate.renderingscene)
10553                 return;
10554         for (i = 0;i < texturenumsurfaces;i++)
10555         {
10556                 surface = texturesurfacelist[i];
10557                 RSurf_BindLightmapForSurface(surface);
10558                 RSurf_BindReflectionForSurface(surface);
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         }
10561 }
10562
10563 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10564 {
10565         int i;
10566         int j;
10567         const msurface_t *surface = texturesurfacelist[0];
10568         const msurface_t *surface2;
10569         int firstvertex;
10570         int endvertex;
10571         int numvertices;
10572         int numtriangles;
10573         if (texturenumsurfaces == 1)
10574         {
10575                 RSurf_BindLightmapForSurface(surface);
10576                 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);
10577         }
10578         else if (r_batchmode.integer == 2)
10579         {
10580                 int batchtriangles = 0;
10581                 static int batchelements[MAXBATCHTRIANGLES*3];
10582                 for (i = 0;i < texturenumsurfaces;i = j)
10583                 {
10584                         surface = texturesurfacelist[i];
10585                         RSurf_BindLightmapForSurface(surface);
10586                         j = i + 1;
10587                         if (surface->num_triangles > MAXBATCHTRIANGLES)
10588                         {
10589                                 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);
10590                                 continue;
10591                         }
10592                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
10593                         batchtriangles = surface->num_triangles;
10594                         firstvertex = surface->num_firstvertex;
10595                         endvertex = surface->num_firstvertex + surface->num_vertices;
10596                         for (;j < texturenumsurfaces;j++)
10597                         {
10598                                 surface2 = texturesurfacelist[j];
10599                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
10600                                         break;
10601                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
10602                                 batchtriangles += surface2->num_triangles;
10603                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
10604                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
10605                         }
10606                         surface2 = texturesurfacelist[j-1];
10607                         numvertices = endvertex - firstvertex;
10608                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
10609                 }
10610         }
10611         else if (r_batchmode.integer == 1)
10612         {
10613 #if 0
10614                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
10615                 for (i = 0;i < texturenumsurfaces;i = j)
10616                 {
10617                         surface = texturesurfacelist[i];
10618                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10619                                 if (texturesurfacelist[j] != surface2)
10620                                         break;
10621                         Con_Printf(" %i", j - i);
10622                 }
10623                 Con_Printf("\n");
10624                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
10625 #endif
10626                 for (i = 0;i < texturenumsurfaces;i = j)
10627                 {
10628                         surface = texturesurfacelist[i];
10629                         RSurf_BindLightmapForSurface(surface);
10630                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
10631                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
10632                                         break;
10633 #if 0
10634                         Con_Printf(" %i", j - i);
10635 #endif
10636                         surface2 = texturesurfacelist[j-1];
10637                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
10638                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
10639                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10640                 }
10641 #if 0
10642                 Con_Printf("\n");
10643 #endif
10644         }
10645         else
10646         {
10647                 for (i = 0;i < texturenumsurfaces;i++)
10648                 {
10649                         surface = texturesurfacelist[i];
10650                         RSurf_BindLightmapForSurface(surface);
10651                         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);
10652                 }
10653         }
10654 }
10655
10656 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10657 {
10658         int j;
10659         int texturesurfaceindex;
10660         if (r_showsurfaces.integer == 2)
10661         {
10662                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10663                 {
10664                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10665                         for (j = 0;j < surface->num_triangles;j++)
10666                         {
10667                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
10668                                 GL_Color(f, f, f, 1);
10669                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
10670                         }
10671                 }
10672         }
10673         else
10674         {
10675                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10676                 {
10677                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10678                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
10679                         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);
10680                         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);
10681                 }
10682         }
10683 }
10684
10685 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10686 {
10687         int texturesurfaceindex;
10688         int i;
10689         const float *v;
10690         float *c2;
10691         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10692         {
10693                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10694                 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)
10695                 {
10696                         c2[0] = 0.5;
10697                         c2[1] = 0.5;
10698                         c2[2] = 0.5;
10699                         c2[3] = 1;
10700                 }
10701         }
10702         rsurface.lightmapcolor4f = rsurface.array_color4f;
10703         rsurface.lightmapcolor4f_bufferobject = 0;
10704         rsurface.lightmapcolor4f_bufferoffset = 0;
10705 }
10706
10707 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10708 {
10709         int texturesurfaceindex;
10710         int i;
10711         float f;
10712         const float *v;
10713         const float *c;
10714         float *c2;
10715         if (rsurface.lightmapcolor4f)
10716         {
10717                 // generate color arrays for the surfaces in this list
10718                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10719                 {
10720                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10721                         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)
10722                         {
10723                                 f = RSurf_FogVertex(v);
10724                                 c2[0] = c[0] * f;
10725                                 c2[1] = c[1] * f;
10726                                 c2[2] = c[2] * f;
10727                                 c2[3] = c[3];
10728                         }
10729                 }
10730         }
10731         else
10732         {
10733                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10734                 {
10735                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10736                         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)
10737                         {
10738                                 f = RSurf_FogVertex(v);
10739                                 c2[0] = f;
10740                                 c2[1] = f;
10741                                 c2[2] = f;
10742                                 c2[3] = 1;
10743                         }
10744                 }
10745         }
10746         rsurface.lightmapcolor4f = rsurface.array_color4f;
10747         rsurface.lightmapcolor4f_bufferobject = 0;
10748         rsurface.lightmapcolor4f_bufferoffset = 0;
10749 }
10750
10751 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10752 {
10753         int texturesurfaceindex;
10754         int i;
10755         float f;
10756         const float *v;
10757         const float *c;
10758         float *c2;
10759         if (!rsurface.lightmapcolor4f)
10760                 return;
10761         // generate color arrays for the surfaces in this list
10762         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10763         {
10764                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10765                 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)
10766                 {
10767                         f = RSurf_FogVertex(v);
10768                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10769                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10770                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10771                         c2[3] = c[3];
10772                 }
10773         }
10774         rsurface.lightmapcolor4f = rsurface.array_color4f;
10775         rsurface.lightmapcolor4f_bufferobject = 0;
10776         rsurface.lightmapcolor4f_bufferoffset = 0;
10777 }
10778
10779 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
10780 {
10781         int texturesurfaceindex;
10782         int i;
10783         const float *c;
10784         float *c2;
10785         if (!rsurface.lightmapcolor4f)
10786                 return;
10787         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10788         {
10789                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10790                 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)
10791                 {
10792                         c2[0] = c[0] * r;
10793                         c2[1] = c[1] * g;
10794                         c2[2] = c[2] * b;
10795                         c2[3] = c[3] * a;
10796                 }
10797         }
10798         rsurface.lightmapcolor4f = rsurface.array_color4f;
10799         rsurface.lightmapcolor4f_bufferobject = 0;
10800         rsurface.lightmapcolor4f_bufferoffset = 0;
10801 }
10802
10803 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10804 {
10805         int texturesurfaceindex;
10806         int i;
10807         const float *c;
10808         float *c2;
10809         if (!rsurface.lightmapcolor4f)
10810                 return;
10811         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10812         {
10813                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10814                 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)
10815                 {
10816                         c2[0] = c[0] + r_refdef.scene.ambient;
10817                         c2[1] = c[1] + r_refdef.scene.ambient;
10818                         c2[2] = c[2] + r_refdef.scene.ambient;
10819                         c2[3] = c[3];
10820                 }
10821         }
10822         rsurface.lightmapcolor4f = rsurface.array_color4f;
10823         rsurface.lightmapcolor4f_bufferobject = 0;
10824         rsurface.lightmapcolor4f_bufferoffset = 0;
10825 }
10826
10827 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10828 {
10829         // TODO: optimize
10830         rsurface.lightmapcolor4f = NULL;
10831         rsurface.lightmapcolor4f_bufferobject = 0;
10832         rsurface.lightmapcolor4f_bufferoffset = 0;
10833         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10834         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10835         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10836         GL_Color(r, g, b, a);
10837         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
10838 }
10839
10840 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10841 {
10842         // TODO: optimize applyfog && applycolor case
10843         // just apply fog if necessary, and tint the fog color array if necessary
10844         rsurface.lightmapcolor4f = NULL;
10845         rsurface.lightmapcolor4f_bufferobject = 0;
10846         rsurface.lightmapcolor4f_bufferoffset = 0;
10847         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10848         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10849         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10850         GL_Color(r, g, b, a);
10851         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10852 }
10853
10854 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10855 {
10856         int texturesurfaceindex;
10857         int i;
10858         float *c;
10859         // TODO: optimize
10860         if (texturesurfacelist[0]->lightmapinfo)
10861         {
10862                 // generate color arrays for the surfaces in this list
10863                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10864                 {
10865                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10866                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
10867                         {
10868                                 if (surface->lightmapinfo->samples)
10869                                 {
10870                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
10871                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
10872                                         VectorScale(lm, scale, c);
10873                                         if (surface->lightmapinfo->styles[1] != 255)
10874                                         {
10875                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
10876                                                 lm += size3;
10877                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
10878                                                 VectorMA(c, scale, lm, c);
10879                                                 if (surface->lightmapinfo->styles[2] != 255)
10880                                                 {
10881                                                         lm += size3;
10882                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
10883                                                         VectorMA(c, scale, lm, c);
10884                                                         if (surface->lightmapinfo->styles[3] != 255)
10885                                                         {
10886                                                                 lm += size3;
10887                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
10888                                                                 VectorMA(c, scale, lm, c);
10889                                                         }
10890                                                 }
10891                                         }
10892                                 }
10893                                 else
10894                                         VectorClear(c);
10895                                 c[3] = 1;
10896                         }
10897                 }
10898                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10899                 rsurface.lightmapcolor4f_bufferobject = 0;
10900                 rsurface.lightmapcolor4f_bufferoffset = 0;
10901         }
10902         else
10903         {
10904                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
10905                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
10906                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
10907         }
10908         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10909         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10910         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10911         GL_Color(r, g, b, a);
10912         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10913 }
10914
10915 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
10916 {
10917         int texturesurfaceindex;
10918         int i;
10919         float f;
10920         float alpha;
10921         const float *v;
10922         const float *n;
10923         float *c;
10924         vec3_t ambientcolor;
10925         vec3_t diffusecolor;
10926         vec3_t lightdir;
10927         // TODO: optimize
10928         // model lighting
10929         VectorCopy(rsurface.modellight_lightdir, lightdir);
10930         f = 0.5f * r_refdef.lightmapintensity;
10931         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10932         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10933         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10934         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10935         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10936         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10937         alpha = *a;
10938         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
10939         {
10940                 // generate color arrays for the surfaces in this list
10941                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10942                 {
10943                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
10944                         int numverts = surface->num_vertices;
10945                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
10946                         n = rsurface.normal3f + 3 * surface->num_firstvertex;
10947                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
10948                         // q3-style directional shading
10949                         for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
10950                         {
10951                                 if ((f = DotProduct(n, lightdir)) > 0)
10952                                         VectorMA(ambientcolor, f, diffusecolor, c);
10953                                 else
10954                                         VectorCopy(ambientcolor, c);
10955                                 c[3] = alpha;
10956                         }
10957                 }
10958                 *r = 1;
10959                 *g = 1;
10960                 *b = 1;
10961                 *a = 1;
10962                 rsurface.lightmapcolor4f = rsurface.array_color4f;
10963                 rsurface.lightmapcolor4f_bufferobject = 0;
10964                 rsurface.lightmapcolor4f_bufferoffset = 0;
10965                 *applycolor = false;
10966         }
10967         else
10968         {
10969                 *r = ambientcolor[0];
10970                 *g = ambientcolor[1];
10971                 *b = ambientcolor[2];
10972                 rsurface.lightmapcolor4f = NULL;
10973                 rsurface.lightmapcolor4f_bufferobject = 0;
10974                 rsurface.lightmapcolor4f_bufferoffset = 0;
10975         }
10976 }
10977
10978 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10979 {
10980         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
10981         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
10982         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
10983         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
10984         GL_Color(r, g, b, a);
10985         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
10986 }
10987
10988 void RSurf_SetupDepthAndCulling(void)
10989 {
10990         // submodels are biased to avoid z-fighting with world surfaces that they
10991         // may be exactly overlapping (avoids z-fighting artifacts on certain
10992         // doors and things in Quake maps)
10993         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10994         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10995         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10996         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10997 }
10998
10999 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11000 {
11001         // transparent sky would be ridiculous
11002         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11003                 return;
11004         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11005         skyrenderlater = true;
11006         RSurf_SetupDepthAndCulling();
11007         GL_DepthMask(true);
11008         // LordHavoc: HalfLife maps have freaky skypolys so don't use
11009         // skymasking on them, and Quake3 never did sky masking (unlike
11010         // software Quake and software Quake2), so disable the sky masking
11011         // in Quake3 maps as it causes problems with q3map2 sky tricks,
11012         // and skymasking also looks very bad when noclipping outside the
11013         // level, so don't use it then either.
11014         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
11015         {
11016                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
11017                 R_Mesh_ColorPointer(NULL, 0, 0);
11018                 R_Mesh_ResetTextureState();
11019                 if (skyrendermasked)
11020                 {
11021                         R_SetupShader_DepthOrShadow();
11022                         // depth-only (masking)
11023                         GL_ColorMask(0,0,0,0);
11024                         // just to make sure that braindead drivers don't draw
11025                         // anything despite that colormask...
11026                         GL_BlendFunc(GL_ZERO, GL_ONE);
11027                 }
11028                 else
11029                 {
11030                         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11031                         // fog sky
11032                         GL_BlendFunc(GL_ONE, GL_ZERO);
11033                 }
11034                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11035                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11036                 if (skyrendermasked)
11037                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11038         }
11039         R_Mesh_ResetTextureState();
11040         GL_Color(1, 1, 1, 1);
11041 }
11042
11043 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
11044 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
11045 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11046 {
11047         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
11048                 return;
11049         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
11050         if (prepass)
11051         {
11052                 // render screenspace normalmap to texture
11053                 GL_DepthMask(true);
11054                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY);
11055                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11056         }
11057         else if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
11058         {
11059                 // render water or distortion background, then blend surface on top
11060                 GL_DepthMask(true);
11061                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
11062                 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11063                 GL_DepthMask(false);
11064                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11065                 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11066                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11067                 else
11068                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11069         }
11070         else
11071         {
11072                 // render surface normally
11073                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
11074                 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
11075                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
11076                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist);
11077                 else if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
11078                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist);
11079                 else
11080                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11081         }
11082 }
11083
11084 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11085 {
11086         // OpenGL 1.3 path - anything not completely ancient
11087         int texturesurfaceindex;
11088         qboolean applycolor;
11089         qboolean applyfog;
11090         int layerindex;
11091         const texturelayer_t *layer;
11092         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11093
11094         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11095         {
11096                 vec4_t layercolor;
11097                 int layertexrgbscale;
11098                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11099                 {
11100                         if (layerindex == 0)
11101                                 GL_AlphaTest(true);
11102                         else
11103                         {
11104                                 GL_AlphaTest(false);
11105                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11106                         }
11107                 }
11108                 GL_DepthMask(layer->depthmask && writedepth);
11109                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11110                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
11111                 {
11112                         layertexrgbscale = 4;
11113                         VectorScale(layer->color, 0.25f, layercolor);
11114                 }
11115                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
11116                 {
11117                         layertexrgbscale = 2;
11118                         VectorScale(layer->color, 0.5f, layercolor);
11119                 }
11120                 else
11121                 {
11122                         layertexrgbscale = 1;
11123                         VectorScale(layer->color, 1.0f, layercolor);
11124                 }
11125                 layercolor[3] = layer->color[3];
11126                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
11127                 R_Mesh_ColorPointer(NULL, 0, 0);
11128                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11129                 switch (layer->type)
11130                 {
11131                 case TEXTURELAYERTYPE_LITTEXTURE:
11132                         // single-pass lightmapped texture with 2x rgbscale
11133                         R_Mesh_TexBind(0, r_texture_white);
11134                         R_Mesh_TexMatrix(0, NULL);
11135                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11136                         R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11137                         R_Mesh_TexBind(1, layer->texture);
11138                         R_Mesh_TexMatrix(1, &layer->texmatrix);
11139                         R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11140                         R_Mesh_TexCoordPointer(1, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11141                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11142                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11143                         else if (rsurface.uselightmaptexture)
11144                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11145                         else
11146                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11147                         break;
11148                 case TEXTURELAYERTYPE_TEXTURE:
11149                         // singletexture unlit texture with transparency support
11150                         R_Mesh_TexBind(0, layer->texture);
11151                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11152                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11153                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11154                         R_Mesh_TexBind(1, 0);
11155                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11156                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
11157                         break;
11158                 case TEXTURELAYERTYPE_FOG:
11159                         // singletexture fogging
11160                         if (layer->texture)
11161                         {
11162                                 R_Mesh_TexBind(0, layer->texture);
11163                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11164                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11165                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11166                         }
11167                         else
11168                         {
11169                                 R_Mesh_TexBind(0, 0);
11170                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11171                         }
11172                         R_Mesh_TexBind(1, 0);
11173                         R_Mesh_TexCoordPointer(1, 2, NULL, 0, 0);
11174                         // generate a color array for the fog pass
11175                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11176                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11177                         {
11178                                 int i;
11179                                 float f;
11180                                 const float *v;
11181                                 float *c;
11182                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11183                                 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)
11184                                 {
11185                                         f = 1 - RSurf_FogVertex(v);
11186                                         c[0] = layercolor[0];
11187                                         c[1] = layercolor[1];
11188                                         c[2] = layercolor[2];
11189                                         c[3] = f * layercolor[3];
11190                                 }
11191                         }
11192                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11193                         break;
11194                 default:
11195                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11196                 }
11197         }
11198         CHECKGLERROR
11199         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11200         {
11201                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11202                 GL_AlphaTest(false);
11203         }
11204 }
11205
11206 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11207 {
11208         // OpenGL 1.1 - crusty old voodoo path
11209         int texturesurfaceindex;
11210         qboolean applyfog;
11211         int layerindex;
11212         const texturelayer_t *layer;
11213         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11214
11215         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11216         {
11217                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11218                 {
11219                         if (layerindex == 0)
11220                                 GL_AlphaTest(true);
11221                         else
11222                         {
11223                                 GL_AlphaTest(false);
11224                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
11225                         }
11226                 }
11227                 GL_DepthMask(layer->depthmask && writedepth);
11228                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11229                 R_Mesh_ColorPointer(NULL, 0, 0);
11230                 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11231                 switch (layer->type)
11232                 {
11233                 case TEXTURELAYERTYPE_LITTEXTURE:
11234                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
11235                         {
11236                                 // two-pass lit texture with 2x rgbscale
11237                                 // first the lightmap pass
11238                                 R_Mesh_TexBind(0, r_texture_white);
11239                                 R_Mesh_TexMatrix(0, NULL);
11240                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11241                                 R_Mesh_TexCoordPointer(0, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
11242                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11243                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11244                                 else if (rsurface.uselightmaptexture)
11245                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11246                                 else
11247                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
11248                                 // then apply the texture to it
11249                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11250                                 R_Mesh_TexBind(0, layer->texture);
11251                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11252                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11253                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11254                                 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);
11255                         }
11256                         else
11257                         {
11258                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11259                                 R_Mesh_TexBind(0, layer->texture);
11260                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11261                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11262                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11263                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11264                                         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);
11265                                 else
11266                                         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);
11267                         }
11268                         break;
11269                 case TEXTURELAYERTYPE_TEXTURE:
11270                         // singletexture unlit texture with transparency support
11271                         R_Mesh_TexBind(0, layer->texture);
11272                         R_Mesh_TexMatrix(0, &layer->texmatrix);
11273                         R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11274                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11275                         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);
11276                         break;
11277                 case TEXTURELAYERTYPE_FOG:
11278                         // singletexture fogging
11279                         if (layer->texture)
11280                         {
11281                                 R_Mesh_TexBind(0, layer->texture);
11282                                 R_Mesh_TexMatrix(0, &layer->texmatrix);
11283                                 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11284                                 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
11285                         }
11286                         else
11287                         {
11288                                 R_Mesh_TexBind(0, 0);
11289                                 R_Mesh_TexCoordPointer(0, 2, NULL, 0, 0);
11290                         }
11291                         // generate a color array for the fog pass
11292                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
11293                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11294                         {
11295                                 int i;
11296                                 float f;
11297                                 const float *v;
11298                                 float *c;
11299                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
11300                                 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)
11301                                 {
11302                                         f = 1 - RSurf_FogVertex(v);
11303                                         c[0] = layer->color[0];
11304                                         c[1] = layer->color[1];
11305                                         c[2] = layer->color[2];
11306                                         c[3] = f * layer->color[3];
11307                                 }
11308                         }
11309                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11310                         break;
11311                 default:
11312                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11313                 }
11314         }
11315         CHECKGLERROR
11316         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11317         {
11318                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
11319                 GL_AlphaTest(false);
11320         }
11321 }
11322
11323 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11324 {
11325         float c[4];
11326
11327         GL_AlphaTest(false);
11328         R_Mesh_ColorPointer(NULL, 0, 0);
11329         R_Mesh_ResetTextureState();
11330         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11331
11332         if(rsurface.texture && rsurface.texture->currentskinframe)
11333         {
11334                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11335                 c[3] *= rsurface.texture->currentalpha;
11336         }
11337         else
11338         {
11339                 c[0] = 1;
11340                 c[1] = 0;
11341                 c[2] = 1;
11342                 c[3] = 1;
11343         }
11344
11345         if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11346         {
11347                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11348                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11349                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11350         }
11351
11352         // brighten it up (as texture value 127 means "unlit")
11353         c[0] *= 2 * r_refdef.view.colorscale;
11354         c[1] *= 2 * r_refdef.view.colorscale;
11355         c[2] *= 2 * r_refdef.view.colorscale;
11356
11357         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11358                 c[3] *= r_wateralpha.value;
11359
11360         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11361         {
11362                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11363                 GL_DepthMask(false);
11364         }
11365         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11366         {
11367                 GL_BlendFunc(GL_ONE, GL_ONE);
11368                 GL_DepthMask(false);
11369         }
11370         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11371         {
11372                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11373                 GL_DepthMask(false);
11374         }
11375         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11376         {
11377                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11378                 GL_DepthMask(false);
11379         }
11380         else
11381         {
11382                 GL_BlendFunc(GL_ONE, GL_ZERO);
11383                 GL_DepthMask(writedepth);
11384         }
11385
11386         rsurface.lightmapcolor4f = NULL;
11387
11388         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11389         {
11390                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11391
11392                 rsurface.lightmapcolor4f = NULL;
11393                 rsurface.lightmapcolor4f_bufferobject = 0;
11394                 rsurface.lightmapcolor4f_bufferoffset = 0;
11395         }
11396         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11397         {
11398                 qboolean applycolor = true;
11399                 float one = 1.0;
11400
11401                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
11402
11403                 r_refdef.lightmapintensity = 1;
11404                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
11405                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11406         }
11407         else
11408         {
11409                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11410
11411                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
11412                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
11413                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11414         }
11415
11416         if(!rsurface.lightmapcolor4f)
11417                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
11418
11419         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
11420         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
11421         if(r_refdef.fogenabled)
11422                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
11423
11424         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
11425         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11426 }
11427
11428 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11429 {
11430         CHECKGLERROR
11431         RSurf_SetupDepthAndCulling();
11432         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11433         {
11434                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11435                 return;
11436         }
11437         switch (vid.renderpath)
11438         {
11439         case RENDERPATH_GL20:
11440         case RENDERPATH_CGGL:
11441                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11442                 break;
11443         case RENDERPATH_GL13:
11444                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11445                 break;
11446         case RENDERPATH_GL11:
11447                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11448                 break;
11449         }
11450         CHECKGLERROR
11451 }
11452
11453 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11454 {
11455         CHECKGLERROR
11456         RSurf_SetupDepthAndCulling();
11457         if (r_showsurfaces.integer == 3 && !prepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY))
11458         {
11459                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
11460                 return;
11461         }
11462         switch (vid.renderpath)
11463         {
11464         case RENDERPATH_GL20:
11465         case RENDERPATH_CGGL:
11466                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11467                 break;
11468         case RENDERPATH_GL13:
11469                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11470                 break;
11471         case RENDERPATH_GL11:
11472                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11473                 break;
11474         }
11475         CHECKGLERROR
11476 }
11477
11478 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11479 {
11480         int i, j;
11481         int texturenumsurfaces, endsurface;
11482         texture_t *texture;
11483         const msurface_t *surface;
11484 #define MAXBATCH_TRANSPARENTSURFACES 256
11485         const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
11486
11487         // if the model is static it doesn't matter what value we give for
11488         // wantnormals and wanttangents, so this logic uses only rules applicable
11489         // to a model, knowing that they are meaningless otherwise
11490         if (ent == r_refdef.scene.worldentity)
11491                 RSurf_ActiveWorldEntity();
11492         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11493                 RSurf_ActiveModelEntity(ent, false, false, false);
11494         else
11495         {
11496                 switch (vid.renderpath)
11497                 {
11498                 case RENDERPATH_GL20:
11499                 case RENDERPATH_CGGL:
11500                         RSurf_ActiveModelEntity(ent, true, true, false);
11501                         break;
11502                 case RENDERPATH_GL13:
11503                 case RENDERPATH_GL11:
11504                         RSurf_ActiveModelEntity(ent, true, false, false);
11505                         break;
11506                 }
11507         }
11508
11509         if (r_transparentdepthmasking.integer)
11510         {
11511                 qboolean setup = false;
11512                 for (i = 0;i < numsurfaces;i = j)
11513                 {
11514                         j = i + 1;
11515                         surface = rsurface.modelsurfaces + surfacelist[i];
11516                         texture = surface->texture;
11517                         rsurface.texture = R_GetCurrentTexture(texture);
11518                         rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11519                         // scan ahead until we find a different texture
11520                         endsurface = min(i + 1024, numsurfaces);
11521                         texturenumsurfaces = 0;
11522                         texturesurfacelist[texturenumsurfaces++] = surface;
11523                         for (;j < endsurface;j++)
11524                         {
11525                                 surface = rsurface.modelsurfaces + surfacelist[j];
11526                                 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11527                                         break;
11528                                 texturesurfacelist[texturenumsurfaces++] = surface;
11529                         }
11530                         if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11531                                 continue;
11532                         // render the range of surfaces as depth
11533                         if (!setup)
11534                         {
11535                                 setup = true;
11536                                 GL_ColorMask(0,0,0,0);
11537                                 GL_Color(1,1,1,1);
11538                                 GL_DepthTest(true);
11539                                 GL_BlendFunc(GL_ONE, GL_ZERO);
11540                                 GL_DepthMask(true);
11541                                 GL_AlphaTest(false);
11542                                 R_Mesh_ColorPointer(NULL, 0, 0);
11543                                 R_Mesh_ResetTextureState();
11544                                 R_SetupShader_DepthOrShadow();
11545                         }
11546                         RSurf_SetupDepthAndCulling();
11547                         RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11548                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11549                 }
11550                 if (setup)
11551                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11552         }
11553
11554         for (i = 0;i < numsurfaces;i = j)
11555         {
11556                 j = i + 1;
11557                 surface = rsurface.modelsurfaces + surfacelist[i];
11558                 texture = surface->texture;
11559                 rsurface.texture = R_GetCurrentTexture(texture);
11560                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11561                 // scan ahead until we find a different texture
11562                 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
11563                 texturenumsurfaces = 0;
11564                 texturesurfacelist[texturenumsurfaces++] = surface;
11565                 for (;j < endsurface;j++)
11566                 {
11567                         surface = rsurface.modelsurfaces + surfacelist[j];
11568                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
11569                                 break;
11570                         texturesurfacelist[texturenumsurfaces++] = surface;
11571                 }
11572                 // render the range of surfaces
11573                 if (ent == r_refdef.scene.worldentity)
11574                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11575                 else
11576                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11577         }
11578         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11579         GL_AlphaTest(false);
11580 }
11581
11582 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
11583 {
11584         // transparent surfaces get pushed off into the transparent queue
11585         int surfacelistindex;
11586         const msurface_t *surface;
11587         vec3_t tempcenter, center;
11588         for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11589         {
11590                 surface = texturesurfacelist[surfacelistindex];
11591                 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11592                 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11593                 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11594                 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11595                 if (queueentity->transparent_offset) // transparent offset
11596                 {
11597                         center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
11598                         center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
11599                         center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
11600                 }
11601                 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11602         }
11603 }
11604
11605 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11606 {
11607         const entity_render_t *queueentity = r_refdef.scene.worldentity;
11608         CHECKGLERROR
11609         if (depthonly)
11610         {
11611                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11612                         return;
11613                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11614                         return;
11615                 RSurf_SetupDepthAndCulling();
11616                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11617                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11618         }
11619         else if (prepass)
11620         {
11621                 if (!rsurface.texture->currentnumlayers)
11622                         return;
11623                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11624                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11625                 else
11626                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11627         }
11628         else if (r_showsurfaces.integer && !r_refdef.view.showdebug && !prepass)
11629         {
11630                 RSurf_SetupDepthAndCulling();
11631                 GL_AlphaTest(false);
11632                 R_Mesh_ColorPointer(NULL, 0, 0);
11633                 R_Mesh_ResetTextureState();
11634                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11635                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11636                 GL_DepthMask(true);
11637                 GL_BlendFunc(GL_ONE, GL_ZERO);
11638                 GL_Color(0, 0, 0, 1);
11639                 GL_DepthTest(writedepth);
11640                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11641         }
11642         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3 && !prepass)
11643         {
11644                 RSurf_SetupDepthAndCulling();
11645                 GL_AlphaTest(false);
11646                 R_Mesh_ColorPointer(NULL, 0, 0);
11647                 R_Mesh_ResetTextureState();
11648                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11649                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11650                 GL_DepthMask(true);
11651                 GL_BlendFunc(GL_ONE, GL_ZERO);
11652                 GL_DepthTest(true);
11653                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11654         }
11655         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11656                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11657         else if (!rsurface.texture->currentnumlayers)
11658                 return;
11659         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11660         {
11661                 // in the deferred case, transparent surfaces were queued during prepass
11662                 if (!r_shadow_usingdeferredprepass)
11663                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11664         }
11665         else
11666         {
11667                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11668                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11669         }
11670         CHECKGLERROR
11671 }
11672
11673 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11674 {
11675         int i, j;
11676         texture_t *texture;
11677         // break the surface list down into batches by texture and use of lightmapping
11678         for (i = 0;i < numsurfaces;i = j)
11679         {
11680                 j = i + 1;
11681                 // texture is the base texture pointer, rsurface.texture is the
11682                 // current frame/skin the texture is directing us to use (for example
11683                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11684                 // use skin 1 instead)
11685                 texture = surfacelist[i]->texture;
11686                 rsurface.texture = R_GetCurrentTexture(texture);
11687                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11688                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11689                 {
11690                         // if this texture is not the kind we want, skip ahead to the next one
11691                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11692                                 ;
11693                         continue;
11694                 }
11695                 // simply scan ahead until we find a different texture or lightmap state
11696                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11697                         ;
11698                 // render the range of surfaces
11699                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11700         }
11701 }
11702
11703 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
11704 {
11705         CHECKGLERROR
11706         if (depthonly)
11707         {
11708                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11709                         return;
11710                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11711                         return;
11712                 RSurf_SetupDepthAndCulling();
11713                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11714                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11715         }
11716         else if (prepass)
11717         {
11718                 if (!rsurface.texture->currentnumlayers)
11719                         return;
11720                 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11721                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11722                 else
11723                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11724         }
11725         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
11726         {
11727                 RSurf_SetupDepthAndCulling();
11728                 GL_AlphaTest(false);
11729                 R_Mesh_ColorPointer(NULL, 0, 0);
11730                 R_Mesh_ResetTextureState();
11731                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11732                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11733                 GL_DepthMask(true);
11734                 GL_BlendFunc(GL_ONE, GL_ZERO);
11735                 GL_Color(0, 0, 0, 1);
11736                 GL_DepthTest(writedepth);
11737                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
11738         }
11739         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11740         {
11741                 RSurf_SetupDepthAndCulling();
11742                 GL_AlphaTest(false);
11743                 R_Mesh_ColorPointer(NULL, 0, 0);
11744                 R_Mesh_ResetTextureState();
11745                 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11746                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
11747                 GL_DepthMask(true);
11748                 GL_BlendFunc(GL_ONE, GL_ZERO);
11749                 GL_DepthTest(true);
11750                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
11751         }
11752         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
11753                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11754         else if (!rsurface.texture->currentnumlayers)
11755                 return;
11756         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
11757         {
11758                 // in the deferred case, transparent surfaces were queued during prepass
11759                 if (!r_shadow_usingdeferredprepass)
11760                         R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
11761         }
11762         else
11763         {
11764                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11765                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11766         }
11767         CHECKGLERROR
11768 }
11769
11770 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11771 {
11772         int i, j;
11773         texture_t *texture;
11774         // break the surface list down into batches by texture and use of lightmapping
11775         for (i = 0;i < numsurfaces;i = j)
11776         {
11777                 j = i + 1;
11778                 // texture is the base texture pointer, rsurface.texture is the
11779                 // current frame/skin the texture is directing us to use (for example
11780                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11781                 // use skin 1 instead)
11782                 texture = surfacelist[i]->texture;
11783                 rsurface.texture = R_GetCurrentTexture(texture);
11784                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
11785                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11786                 {
11787                         // if this texture is not the kind we want, skip ahead to the next one
11788                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11789                                 ;
11790                         continue;
11791                 }
11792                 // simply scan ahead until we find a different texture or lightmap state
11793                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
11794                         ;
11795                 // render the range of surfaces
11796                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
11797         }
11798 }
11799
11800 float locboxvertex3f[6*4*3] =
11801 {
11802         1,0,1, 1,0,0, 1,1,0, 1,1,1,
11803         0,1,1, 0,1,0, 0,0,0, 0,0,1,
11804         1,1,1, 1,1,0, 0,1,0, 0,1,1,
11805         0,0,1, 0,0,0, 1,0,0, 1,0,1,
11806         0,0,1, 1,0,1, 1,1,1, 0,1,1,
11807         1,0,0, 0,0,0, 0,1,0, 1,1,0
11808 };
11809
11810 unsigned short locboxelements[6*2*3] =
11811 {
11812          0, 1, 2, 0, 2, 3,
11813          4, 5, 6, 4, 6, 7,
11814          8, 9,10, 8,10,11,
11815         12,13,14, 12,14,15,
11816         16,17,18, 16,18,19,
11817         20,21,22, 20,22,23
11818 };
11819
11820 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11821 {
11822         int i, j;
11823         cl_locnode_t *loc = (cl_locnode_t *)ent;
11824         vec3_t mins, size;
11825         float vertex3f[6*4*3];
11826         CHECKGLERROR
11827         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11828         GL_DepthMask(false);
11829         GL_DepthRange(0, 1);
11830         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11831         GL_DepthTest(true);
11832         GL_CullFace(GL_NONE);
11833         R_EntityMatrix(&identitymatrix);
11834
11835         R_Mesh_VertexPointer(vertex3f, 0, 0);
11836         R_Mesh_ColorPointer(NULL, 0, 0);
11837         R_Mesh_ResetTextureState();
11838         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
11839
11840         i = surfacelist[0];
11841         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11842                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11843                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11844                         surfacelist[0] < 0 ? 0.5f : 0.125f);
11845
11846         if (VectorCompare(loc->mins, loc->maxs))
11847         {
11848                 VectorSet(size, 2, 2, 2);
11849                 VectorMA(loc->mins, -0.5f, size, mins);
11850         }
11851         else
11852         {
11853                 VectorCopy(loc->mins, mins);
11854                 VectorSubtract(loc->maxs, loc->mins, size);
11855         }
11856
11857         for (i = 0;i < 6*4*3;)
11858                 for (j = 0;j < 3;j++, i++)
11859                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11860
11861         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
11862 }
11863
11864 void R_DrawLocs(void)
11865 {
11866         int index;
11867         cl_locnode_t *loc, *nearestloc;
11868         vec3_t center;
11869         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11870         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11871         {
11872                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11873                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11874         }
11875 }
11876
11877 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11878 {
11879         if (decalsystem->decals)
11880                 Mem_Free(decalsystem->decals);
11881         memset(decalsystem, 0, sizeof(*decalsystem));
11882 }
11883
11884 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)
11885 {
11886         tridecal_t *decal;
11887         tridecal_t *decals;
11888         int i;
11889
11890         // expand or initialize the system
11891         if (decalsystem->maxdecals <= decalsystem->numdecals)
11892         {
11893                 decalsystem_t old = *decalsystem;
11894                 qboolean useshortelements;
11895                 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11896                 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11897                 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)));
11898                 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11899                 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11900                 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11901                 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11902                 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11903                 if (decalsystem->numdecals)
11904                         memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11905                 if (old.decals)
11906                         Mem_Free(old.decals);
11907                 for (i = 0;i < decalsystem->maxdecals*3;i++)
11908                         decalsystem->element3i[i] = i;
11909                 if (useshortelements)
11910                         for (i = 0;i < decalsystem->maxdecals*3;i++)
11911                                 decalsystem->element3s[i] = i;
11912         }
11913
11914         // grab a decal and search for another free slot for the next one
11915         decals = decalsystem->decals;
11916         decal = decalsystem->decals + (i = decalsystem->freedecal++);
11917         for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
11918                 ;
11919         decalsystem->freedecal = i;
11920         if (decalsystem->numdecals <= i)
11921                 decalsystem->numdecals = i + 1;
11922
11923         // initialize the decal
11924         decal->lived = 0;
11925         decal->triangleindex = triangleindex;
11926         decal->surfaceindex = surfaceindex;
11927         decal->decalsequence = decalsequence;
11928         decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
11929         decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
11930         decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
11931         decal->color4ub[0][3] = 255;
11932         decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
11933         decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
11934         decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
11935         decal->color4ub[1][3] = 255;
11936         decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
11937         decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
11938         decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
11939         decal->color4ub[2][3] = 255;
11940         decal->vertex3f[0][0] = v0[0];
11941         decal->vertex3f[0][1] = v0[1];
11942         decal->vertex3f[0][2] = v0[2];
11943         decal->vertex3f[1][0] = v1[0];
11944         decal->vertex3f[1][1] = v1[1];
11945         decal->vertex3f[1][2] = v1[2];
11946         decal->vertex3f[2][0] = v2[0];
11947         decal->vertex3f[2][1] = v2[1];
11948         decal->vertex3f[2][2] = v2[2];
11949         decal->texcoord2f[0][0] = t0[0];
11950         decal->texcoord2f[0][1] = t0[1];
11951         decal->texcoord2f[1][0] = t1[0];
11952         decal->texcoord2f[1][1] = t1[1];
11953         decal->texcoord2f[2][0] = t2[0];
11954         decal->texcoord2f[2][1] = t2[1];
11955 }
11956
11957 extern cvar_t cl_decals_bias;
11958 extern cvar_t cl_decals_models;
11959 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11960 // baseparms, parms, temps
11961 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
11962 {
11963         int cornerindex;
11964         int index;
11965         float v[9][3];
11966         const float *vertex3f;
11967         int numpoints;
11968         float points[2][9][3];
11969         float temp[3];
11970         float tc[9][2];
11971         float f;
11972         float c[9][4];
11973         const int *e;
11974
11975         e = rsurface.modelelement3i + 3*triangleindex;
11976
11977         vertex3f = rsurface.modelvertex3f;
11978
11979         for (cornerindex = 0;cornerindex < 3;cornerindex++)
11980         {
11981                 index = 3*e[cornerindex];
11982                 VectorCopy(vertex3f + index, v[cornerindex]);
11983         }
11984         // cull backfaces
11985         //TriangleNormal(v[0], v[1], v[2], normal);
11986         //if (DotProduct(normal, localnormal) < 0.0f)
11987         //      continue;
11988         // clip by each of the box planes formed from the projection matrix
11989         // if anything survives, we emit the decal
11990         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]);
11991         if (numpoints < 3)
11992                 return;
11993         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]);
11994         if (numpoints < 3)
11995                 return;
11996         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]);
11997         if (numpoints < 3)
11998                 return;
11999         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]);
12000         if (numpoints < 3)
12001                 return;
12002         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]);
12003         if (numpoints < 3)
12004                 return;
12005         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]);
12006         if (numpoints < 3)
12007                 return;
12008         // some part of the triangle survived, so we have to accept it...
12009         if (dynamic)
12010         {
12011                 // dynamic always uses the original triangle
12012                 numpoints = 3;
12013                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
12014                 {
12015                         index = 3*e[cornerindex];
12016                         VectorCopy(vertex3f + index, v[cornerindex]);
12017                 }
12018         }
12019         for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
12020         {
12021                 // convert vertex positions to texcoords
12022                 Matrix4x4_Transform(projection, v[cornerindex], temp);
12023                 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
12024                 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
12025                 // calculate distance fade from the projection origin
12026                 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
12027                 f = bound(0.0f, f, 1.0f);
12028                 c[cornerindex][0] = r * f;
12029                 c[cornerindex][1] = g * f;
12030                 c[cornerindex][2] = b * f;
12031                 c[cornerindex][3] = 1.0f;
12032                 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
12033         }
12034         if (dynamic)
12035                 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
12036         else
12037                 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
12038                         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);
12039 }
12040 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)
12041 {
12042         matrix4x4_t projection;
12043         decalsystem_t *decalsystem;
12044         qboolean dynamic;
12045         dp_model_t *model;
12046         const msurface_t *surface;
12047         const msurface_t *surfaces;
12048         const int *surfacelist;
12049         const texture_t *texture;
12050         int numtriangles;
12051         int numsurfacelist;
12052         int surfacelistindex;
12053         int surfaceindex;
12054         int triangleindex;
12055         float localorigin[3];
12056         float localnormal[3];
12057         float localmins[3];
12058         float localmaxs[3];
12059         float localsize;
12060         //float normal[3];
12061         float planes[6][4];
12062         float angles[3];
12063         bih_t *bih;
12064         int bih_triangles_count;
12065         int bih_triangles[256];
12066         int bih_surfaces[256];
12067
12068         decalsystem = &ent->decalsystem;
12069         model = ent->model;
12070         if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
12071         {
12072                 R_DecalSystem_Reset(&ent->decalsystem);
12073                 return;
12074         }
12075
12076         if (!model->brush.data_nodes && !cl_decals_models.integer)
12077         {
12078                 if (decalsystem->model)
12079                         R_DecalSystem_Reset(decalsystem);
12080                 return;
12081         }
12082
12083         if (decalsystem->model != model)
12084                 R_DecalSystem_Reset(decalsystem);
12085         decalsystem->model = model;
12086
12087         RSurf_ActiveModelEntity(ent, false, false, false);
12088
12089         Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12090         Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12091         VectorNormalize(localnormal);
12092         localsize = worldsize*rsurface.inversematrixscale;
12093         localmins[0] = localorigin[0] - localsize;
12094         localmins[1] = localorigin[1] - localsize;
12095         localmins[2] = localorigin[2] - localsize;
12096         localmaxs[0] = localorigin[0] + localsize;
12097         localmaxs[1] = localorigin[1] + localsize;
12098         localmaxs[2] = localorigin[2] + localsize;
12099
12100         //VectorCopy(localnormal, planes[4]);
12101         //VectorVectors(planes[4], planes[2], planes[0]);
12102         AnglesFromVectors(angles, localnormal, NULL, false);
12103         AngleVectors(angles, planes[0], planes[2], planes[4]);
12104         VectorNegate(planes[0], planes[1]);
12105         VectorNegate(planes[2], planes[3]);
12106         VectorNegate(planes[4], planes[5]);
12107         planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12108         planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12109         planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12110         planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12111         planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12112         planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12113
12114 #if 1
12115 // works
12116 {
12117         matrix4x4_t forwardprojection;
12118         Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12119         Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12120 }
12121 #else
12122 // broken
12123 {
12124         float projectionvector[4][3];
12125         VectorScale(planes[0], ilocalsize, projectionvector[0]);
12126         VectorScale(planes[2], ilocalsize, projectionvector[1]);
12127         VectorScale(planes[4], ilocalsize, projectionvector[2]);
12128         projectionvector[0][0] = planes[0][0] * ilocalsize;
12129         projectionvector[0][1] = planes[1][0] * ilocalsize;
12130         projectionvector[0][2] = planes[2][0] * ilocalsize;
12131         projectionvector[1][0] = planes[0][1] * ilocalsize;
12132         projectionvector[1][1] = planes[1][1] * ilocalsize;
12133         projectionvector[1][2] = planes[2][1] * ilocalsize;
12134         projectionvector[2][0] = planes[0][2] * ilocalsize;
12135         projectionvector[2][1] = planes[1][2] * ilocalsize;
12136         projectionvector[2][2] = planes[2][2] * ilocalsize;
12137         projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12138         projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12139         projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12140         Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12141 }
12142 #endif
12143
12144         dynamic = model->surfmesh.isanimated;
12145         numsurfacelist = model->nummodelsurfaces;
12146         surfacelist = model->sortedmodelsurfaces;
12147         surfaces = model->data_surfaces;
12148
12149         bih = NULL;
12150         bih_triangles_count = -1;
12151         if(!dynamic)
12152         {
12153                 if(model->render_bih.numleafs)
12154                         bih = &model->render_bih;
12155                 else if(model->collision_bih.numleafs)
12156                         bih = &model->collision_bih;
12157         }
12158         if(bih)
12159                 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
12160         if(bih_triangles_count == 0)
12161                 return;
12162         if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
12163                 return;
12164         if(bih_triangles_count > 0)
12165         {
12166                 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
12167                 {
12168                         surfaceindex = bih_surfaces[triangleindex];
12169                         surface = surfaces + surfaceindex;
12170                         texture = surface->texture;
12171                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12172                                 continue;
12173                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12174                                 continue;
12175                         R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
12176                 }
12177         }
12178         else
12179         {
12180                 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12181                 {
12182                         surfaceindex = surfacelist[surfacelistindex];
12183                         surface = surfaces + surfaceindex;
12184                         // check cull box first because it rejects more than any other check
12185                         if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12186                                 continue;
12187                         // skip transparent surfaces
12188                         texture = surface->texture;
12189                         if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12190                                 continue;
12191                         if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12192                                 continue;
12193                         numtriangles = surface->num_triangles;
12194                         for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
12195                                 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
12196                 }
12197         }
12198 }
12199
12200 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12201 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)
12202 {
12203         int renderentityindex;
12204         float worldmins[3];
12205         float worldmaxs[3];
12206         entity_render_t *ent;
12207
12208         if (!cl_decals_newsystem.integer)
12209                 return;
12210
12211         worldmins[0] = worldorigin[0] - worldsize;
12212         worldmins[1] = worldorigin[1] - worldsize;
12213         worldmins[2] = worldorigin[2] - worldsize;
12214         worldmaxs[0] = worldorigin[0] + worldsize;
12215         worldmaxs[1] = worldorigin[1] + worldsize;
12216         worldmaxs[2] = worldorigin[2] + worldsize;
12217
12218         R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12219
12220         for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12221         {
12222                 ent = r_refdef.scene.entities[renderentityindex];
12223                 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12224                         continue;
12225
12226                 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12227         }
12228 }
12229
12230 typedef struct r_decalsystem_splatqueue_s
12231 {
12232         vec3_t worldorigin;
12233         vec3_t worldnormal;
12234         float color[4];
12235         float tcrange[4];
12236         float worldsize;
12237         int decalsequence;
12238 }
12239 r_decalsystem_splatqueue_t;
12240
12241 int r_decalsystem_numqueued = 0;
12242 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12243
12244 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)
12245 {
12246         r_decalsystem_splatqueue_t *queue;
12247
12248         if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12249                 return;
12250
12251         queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12252         VectorCopy(worldorigin, queue->worldorigin);
12253         VectorCopy(worldnormal, queue->worldnormal);
12254         Vector4Set(queue->color, r, g, b, a);
12255         Vector4Set(queue->tcrange, s1, t1, s2, t2);
12256         queue->worldsize = worldsize;
12257         queue->decalsequence = cl.decalsequence++;
12258 }
12259
12260 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12261 {
12262         int i;
12263         r_decalsystem_splatqueue_t *queue;
12264
12265         for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12266                 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);
12267         r_decalsystem_numqueued = 0;
12268 }
12269
12270 extern cvar_t cl_decals_max;
12271 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12272 {
12273         int i;
12274         decalsystem_t *decalsystem = &ent->decalsystem;
12275         int numdecals;
12276         int killsequence;
12277         tridecal_t *decal;
12278         float frametime;
12279         float lifetime;
12280
12281         if (!decalsystem->numdecals)
12282                 return;
12283
12284         if (r_showsurfaces.integer)
12285                 return;
12286
12287         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12288         {
12289                 R_DecalSystem_Reset(decalsystem);
12290                 return;
12291         }
12292
12293         killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
12294         lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12295
12296         if (decalsystem->lastupdatetime)
12297                 frametime = (cl.time - decalsystem->lastupdatetime);
12298         else
12299                 frametime = 0;
12300         decalsystem->lastupdatetime = cl.time;
12301         decal = decalsystem->decals;
12302         numdecals = decalsystem->numdecals;
12303
12304         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12305         {
12306                 if (decal->color4ub[0][3])
12307                 {
12308                         decal->lived += frametime;
12309                         if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
12310                         {
12311                                 memset(decal, 0, sizeof(*decal));
12312                                 if (decalsystem->freedecal > i)
12313                                         decalsystem->freedecal = i;
12314                         }
12315                 }
12316         }
12317         decal = decalsystem->decals;
12318         while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
12319                 numdecals--;
12320
12321         // collapse the array by shuffling the tail decals into the gaps
12322         for (;;)
12323         {
12324                 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
12325                         decalsystem->freedecal++;
12326                 if (decalsystem->freedecal == numdecals)
12327                         break;
12328                 decal[decalsystem->freedecal] = decal[--numdecals];
12329         }
12330
12331         decalsystem->numdecals = numdecals;
12332
12333         if (numdecals <= 0)
12334         {
12335                 // if there are no decals left, reset decalsystem
12336                 R_DecalSystem_Reset(decalsystem);
12337         }
12338 }
12339
12340 extern skinframe_t *decalskinframe;
12341 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12342 {
12343         int i;
12344         decalsystem_t *decalsystem = &ent->decalsystem;
12345         int numdecals;
12346         tridecal_t *decal;
12347         float faderate;
12348         float alpha;
12349         float *v3f;
12350         float *c4f;
12351         float *t2f;
12352         const int *e;
12353         const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12354         int numtris = 0;
12355
12356         numdecals = decalsystem->numdecals;
12357         if (!numdecals)
12358                 return;
12359
12360         if (r_showsurfaces.integer)
12361                 return;
12362
12363         if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12364         {
12365                 R_DecalSystem_Reset(decalsystem);
12366                 return;
12367         }
12368
12369         // if the model is static it doesn't matter what value we give for
12370         // wantnormals and wanttangents, so this logic uses only rules applicable
12371         // to a model, knowing that they are meaningless otherwise
12372         if (ent == r_refdef.scene.worldentity)
12373                 RSurf_ActiveWorldEntity();
12374         else
12375                 RSurf_ActiveModelEntity(ent, false, false, false);
12376
12377         decalsystem->lastupdatetime = cl.time;
12378         decal = decalsystem->decals;
12379
12380         faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12381
12382         // update vertex positions for animated models
12383         v3f = decalsystem->vertex3f;
12384         c4f = decalsystem->color4f;
12385         t2f = decalsystem->texcoord2f;
12386         for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12387         {
12388                 if (!decal->color4ub[0][3])
12389                         continue;
12390
12391                 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12392                         continue;
12393
12394                 // update color values for fading decals
12395                 if (decal->lived >= cl_decals_time.value)
12396                 {
12397                         alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12398                         alpha *= (1.0f/255.0f);
12399                 }
12400                 else
12401                         alpha = 1.0f/255.0f;
12402
12403                 c4f[ 0] = decal->color4ub[0][0] * alpha;
12404                 c4f[ 1] = decal->color4ub[0][1] * alpha;
12405                 c4f[ 2] = decal->color4ub[0][2] * alpha;
12406                 c4f[ 3] = 1;
12407                 c4f[ 4] = decal->color4ub[1][0] * alpha;
12408                 c4f[ 5] = decal->color4ub[1][1] * alpha;
12409                 c4f[ 6] = decal->color4ub[1][2] * alpha;
12410                 c4f[ 7] = 1;
12411                 c4f[ 8] = decal->color4ub[2][0] * alpha;
12412                 c4f[ 9] = decal->color4ub[2][1] * alpha;
12413                 c4f[10] = decal->color4ub[2][2] * alpha;
12414                 c4f[11] = 1;
12415
12416                 t2f[0] = decal->texcoord2f[0][0];
12417                 t2f[1] = decal->texcoord2f[0][1];
12418                 t2f[2] = decal->texcoord2f[1][0];
12419                 t2f[3] = decal->texcoord2f[1][1];
12420                 t2f[4] = decal->texcoord2f[2][0];
12421                 t2f[5] = decal->texcoord2f[2][1];
12422
12423                 // update vertex positions for animated models
12424                 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
12425                 {
12426                         e = rsurface.modelelement3i + 3*decal->triangleindex;
12427                         VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
12428                         VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
12429                         VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
12430                 }
12431                 else
12432                 {
12433                         VectorCopy(decal->vertex3f[0], v3f);
12434                         VectorCopy(decal->vertex3f[1], v3f + 3);
12435                         VectorCopy(decal->vertex3f[2], v3f + 6);
12436                 }
12437
12438                 if (r_refdef.fogenabled)
12439                 {
12440                         alpha = RSurf_FogVertex(v3f);
12441                         VectorScale(c4f, alpha, c4f);
12442                         alpha = RSurf_FogVertex(v3f + 3);
12443                         VectorScale(c4f + 4, alpha, c4f + 4);
12444                         alpha = RSurf_FogVertex(v3f + 6);
12445                         VectorScale(c4f + 8, alpha, c4f + 8);
12446                 }
12447
12448                 v3f += 9;
12449                 c4f += 12;
12450                 t2f += 6;
12451                 numtris++;
12452         }
12453
12454         if (numtris > 0)
12455         {
12456                 r_refdef.stats.drawndecals += numtris;
12457
12458                 // now render the decals all at once
12459                 // (this assumes they all use one particle font texture!)
12460                 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);
12461                 R_Mesh_ResetTextureState();
12462                 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
12463                 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
12464                 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
12465                 GL_DepthMask(false);
12466                 GL_DepthRange(0, 1);
12467                 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12468                 GL_DepthTest(true);
12469                 GL_CullFace(GL_NONE);
12470                 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12471                 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
12472                 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
12473         }
12474 }
12475
12476 static void R_DrawModelDecals(void)
12477 {
12478         int i, numdecals;
12479
12480         // fade faster when there are too many decals
12481         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12482         for (i = 0;i < r_refdef.scene.numentities;i++)
12483                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12484
12485         R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12486         for (i = 0;i < r_refdef.scene.numentities;i++)
12487                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12488                         R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12489
12490         R_DecalSystem_ApplySplatEntitiesQueue();
12491
12492         numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12493         for (i = 0;i < r_refdef.scene.numentities;i++)
12494                 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12495
12496         r_refdef.stats.totaldecals += numdecals;
12497
12498         if (r_showsurfaces.integer)
12499                 return;
12500
12501         R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12502
12503         for (i = 0;i < r_refdef.scene.numentities;i++)
12504         {
12505                 if (!r_refdef.viewcache.entityvisible[i])
12506                         continue;
12507                 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12508                         R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12509         }
12510 }
12511
12512 extern cvar_t mod_collision_bih;
12513 void R_DrawDebugModel(void)
12514 {
12515         entity_render_t *ent = rsurface.entity;
12516         int i, j, k, l, flagsmask;
12517         const msurface_t *surface;
12518         dp_model_t *model = ent->model;
12519         vec3_t v;
12520
12521         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12522
12523         R_Mesh_ColorPointer(NULL, 0, 0);
12524         R_Mesh_ResetTextureState();
12525         R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12526         GL_DepthRange(0, 1);
12527         GL_DepthTest(!r_showdisabledepthtest.integer);
12528         GL_DepthMask(false);
12529         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12530
12531         if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12532         {
12533                 int triangleindex;
12534                 int bihleafindex;
12535                 qboolean cullbox = ent == r_refdef.scene.worldentity;
12536                 const q3mbrush_t *brush;
12537                 const bih_t *bih = &model->collision_bih;
12538                 const bih_leaf_t *bihleaf;
12539                 float vertex3f[3][3];
12540                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12541                 cullbox = false;
12542                 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12543                 {
12544                         if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12545                                 continue;
12546                         switch (bihleaf->type)
12547                         {
12548                         case BIH_BRUSH:
12549                                 brush = model->brush.data_brushes + bihleaf->itemindex;
12550                                 if (brush->colbrushf && brush->colbrushf->numtriangles)
12551                                 {
12552                                         R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
12553                                         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);
12554                                         R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
12555                                 }
12556                                 break;
12557                         case BIH_COLLISIONTRIANGLE:
12558                                 triangleindex = bihleaf->itemindex;
12559                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12560                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12561                                 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12562                                 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12563                                 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);
12564                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12565                                 break;
12566                         case BIH_RENDERTRIANGLE:
12567                                 triangleindex = bihleaf->itemindex;
12568                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12569                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12570                                 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12571                                 R_Mesh_VertexPointer(vertex3f[0], 0, 0);
12572                                 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);
12573                                 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, polygonelement3s, 0, 0);
12574                                 break;
12575                         }
12576                 }
12577         }
12578
12579         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12580
12581         if (r_showtris.integer || r_shownormals.integer)
12582         {
12583                 if (r_showdisabledepthtest.integer)
12584                 {
12585                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12586                         GL_DepthMask(false);
12587                 }
12588                 else
12589                 {
12590                         GL_BlendFunc(GL_ONE, GL_ZERO);
12591                         GL_DepthMask(true);
12592                 }
12593                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12594                 {
12595                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12596                                 continue;
12597                         rsurface.texture = R_GetCurrentTexture(surface->texture);
12598                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12599                         {
12600                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
12601                                 if (r_showtris.value > 0)
12602                                 {
12603                                         if (!rsurface.texture->currentlayers->depthmask)
12604                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12605                                         else if (ent == r_refdef.scene.worldentity)
12606                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12607                                         else
12608                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12609                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
12610                                         R_Mesh_ColorPointer(NULL, 0, 0);
12611                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
12612                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
12613                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
12614                                         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);
12615                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
12616                                         CHECKGLERROR
12617                                 }
12618                                 if (r_shownormals.value < 0)
12619                                 {
12620                                         qglBegin(GL_LINES);
12621                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12622                                         {
12623                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12624                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12625                                                 qglVertex3f(v[0], v[1], v[2]);
12626                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
12627                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12628                                                 qglVertex3f(v[0], v[1], v[2]);
12629                                         }
12630                                         qglEnd();
12631                                         CHECKGLERROR
12632                                 }
12633                                 if (r_shownormals.value > 0)
12634                                 {
12635                                         qglBegin(GL_LINES);
12636                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12637                                         {
12638                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12639                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12640                                                 qglVertex3f(v[0], v[1], v[2]);
12641                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
12642                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12643                                                 qglVertex3f(v[0], v[1], v[2]);
12644                                         }
12645                                         qglEnd();
12646                                         CHECKGLERROR
12647                                         qglBegin(GL_LINES);
12648                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12649                                         {
12650                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12651                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12652                                                 qglVertex3f(v[0], v[1], v[2]);
12653                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
12654                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12655                                                 qglVertex3f(v[0], v[1], v[2]);
12656                                         }
12657                                         qglEnd();
12658                                         CHECKGLERROR
12659                                         qglBegin(GL_LINES);
12660                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
12661                                         {
12662                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
12663                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12664                                                 qglVertex3f(v[0], v[1], v[2]);
12665                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
12666                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
12667                                                 qglVertex3f(v[0], v[1], v[2]);
12668                                         }
12669                                         qglEnd();
12670                                         CHECKGLERROR
12671                                 }
12672                         }
12673                 }
12674                 rsurface.texture = NULL;
12675         }
12676 }
12677
12678 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
12679 int r_maxsurfacelist = 0;
12680 const msurface_t **r_surfacelist = NULL;
12681 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12682 {
12683         int i, j, endj, flagsmask;
12684         dp_model_t *model = r_refdef.scene.worldmodel;
12685         msurface_t *surfaces;
12686         unsigned char *update;
12687         int numsurfacelist = 0;
12688         if (model == NULL)
12689                 return;
12690
12691         if (r_maxsurfacelist < model->num_surfaces)
12692         {
12693                 r_maxsurfacelist = model->num_surfaces;
12694                 if (r_surfacelist)
12695                         Mem_Free((msurface_t**)r_surfacelist);
12696                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12697         }
12698
12699         RSurf_ActiveWorldEntity();
12700
12701         surfaces = model->data_surfaces;
12702         update = model->brushq1.lightmapupdateflags;
12703
12704         // update light styles on this submodel
12705         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12706         {
12707                 model_brush_lightstyleinfo_t *style;
12708                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12709                 {
12710                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12711                         {
12712                                 int *list = style->surfacelist;
12713                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12714                                 for (j = 0;j < style->numsurfaces;j++)
12715                                         update[list[j]] = true;
12716                         }
12717                 }
12718         }
12719
12720         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12721
12722         if (debug)
12723         {
12724                 R_DrawDebugModel();
12725                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12726                 return;
12727         }
12728
12729         rsurface.uselightmaptexture = false;
12730         rsurface.texture = NULL;
12731         rsurface.rtlight = NULL;
12732         numsurfacelist = 0;
12733         // add visible surfaces to draw list
12734         for (i = 0;i < model->nummodelsurfaces;i++)
12735         {
12736                 j = model->sortedmodelsurfaces[i];
12737                 if (r_refdef.viewcache.world_surfacevisible[j])
12738                         r_surfacelist[numsurfacelist++] = surfaces + j;
12739         }
12740         // update lightmaps if needed
12741         if (model->brushq1.firstrender)
12742         {
12743                 model->brushq1.firstrender = false;
12744                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12745                         if (update[j])
12746                                 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12747         }
12748         else if (update)
12749         {
12750                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12751                         if (r_refdef.viewcache.world_surfacevisible[j])
12752                                 if (update[j])
12753                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12754         }
12755         // don't do anything if there were no surfaces
12756         if (!numsurfacelist)
12757         {
12758                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12759                 return;
12760         }
12761         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12762         GL_AlphaTest(false);
12763
12764         // add to stats if desired
12765         if (r_speeds.integer && !skysurfaces && !depthonly)
12766         {
12767                 r_refdef.stats.world_surfaces += numsurfacelist;
12768                 for (j = 0;j < numsurfacelist;j++)
12769                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
12770         }
12771
12772         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12773 }
12774
12775 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12776 {
12777         int i, j, endj, flagsmask;
12778         dp_model_t *model = ent->model;
12779         msurface_t *surfaces;
12780         unsigned char *update;
12781         int numsurfacelist = 0;
12782         if (model == NULL)
12783                 return;
12784
12785         if (r_maxsurfacelist < model->num_surfaces)
12786         {
12787                 r_maxsurfacelist = model->num_surfaces;
12788                 if (r_surfacelist)
12789                         Mem_Free((msurface_t **)r_surfacelist);
12790                 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12791         }
12792
12793         // if the model is static it doesn't matter what value we give for
12794         // wantnormals and wanttangents, so this logic uses only rules applicable
12795         // to a model, knowing that they are meaningless otherwise
12796         if (ent == r_refdef.scene.worldentity)
12797                 RSurf_ActiveWorldEntity();
12798         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12799                 RSurf_ActiveModelEntity(ent, false, false, false);
12800         else if (prepass)
12801                 RSurf_ActiveModelEntity(ent, true, true, true);
12802         else if (depthonly)
12803         {
12804                 switch (vid.renderpath)
12805                 {
12806                 case RENDERPATH_GL20:
12807                 case RENDERPATH_CGGL:
12808                         RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12809                         break;
12810                 case RENDERPATH_GL13:
12811                 case RENDERPATH_GL11:
12812                         RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12813                         break;
12814                 }
12815         }
12816         else
12817         {
12818                 switch (vid.renderpath)
12819                 {
12820                 case RENDERPATH_GL20:
12821                 case RENDERPATH_CGGL:
12822                         RSurf_ActiveModelEntity(ent, true, true, false);
12823                         break;
12824                 case RENDERPATH_GL13:
12825                 case RENDERPATH_GL11:
12826                         RSurf_ActiveModelEntity(ent, true, false, false);
12827                         break;
12828                 }
12829         }
12830
12831         surfaces = model->data_surfaces;
12832         update = model->brushq1.lightmapupdateflags;
12833
12834         // update light styles
12835         if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12836         {
12837                 model_brush_lightstyleinfo_t *style;
12838                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12839                 {
12840                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
12841                         {
12842                                 int *list = style->surfacelist;
12843                                 style->value = r_refdef.scene.lightstylevalue[style->style];
12844                                 for (j = 0;j < style->numsurfaces;j++)
12845                                         update[list[j]] = true;
12846                         }
12847                 }
12848         }
12849
12850         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12851
12852         if (debug)
12853         {
12854                 R_DrawDebugModel();
12855                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12856                 return;
12857         }
12858
12859         rsurface.uselightmaptexture = false;
12860         rsurface.texture = NULL;
12861         rsurface.rtlight = NULL;
12862         numsurfacelist = 0;
12863         // add visible surfaces to draw list
12864         for (i = 0;i < model->nummodelsurfaces;i++)
12865                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12866         // don't do anything if there were no surfaces
12867         if (!numsurfacelist)
12868         {
12869                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12870                 return;
12871         }
12872         // update lightmaps if needed
12873         if (update)
12874         {
12875                 int updated = 0;
12876                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12877                 {
12878                         if (update[j])
12879                         {
12880                                 updated++;
12881                                 R_BuildLightMap(ent, surfaces + j);
12882                         }
12883                 }
12884         }
12885         if (update)
12886                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12887                         if (update[j])
12888                                 R_BuildLightMap(ent, surfaces + j);
12889         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12890         GL_AlphaTest(false);
12891
12892         // add to stats if desired
12893         if (r_speeds.integer && !skysurfaces && !depthonly)
12894         {
12895                 r_refdef.stats.entities_surfaces += numsurfacelist;
12896                 for (j = 0;j < numsurfacelist;j++)
12897                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
12898         }
12899
12900         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12901 }
12902
12903 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12904 {
12905         static texture_t texture;
12906         static msurface_t surface;
12907         const msurface_t *surfacelist = &surface;
12908
12909         // fake enough texture and surface state to render this geometry
12910
12911         texture.update_lastrenderframe = -1; // regenerate this texture
12912         texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12913         texture.currentskinframe = skinframe;
12914         texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12915         texture.offsetmapping = OFFSETMAPPING_OFF;
12916         texture.offsetscale = 1;
12917         texture.specularscalemod = 1;
12918         texture.specularpowermod = 1;
12919
12920         surface.texture = &texture;
12921         surface.num_triangles = numtriangles;
12922         surface.num_firsttriangle = firsttriangle;
12923         surface.num_vertices = numvertices;
12924         surface.num_firstvertex = firstvertex;
12925
12926         // now render it
12927         rsurface.texture = R_GetCurrentTexture(surface.texture);
12928         rsurface.uselightmaptexture = false;
12929         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12930 }
12931
12932 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)
12933 {
12934         static msurface_t surface;
12935         const msurface_t *surfacelist = &surface;
12936
12937         // fake enough texture and surface state to render this geometry
12938
12939         surface.texture = texture;
12940         surface.num_triangles = numtriangles;
12941         surface.num_firsttriangle = firsttriangle;
12942         surface.num_vertices = numvertices;
12943         surface.num_firstvertex = firstvertex;
12944
12945         // now render it
12946         rsurface.texture = R_GetCurrentTexture(surface.texture);
12947         rsurface.uselightmaptexture = false;
12948         R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12949 }